MushroomSync

v1.0.0·Updated 2026-09-15

Shared server-authoritative config sync used by the other Mushroom mods. No gameplay of its own. Required by Combat Adjustments, Craftable Spawners, Haldor Expansion and Random Yggdrasil.

About this mod Author’s original text

Mushroom Sync

Shared server-authoritative sync for the Mushroom mods. The host decides, clients

follow, and nobody's local.cfg gets rewritten.

It has no gameplay of its own. It exists so the mods that need server-authoritative

settings share one implementation instead of four copies of the same 300 lines.

Required by

| Mod | Uses |

|---|---|

| Combat Adjustments | Config sync |

| Craftable Spawners | Config sync |

| Haldor Expansion | Config sync |

| Random Yggdrasil | Raw channel (world rotations) |

MushroomSync.dll must be installed wherever those are — on every client and on

the dedicated server. The release zip ships it alongside them, so extracting

MushroomMods-plugins.zip into BepInEx/ is enough.

Using it

Config sync, in a plugin's Awake, before binding settings:

[BepInPlugin(PluginGuid, PluginName, PluginVersion)]

[BepInDependency(MushroomSyncPlugin.PluginGuid)]

public class MyPlugin: BaseUnityPlugin

{

internal static ConfigSync Sync;

private void Awake()

{

Sync = ConfigSync.Create(PluginGuid, PluginVersion, Logger).Protecting(Config).OnApplied(ReapplyRuntimeState);

EnableThing = Config.Bind("General", "EnableThing", true, "...");

Sync.Register(EnableThing);

Sync.WatchForChanges(Config).Start();

}

}

After that EnableThing.Value returns the host's value on a synced client and the

local one everywhere else — no call site needs changing. Where you need to know

which you got, or want the local value alongside, use

Sync.TryGetSyncedValue(entry, out var v).

OnApplied matters for any mod that bakes settings into game objects: the config

changing is not enough, the values have to be pushed back in. It fires both when

host values arrive and when they are dropped.

Settings that must stay local

Sync.Exclude(SyncConfigInMultiplayer); // the opt-out itself

Sync.Exclude(GrantTableVersion); // server-only bookkeeping

An excluded entry is never sent and never overlaid.

Opting out

Two gates, deliberately separate:

Sync.GatedBy(() => LockConfiguration.Value); // host: publish, or stay quiet

Sync.AcceptedWhen(() => SyncEnabled.Value); // client: follow a host, or not

GatedBy is a host-side switch — it decides whether this machine publishes when

it is the server. Haldor Expansion uses only this: a client with LockConfiguration

off still follows a host that has it on.

AcceptedWhen is a client-side opt-out. Combat Adjustments passes the same

predicate to both, because its SyncConfigInMultiplayer means "do not sync at all".

Conflating the two is a bug worth naming: a host-side switch that also refused

incoming values would stop a client following a server merely because that client

would not have shared its own settings when hosting.

Pushing your own data

For anything that is not a config entry, use the channel directly — this is what

Random Yggdrasil does for world rotations:

var channel = SyncChannel.Create("MyMod.Thing", PluginVersion, Logger);

channel.WritePayload = pkg => { / server writes / };

channel.ReadPayload = pkg => { / client reads / };

channel.Cleared = reason => { / fall back to local / };

channel.Start();

channel.Broadcast(); // after the server changes something

SyncChannel.ReadCount(pkg) reads a length prefix with a sanity bound, so a corrupt

packet cannot make you allocate without limit.

Design

See docs/DESIGN.md for why it is built this way — the layering, why

it does not wrap login sockets the way ServerSync did, and why the value overlay is

read-only.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_Valheim

File & checksum

Filename
MushroomSync-1.0.0.zip
File size
16.3 KiB