SpawnEnemyOnHit

版本 v1.0.1·更新於 2026-09-16

Every hit you take summons an enemy you have already met. The more of Pharloom you have seen, the deadlier your own mistakes become.

模組介紹 作者原文

Spawn Enemy On Hit

Every time you take a hit, an enemy appears next to you.

The catch, and the whole point of the mod:

It only ever spawns enemies you have already seen.

Nothing is pulled out of thin air. The mod quietly remembers every enemy type in every

room you walk through, and a hit summons one of those. So the more of Pharloom you

explore, the more dangerous getting hit becomes.

Hour one in Moss Grotto, a mistake costs you a crawler. Twenty hours in, that same

mistake reaches into everything you have ever fought and picks something at random.

You build your own difficulty curve by playing the game.

It also means the mod can never blindside you with something you have no idea how to

fight. Every enemy it throws at you is one you have met before — you just did not expect

to meet it here.

The feedback loop

Getting hit puts another enemy in the room. More enemies in the room means more chances

to get hit. A single sloppy moment in a corridor can turn into a fight you have to

actually win.

Two rules keep that from becoming unfair:

  • One enemy per hit. Cause and effect stay obvious. The pressure comes from enemies

piling up, not from the rate accelerating.

  • Leaving the room clears them. A doorway is always an escape hatch, so no room can

become permanently impassable. Fleeing is a real option, and sometimes the right one.

Controls

| Key | Does |

| --- | --- |

| F4 | Turn the challenge on or off, mid-run |

| F3 | Show or hide the counter |

The counter shows whether the mod is armed, how many enemy types it has learned, how many

hits you have taken, and what it summoned last.

Where spawns appear

Next to you, and only somewhere an enemy could actually stand. Placement sweeps outward

from Hornet and stops at the first wall, checks the spot is inside the room, probes

downward for a floor, and rejects anything buried in terrain. It will not drop an enemy

through a wall, into the void, or hovering in mid-air because you happened to be jumping.

Spawns land 2.5–5 units away — close enough to be your problem immediately, far enough

that you get to see it arrive before it reaches you.

Settings

Everything is in BepInEx/config/com.faaris.spawnenemyonhit.cfg, created on first run.

| Setting | Default | What it does |

| --- | --- | --- |

| EnemiesPerHit | 1 | How many appear per hit |

| MaxActiveSpawns | 25 | Ceiling on summoned enemies at once — a framerate rail, not a difficulty knob |

| MaxEnemyHp | 0 | Skip anything tougher than this. 0 means no limit, which leaves bosses in the pool |

| MinDistance / MaxDistance | 2.5 / 5 | How close spawns land |

| ClearOnRoomChange | true | Wipe summons when you leave. Turning this off removes your escape hatch |

| CooldownSeconds | 0.35 | Stops one damage event counting as two hits |

| HarvestIntervalSeconds | 3 | How often the room is re-scanned for new enemy types |

Fair warning about MaxEnemyHp

Left at 0, bosses are eligible once you have fought them. A boss in a stairwell is

funny exactly once. Set it to around 200 to cap the pool at regular enemies.

Installing

With a mod manager: install it, and the BepInEx dependency comes along automatically.

By hand: install BepInExPack Silksong,

then drop SpawnEnemyOnHit.dll into BepInEx/plugins/SpawnEnemyOnHit.

Notes

  • Any health loss counts, including spikes and bad landings. The mod watches your health

rather than hooking one damage path, because Hornet loses health several different ways

and hooking a single one would miss the others. For a challenge run, a hit is a hit.

  • The roster starts empty each session and fills within seconds of moving. If your very

first hit happens before anything is known, the log says so and nothing spawns.

安裝與使用 安裝:BepInEx 外掛

  1. 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
  2. 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
  3. 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
  4. 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。

帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

BepInEx-BepInExPack_Silksong

檔案與校驗

檔案名稱
SpawnEnemyOnHit-1.0.1.zip
檔案大小
111.9 KiB