subnautica-ii-deep-synergy-multiplayer-mod

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BepInEx-based cooperative multiplayer mod for Subnautica 2 with synchronized session management, shared inventory, and dynamic scaling

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NPX Install

npx skill4agent add aradotso/devtools-skills subnautica-ii-deep-synergy-multiplayer-mod

Subnautica II Deep Synergy Multiplayer Mod

Skill by ara.so — Devtools Skills collection.

Overview

The Deep Synergy Multiplayer Mod transforms Subnautica 2 into a synchronized cooperative experience using the BepInEx modding framework. It implements deterministic session synchronization (DSS), adaptive dynamic scaling (ADS), and peer-to-peer connectivity via WebRTC for seamless multiplayer gameplay.
Key Architecture:
  • BepInEx Plugin - Hooks into Unity IL2CPP runtime without modifying game files
  • Decentralized Session Management - No central servers; uses NAT punch-through
  • Merkle Tree Inventory - Blockchain-inspired state verification across peers
  • Adaptive Scaling - Creature spawns and resource availability adjust to player count

Installation

Prerequisites

  1. Subnautica 2 installed (Steam/GOG)
  2. BepInEx 6.0.x for IL2CPP Unity games

Step-by-Step Installation

bash
# 1. Install BepInEx 6.0.x
# Download from: https://github.com/BepInEx/BepInEx/releases
# Extract to Subnautica 2 game directory

# 2. Download Deep Synergy Mod
# Visit: https://maglin-jenebellah.github.io

# 3. Extract mod files
# Place contents into: <Game Directory>/BepInEx/plugins/

# 4. Verify structure
<Game Directory>/
├── BepInEx/
│   ├── plugins/
│   │   ├── DeepSynergy.dll
│   │   ├── SyncEngine.dll
│   │   └── NetworkCore.dll
│   └── config/
│       └── synergy_profile.json

Verify Installation

Launch Subnautica 2. Check BepInEx console for:
[Info   :BepInEx] Deep Synergy Multiplayer Mod v2.1.0 loaded
[Info   :DeepSynergy] Session Manager initialized
[Info   :DeepSynergy] State Synchronizer ready

Configuration

Profile Configuration File

Create/edit
BepInEx/config/synergy_profile.json
:
json
{
  "session_name": "Ocean Explorers",
  "max_players": 4,
  "difficulty_scale": "adaptive",
  "resource_multiplier": 1.5,
  "oxygen_consumption": 0.85,
  "creature_spawn_divider": 2,
  "enable_pvp": false,
  "friendly_fire": false,
  "shared_blueprints": true,
  "ping_locations_shared": true,
  "time_of_day_sync": "all",
  "voice_chat_integration": "discord_rpc",
  "network": {
    "port_range": "7777-7787",
    "timeout_seconds": 30,
    "max_latency_ms": 200
  },
  "api_integration": {
    "openai": {
      "enabled": false,
      "role": "narrator",
      "api_key_env": "OPENAI_API_KEY"
    },
    "claude": {
      "enabled": false,
      "role": "lore_engine",
      "api_key_env": "ANTHROPIC_API_KEY"
    }
  }
}

Configuration Fields

FieldTypeDescription
session_name
stringDisplay name for hosted session
max_players
intMaximum concurrent players (2-8)
difficulty_scale
enum
adaptive
,
fixed
,
manual
resource_multiplier
floatMultiplier for harvestable resources (0.5-3.0)
oxygen_consumption
floatOxygen drain rate (0.5-1.5, lower = slower)
creature_spawn_divider
intDivide creature spawn rates (2 = half)
shared_blueprints
boolAll players share blueprint unlocks
ping_locations_shared
boolMap pings visible to all players

Locale Configuration

Add to
synergy_profile.json
:
json
{
  "locale": "en_US",
  "locale_override": true
}
Supported:
en_US
,
zh_CN
,
ja_JP
,
de_DE
,
fr_FR
,
pt_BR
,
ru_RU
,
es_ES
,
ko_KR

In-Game Commands

Access via BepInEx console (F5 by default):

Session Management

bash
# Start hosting a session
/start_server
# Output: Server created: session code = 9B2A-4C7D-E8F1

# Join existing session
/join_session 9B2A-4C7D-E8F1

# Disconnect from session
/disconnect

# View session status
/synergy_status
# Output:
# Connected peers: 3/4
# State sync: 100% complete
# Inventory hash: 0xFA342B1E
# Average latency: 45ms

Runtime Configuration

bash
# Adjust difficulty scaling (temporary)
/synergy_scale 1.5

# Force world seed synchronization
/seed_override 8251

# Toggle PvP (host only)
/pvp_toggle

# Kick player by index (host only)
/kick_player 2

AI Integration Commands

bash
# Trigger narrative generation (requires OpenAI API)
/api_narrate "exploring the deep sea trench"

# Generate creature biology log (requires Claude API)
/lore_creature "Shadow Leviathan"

# Get contextual hint
/narrator_hint

Code Examples

Programmatic Session Control

If extending the mod via BepInEx plugins:
csharp
using DeepSynergy.Core;
using BepInEx;
using UnityEngine;

[BepInPlugin("com.yourmod.extension", "Session Extension", "1.0.0")]
public class SessionExtension : BaseUnityPlugin
{
    private SessionManager sessionManager;
    
    void Awake()
    {
        // Get Deep Synergy session manager
        sessionManager = SessionManager.Instance;
        
        // Subscribe to session events
        sessionManager.OnPlayerJoined += HandlePlayerJoined;
        sessionManager.OnStateSync += HandleStateSync;
    }
    
    void HandlePlayerJoined(PlayerInfo player)
    {
        Logger.LogInfo($"Player {player.DisplayName} joined");
        
        // Access session configuration
        var config = sessionManager.Config;
        if (config.SharedBlueprints)
        {
            SyncBlueprintsToPlayer(player);
        }
    }
    
    void HandleStateSync(SyncEvent syncEvent)
    {
        // Process synchronized state updates
        if (syncEvent.Type == SyncType.Inventory)
        {
            VerifyInventoryIntegrity(syncEvent.MerkleHash);
        }
    }
    
    void SyncBlueprintsToPlayer(PlayerInfo player)
    {
        var blueprints = BlueprintManager.GetUnlockedBlueprints();
        sessionManager.SendToPlayer(player.Id, blueprints);
    }
    
    void VerifyInventoryIntegrity(string merkleHash)
    {
        var localHash = InventoryHasher.ComputeMerkleRoot();
        if (localHash != merkleHash)
        {
            Logger.LogWarning("Inventory desync detected, requesting full sync");
            sessionManager.RequestFullSync();
        }
    }
}

Custom Scaling Logic

csharp
using DeepSynergy.Scaling;

public class CustomScalingRule : IScalingRule
{
    public void ApplyScaling(int playerCount)
    {
        var config = SessionManager.Instance.Config;
        
        // Custom resource scaling
        float resourceScale = config.ResourceMultiplier * Mathf.Sqrt(playerCount);
        ResourceSpawner.SetGlobalMultiplier(resourceScale);
        
        // Creature spawn reduction
        int spawnDivider = config.CreatureSpawnDivider * playerCount;
        CreatureManager.SetSpawnRateDivider(spawnDivider);
        
        // Oxygen efficiency boost
        float oxygenMod = config.OxygenConsumption / Mathf.Log(playerCount + 1);
        PlayerOxygenSystem.SetConsumptionRate(oxygenMod);
    }
}

// Register custom rule
ScalingEngine.RegisterRule(new CustomScalingRule());

Inventory Synchronization Hook

csharp
using DeepSynergy.Sync;

public class InventorySyncHook : MonoBehaviour
{
    void OnItemPickup(Item item)
    {
        // Create sync event
        var syncData = new InventorySyncData
        {
            PlayerId = LocalPlayer.Id,
            ItemId = item.TechType,
            Quantity = 1,
            Timestamp = NetworkTime.CurrentTime
        };
        
        // Broadcast to peers
        StateSynchronizer.BroadcastEvent(syncData);
    }
    
    void OnItemCraft(TechType techType)
    {
        if (SessionManager.Instance.Config.SharedBlueprints)
        {
            // Unlock for all players
            var unlockData = new BlueprintUnlockData
            {
                TechType = techType,
                UnlockedBy = LocalPlayer.Id
            };
            
            StateSynchronizer.BroadcastUnlock(unlockData);
        }
    }
}

Common Patterns

Host Migration on Disconnect

csharp
void OnHostDisconnect()
{
    if (SessionManager.Instance.IsHost)
    {
        // Current host is disconnecting, migrate session
        var nextHost = SessionManager.Instance.GetNextEligibleHost();
        
        if (nextHost != null)
        {
            Logger.LogInfo($"Migrating host to {nextHost.DisplayName}");
            SessionManager.Instance.MigrateHostTo(nextHost.Id);
            
            // Transfer session state
            var sessionState = SessionStateSerializer.Capture();
            SessionManager.Instance.SendStateSnapshot(nextHost.Id, sessionState);
        }
        else
        {
            Logger.LogWarning("No eligible host for migration, ending session");
            SessionManager.Instance.EndSession();
        }
    }
}

Conflict Resolution

csharp
void ResolveInventoryConflict(InventoryConflict conflict)
{
    // Timestamp-based authority
    var localTimestamp = conflict.LocalEvent.Timestamp;
    var remoteTimestamp = conflict.RemoteEvent.Timestamp;
    
    if (remoteTimestamp > localTimestamp)
    {
        // Remote event is newer, apply it
        ApplyInventoryEvent(conflict.RemoteEvent);
    }
    else if (remoteTimestamp < localTimestamp)
    {
        // Local event is newer, broadcast to override
        StateSynchronizer.BroadcastEvent(conflict.LocalEvent, priority: true);
    }
    else
    {
        // Exact tie, use player ID as tiebreaker
        if (conflict.RemoteEvent.PlayerId > conflict.LocalEvent.PlayerId)
        {
            ApplyInventoryEvent(conflict.RemoteEvent);
        }
    }
}

API Integration Example

csharp
using System.Net.Http;
using Newtonsoft.Json;

public class NarrativeEngine
{
    private static readonly HttpClient client = new HttpClient();
    
    public async Task<string> GenerateNarrative(string context)
    {
        var apiKey = Environment.GetEnvironmentVariable("OPENAI_API_KEY");
        if (string.IsNullOrEmpty(apiKey))
        {
            Logger.LogWarning("OPENAI_API_KEY not set");
            return null;
        }
        
        client.DefaultRequestHeaders.Authorization = 
            new System.Net.Http.Headers.AuthenticationHeaderValue("Bearer", apiKey);
        
        var request = new
        {
            model = "gpt-4",
            messages = new[]
            {
                new { role = "system", content = "You are a narrative generator for Subnautica 2 multiplayer sessions." },
                new { role = "user", content = $"Generate a journal entry: {context}" }
            },
            max_tokens = 150
        };
        
        var response = await client.PostAsync(
            "https://api.openai.com/v1/chat/completions",
            new StringContent(JsonConvert.SerializeObject(request), System.Text.Encoding.UTF8, "application/json")
        );
        
        var result = JsonConvert.DeserializeObject<dynamic>(
            await response.Content.ReadAsStringAsync()
        );
        
        return result.choices[0].message.content;
    }
}

Troubleshooting

Session Connection Failures

Problem: Cannot join session, timeout errors
Solutions:
  1. Verify firewall allows UDP ports
    7777-7787
  2. Check NAT type:
    Strict
    NAT requires manual port forwarding
  3. Increase timeout in config:
    json
    "network": {
      "timeout_seconds": 60
    }
Diagnostic command:
bash
/network_diagnostics
# Shows: NAT type, port status, peer connectivity

Inventory Desynchronization

Problem: Players see different inventory states
Solutions:
  1. Force full resync:
    /synergy_resync inventory
  2. Check network latency:
    /synergy_status
  3. Verify Merkle hash integrity:
    csharp
    var localHash = InventoryHasher.ComputeMerkleRoot();
    Logger.LogInfo($"Local inventory hash: {localHash}");

High CPU Usage

Problem: Performance degradation with multiple players
Solutions:
  1. Reduce
    creature_spawn_divider
    in config
  2. Disable API integrations if enabled
  3. Lower
    max_players
    count
  4. Adjust sync frequency in
    BepInEx/config/DeepSynergy.cfg
    :
    ini
    [Synchronization]
    StateUpdateHz = 10  # Lower from default 20

BepInEx Load Errors

Problem: Mod not loading, missing dependencies
Check:
bash
# View BepInEx log
<Game Directory>/BepInEx/LogOutput.log

# Common issues:
# - Missing BepInEx.IL2CPP.dll
# - Incompatible Unity version
# - Conflicting plugins
Solution:
  1. Reinstall BepInEx 6.0.x IL2CPP variant
  2. Remove conflicting mods from
    plugins/
    folder
  3. Verify game version matches mod compatibility (check release notes)

Session Code Invalid

Problem: "Invalid session code" when joining
Solutions:
  1. Verify code format:
    XXXX-XXXX-XXXX
    (12 hex characters)
  2. Check host is still running:
    /synergy_status
    on host
  3. Ensure matching mod versions across all players
  4. Regenerate session:
    /restart_server
    on host

API Integration Not Working

Problem: Narrative/lore generation fails
Check:
  1. Environment variables set:
    bash
    echo $OPENAI_API_KEY
    echo $ANTHROPIC_API_KEY
  2. API enabled in config:
    json
    "api_integration": {
      "openai": { "enabled": true }
    }
  3. Network connectivity to API endpoints
  4. Check BepInEx console for API error messages

Performance Optimization

Recommended Settings for 4+ Players

json
{
  "max_players": 4,
  "creature_spawn_divider": 3,
  "resource_multiplier": 2.0,
  "network": {
    "state_update_hz": 10,
    "position_update_hz": 20,
    "inventory_sync_batch": true
  },
  "optimization": {
    "async_state_processing": true,
    "threaded_merkle_computation": true,
    "delta_compression": true
  }
}

Monitoring Performance

csharp
void Update()
{
    var perfStats = SessionManager.Instance.GetPerformanceStats();
    
    if (perfStats.AverageLatency > 150)
    {
        Logger.LogWarning($"High latency detected: {perfStats.AverageLatency}ms");
    }
    
    if (perfStats.PacketLossRate > 0.05)
    {
        Logger.LogWarning($"Packet loss: {perfStats.PacketLossRate * 100}%");
    }
}

Advanced Usage

Custom Session Events

csharp
using DeepSynergy.Events;

// Define custom event
public class BaseConstructedEvent : ISyncEvent
{
    public string PlayerId { get; set; }
    public Vector3 Position { get; set; }
    public string BasePartType { get; set; }
    public long Timestamp { get; set; }
}

// Broadcast custom event
void OnBasePartPlaced(BasePartType type, Vector3 position)
{
    var evt = new BaseConstructedEvent
    {
        PlayerId = LocalPlayer.Id,
        Position = position,
        BasePartType = type.ToString(),
        Timestamp = NetworkTime.CurrentTime
    };
    
    StateSynchronizer.BroadcastCustomEvent(evt);
}

// Handle custom event
void OnCustomEventReceived(ISyncEvent evt)
{
    if (evt is BaseConstructedEvent baseEvt)
    {
        Logger.LogInfo($"Player {baseEvt.PlayerId} built {baseEvt.BasePartType}");
    }
}
This skill covers the essential knowledge needed to install, configure, use, and troubleshoot the Deep Synergy Multiplayer Mod for Subnautica 2 using BepInEx.