
BasicEnemySync
Comprehensive Enemy, Boss & Cocoon Revive sync for SSMP. (WIP: Mod is in active development; game-breaking bugs may occur).✦ SSMP Enemy Syncing Addon ✦
Comprehensive Enemy, Boss & Revive Syncing for Hollow Knight: Silksong Multiplayer (SSMP)
Real-Time Enemy Sync · Boss Phase Sync · Downed Cocoon System · Teammate Revives
🧩 What is SSMP Enemy Syncing Addon?
SSMP Enemy Syncing Addon is an expansion mod for Hollow Knight: Silksong Multiplayer (SSMP). It enables complete, real-time multiplayer synchronization for all standard enemies, mini-bosses, and complex multi-phase bosses throughout Pharloom.
In addition to enemy synchronization, it introduces a Co-op Downed & Cocoon Revive System, allowing teammates to rescue each other in battle!
[!WARNING]
⚠️ Work in Progress & Development Disclaimer
This mod is still actively in development and is not perfect. You may encounter desyncs, glitches, or game-breaking bugs during multiplayer sessions.
Please back up your save files, report bugs on the GitHub Issues page, and share your feedback!
✨ What's New in v1.0.1
- 🔌 Native BepInEx Plugin Integration: Added
EnemySyncingPluginentry point (bg52.enemysync.ssmp) allowing the mod to be loaded directly by BepInEx and managed via Thunderstore / r2modman seamlessly. - 🎯 Boss Aggro & Target HUD Indicators: When a boss targets a player in combat, that player's nametag dynamically turns red, giving immediate tactical feedback to teammates.
- 💀 Corpse Snapshot & Death Sync: Enemy deaths now synchronize exact knockback velocity, position, rotation, and attack angles across all clients.
- 🛡️ Scene Owner Death Verification: Implemented authoritative death validation (
VerifyEnemyDieRequest) to prevent client-side desync and duplicate phantom enemies. - 🏹 Enhanced Projectile Synchronization: Added support for projectile animation clip states, custom scaling (
ScaleX), and improved trajectory tracking. - 🧠 PlayMaker FSM Target Patches: Overhauled FSM distance/position calculations (
GetDistance,GetXDistance,GetYDistance,GetPosition) so enemies consistently navigate toward their active network target. - 🔄 Anti-Duplication & Desync Recovery: Background watchdog monitors and restores missing scene enemies while cleaning up stale or dead entities.
⚡ Core Features
⚔️ Complete Network Synchronization
| Feature | Description |
|---|---|
| Transform & Animation | Smooth interpolation for enemy position, rotation, scale, and active animation states |
| Damage & Health | Synchronized health bars, damage tracking, Scene Owner death verification, and remote death triggers |
| Projectile Sync | Synchronized enemy projectiles, spell attacks, custom scales, and spawned sub-objects |
| FSM & Boss Phases | Syncs PlayMaker Finite State Machines (FSMs) & child state changes across multi-phase boss fights |
👑 Dynamic Authority & Claiming System
- Proximity & FOV Claiming: The nearest player looking at an enemy automatically claims authority to control its AI and movement.
- Boss Target Highlighting: Players currently targeted by active bosses are highlighted with a red username tag.
- Host Fallback: Unclaimed or distant enemies cleanly fall back to host-side simulation to eliminate desync.
- Auto-Spawner for Missing Enemies: Automatically instantiates missing scene prefabs for late-joining players.
🕸️ Downed & Cocoon Revive System
- Multiplayer Downed State: Upon taking fatal damage, players enter a protective Cocoon state instead of instantly dying.
- Teammate Revives: Nearby teammates can strike a fallen player's cocoon with their weapon to break them free and revive them back into action.
- Hazard Auto-Settling: Cocoons falling into spikes or environmental hazards automatically settle onto the nearest safe ground.
- Hold-to-Suicide Action: Stuck or isolated players can hold their Quick Map key (default:
TAB/ Controller equivalent) to surrender and respawn. - Team-Wipe Logic: If all players in the active scene are cocooned simultaneously, the mod triggers a synchronized native team defeat.
🎮 How It Works
1. Take Fatal Damage → Player enters Cocoon State (Invulnerable to hazards)
2. Teammate Hits → Striking the cocoon reduces HP & breaks player free!
3. Team Wipe Check → If everyone is downed → Sync'd team defeat & respawn
📥 Installation Guide
Via Thunderstore / r2modman (Recommended)
- Install SSMP Enemy Syncing Addon directly through the Thunderstore Mod Manager or r2modman.
- Launch the game via the mod manager.
Manual Installation
- Prerequisites:
- Hollow Knight: Silksong
- BepInExPack for Silksong
- SSMP (Silksong Multiplayer)
- Install Addon:
- Extract
EnemySyncing.dllinto your BepInEx plugins directory:path\to\Hollow Knight Silksong\BepInEx\plugins\EnemySyncing\(or insideBepInEx\plugins\SSMP\).
- Extract
- Run the Game:
- Launch Silksong. BepInEx and SSMP will automatically load
EnemySyncing.dll. - Note: Both Host and joining clients must have
EnemySyncinginstalled.
- Launch Silksong. BepInEx and SSMP will automatically load
⚙️ Keybinds & Controls
| Action | Control |
|---|---|
| Revive Teammate | Melee Attack (Nail / Needle) on a remote player's Cocoon |
| Cocoon Suicide / Give Up | Hold Quick Map Key (Default: TAB or Controller Button) while cocooned |
🛠️ Building from Source
Requirements
- .NET 8.0 SDK or later
- Visual Studio 2022 / JetBrains Rider / VS Code
Steps
# 1. Clone the repository
git clone https://github.com/Brothergaming52/EnemySyncing.git
cd EnemySyncing
# 2. Build the solution
dotnet build EnemySyncing.csproj -c Release
The compiled binary will be placed in bin/Release/netstandard2.1/EnemySyncing.dll.
🙌 Credits & Acknowledgements
- Brothergaming52 – Creator & Lead Developer
- FieryCGamingz – Addon Tester & Quality Assurance
☕ Support the Project
If this addon improved your Silksong co-op experience, consider supporting the development & testing team!
📜 License
This project is licensed under the MIT License.
Made with ❤️ by Brothergaming52