Source-checkedLibraries & compatibility

MushroomSync

by Mushroom_Vikings · for Valheim

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.

1.0KDownloads
50d agoLast updated
BepInExLoaders
ThunderstoreSource

About MushroomSync

From Thunderstore

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.

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.

Highlights

From source data

Loaders

Runs on BepInEx.

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 50d ago.

MushroomSync on Nxeon

From our catalogue
One-click install
Supported on Nxeon Valheim servers, for BepInEx servers. We download it from Thunderstore, place it, and restart the server.
Server side
Optional on the server
Server type needed
BepInEx
Server load
light
Smallest plan we suggest
Valheim — 4 GB (4 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
1.0.0, released 2026-09-15

Game versions by loader

LoaderGame versionsNewest
BepInEx

From 1 recorded build of MushroomSync.

Dependencies

Declared by the newest build that lists any. Required ones are installed with it on one-click installs.

Run MushroomSync on a Valheim server

Pick a server or deploy a new one above; it is installed in one click.

What kind of mod it is

From the catalog
Listed on Thunderstore as “Core”

Libraries & compatibility

Foundations and fixes other mods build on. Usually installed because something else needs it.

Works on a server

From source side support

Thunderstore lists server-side support for MushroomSync as optional: it can run on a server, but isn’t required there.

Compatibility

Game
Valheim
Loaders
BepInEx
Runs on
Serveroptional on the server
Requires
One-click install needs a BepInEx server.

Verified at the source

  • ✓ThunderstoreOfficial listing, checked 2026-10-01Open ↗
  • ✓AuthorMushroom_Vikings, as published on Thunderstore
  • ✓LicenseNot published by the sourceFree

MushroomSync, answered

Generated from the mod’s own source data.

Do my players need to install MushroomSync?

Thunderstore lists server-side support for MushroomSync as optional: it can run on a server, but isn’t required there.

Which loaders does it support?

BepInEx.

Is it free?

Yes. MushroomSync is free to download from Thunderstore.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run MushroomSync on a Valheim server.

Deploy in about a minute from $9.99 a month, then add MushroomSync in one click.