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Praying small   Title   Holding map small

The ultimate Silksong map overhaul — feature-packed, customizable, and crafted for completionists.


📜️ Explore. Track. Master Pharloom.

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                Features at a Glance



                   Installation                    
  1. Install BepInEx
  2. Extract this mod’s zip into Hollow Knight Silksong/BepInEx/plugins/dakusan/
  3. You should now have (for example): Hollow Knight Silksong/BepInEx/plugins/dakusan/SilkDev.dll
  4. If you use my other mods — Plugin Developer Tools, NoClip — move them into the same dakusan folder.
  5. Run the game and enjoy your upgraded map!


Plugin Notes
   💡️ Tip: disable advanced + shortcut configs to declutter.


  Roadmap & Community Goals  

Open sourcing on github soon! This and the community-voted features got put on the backburner due to NexusMods warning me that I couldn’t tie endorsements to offering new functionality 😟.

Community-voted features.


Planned poll options (suggest more anytime!):


        Help Improve the Atlas        

Many icons remain unlinked (and unchecked) — and you can help! See the Saved Values Window section below for details.
Unlinked icons


Icon categorization also needs refinement. A first pass is complete, but more cleanup is welcome.


Includes two default icon sets: one with unique icons per item and another (Circles) with a consistent icon for each category.


Icons - From game                      Icons - Circles


I did my best with the images in the first set, though I’m no graphic designer — some icons don’t scale well at smaller sizes (like 0.5x).


To contribute:


            Input & Controls            

Key mappings
All interfaces support 🎮️ controller, ⌨️ keyboard, and 🖱️ mouse for every feature.
(Search window does not support controller input.)
All keyboard bindings are customizable in the config.


Map Mouse Controls:


Via config you can:


         Saved Values Window          

Community help is crucial to nail every icon! I’ve matched 550/1,908 via my Pin Finder mod (error-prone) and spent countless hours on requirement/need chains, but it’s a huge dataset I can’t finish alone.


Linking values is super simple, so pitch in! With endorsements and submissions, we could map all Pharloom’s monsters, secrets, and more. Let’s do this together. 🤝🏻


Save Values Window
Use “Show Linked” on the sidebar to view icons not yet associated with save data.
Values Window Options


To link icons and values:


This will also improve icon alignment (MapGenie coordinates aren’t always precise).
If this goes well, I’ll automate for in-game JSON downloads — but there will never be auto-updates or external calls without consent.


This is the only window that persists without the map open.
🎮️ Controller fully supported here too.
Some values are hard to identify — e.g., some secrets are hidden behind “*Remasker*” flags.


Icon accessibility requirements and fulfillment needs The Chain System also need additions and confirmation. For now that’s only possible via json editing and submission. This feature is also currently experimental.
Here is a small part of the current dependency graph of data I’ve been able to compile.
Chain System


If anyone is interested in helping get the database in this project complete, PLEASE contact me. If there is enough interest I’ll put up a discord.


Up-to-date JSON files:



                  Bonus Rant                  

Nexus re-encoded my GIFs into WebP and butchered the quality 😅️
Here’s the original, as intended:
Hornet marker animations


📜️              Immediate Todos            📜️
Coming soon

Pharloom Atlas Background
Logo Logo
Sidebar and Map Sidebar and Map
Basic Settings Basic Settings
More Markers and Labels More Markers and Labels
Help Screen Help Screen
Help Screen - In Japanese! Help Screen - In Japanese!
Search Window Search Window
Saved Values Window Saved Values Window
Chain System Chain System
Full sidebar Full sidebar
Hornet Pin Animations Hornet Pin Animations
All Settings All Settings
Configs with Backups Configs with Backups
Launch
2025-12-25

Hello all, and Merry Christmas! This mod packs over 3 months' worth of work, so I hope you find it useful. There's still a ton coming before New Year's, and a roadmap of voteable features is linked on the mod page.


Endorse if this enhances your playthrough, and drop feedback—your input and support shapes the roadmap.


Check the description for crowdsourcing details—we're mapping Pharloom together.


Happy Hornet hunting!

Pharloom Atlas vs. Interactive Map
2025-12-27
Pharloom Atlas (PAtlas) vs. Interactive Map (IMap)

I was asked for the differences between our mods.

  • PAtlas integrates directly with the in-game map for seamless progression tracking.
  • IMap uses a separate overlay mode.

Feature Comparison



Full Icon Tracking
PAtlas: ✅ Collection status • Unlock requirements (hide until accessible; 95% done) • Objective/wish progress (marks off in sidebar; 95% done) • Community crowdsourcing via Saved Values window
IMap:   ❌ Claims collection tracking (inconsistent) • No requirements or progress marking
Note: I put in tons of work to build this data set and make it possible for the community to help me finish it.


Input Support
PAtlas: ✅ Full controller + mouse + keyboard (all UIs except search and marker label typing)
IMap:   ❌ Controller-only unusable (no entry into map [at least on my xbox 360 controller]; cancel partial freezes screen)


Map Integration
PAtlas: ✅ Optional progress based auto-reveal rooms • Personal markers • Natural panning • Optional forced Hornet compass
IMap:   ❌ Separate mode • Full map visible from start • No markers • Forced compass


Zoom Behavior
PAtlas: ✅ Zooms around focus (mouse/marker/icon/screen center)
IMap:   ❌ Always upper-right corner


Category Toggles
PAtlas: ✅ 3 modes (Show All / Normal / None) – fast & intuitive from sidebar
IMap:   ❌ 2 modes • Slow to find and select categories in a separate mode



Pharloom Atlas Exclusives



Icons

  • Customizable icon sets [2 already implemented]
  • Search window
  • Icon selection chain (like undo/redo, helps for quest progress)
  • Saved Values window + data submission
  • Hornet pin (*optional forced visibility + 5 *animations)
  • Adjustable icon/marker sizes


Markers

  • Mouse placement/selection
  • Marker labels (per-save backups)
  • *Up to 99 of each type
  • Always available


Map

  • *Auto-reveal rooms
  • *Unlock options (maps/markers/A****)


UI

  • Color customization
  • Per-save configs w/ automatic backups [required for marker labels and hero mode]
  • 20-language translations



* There are other mods that do all or some of this.


Full open source coming soon.


Full details on the mod page. Feedback always welcome!

The Chain System: Curios linked together
2026-01-28
The Chain System: Curios linked together
Also: Categories, Static Links, Chain Links, and Stores
Curios

Curios represent something of interest on the map, visualized by an icon. They can represent anything: Monsters, unique or collectable in-game-items, events, achievements, you name it.


They can have 3 important fields that chain links them to other curios:

  • Requirements
    • Things required for the curio to become available, and therefore visible on the map.
    • Examples: Double jump, Epona the horse, Act 2
    • An objective that follows another objective should be a Requirement as we don’t want it to show until the first objective is complete.
  • Needs
    • Things that will be needed to complete the curio. If there are no needs, simply defeating the enemy or finding the item are generally inferred.
    • Examples: 420 Nuka Cola caps, 3 power stars, defeat Kefka
  • Rewards
    • What you’ll get once all the needs for an curio have been met.
    • Examples: 2 Chaos Emeralds, unlocks master pokeballs, the BFG 9000
    • Rewards should be immediately received upon curio completion. It’s better to set something as a reward than a need if it fits.
    • Non-store rewards are also one to one relationships (1 reward for 1 need).
    • An item that a player might want to know about, for example, the “Drifter’s Cloak” for the “Flexile Spines” quest should be a reward, so the player can see it on the map and know it’s there.
      • Rewards do not show up for the player until their quest/objective has its requirements met (configurable).
  • They also have 1 other very important field; The Save Value
    • These are what are used to truly mark a curio as complete.
    • These are gathered from save-game data, which are actively monitored.
    • These are found in SaveValues.json.


Curios have 3 display states on the map:


State                  Visibility       Description
Unavailable      Invisible       Requirements have not been met.
     Available      Visible         Requirements met but save value not yet marked, because needs have not yet finished.
      Finished       IsFound*      Save value marked as needs have been met
*Map icons may be set to partial or fully invisible, or different colors, to indicate the Finished/IsFound state.


Curios can also have stores:
Stores have a list of rewards that cost needs and may have requirements.

Example store
[ Note: This screenshot is unaltered, but the item metadata shown is fabricated for demonstration purposes ]


Other curio properties:

  • Category: See below
  • Position: Where on the map the curio is displayed
  • Icon: The visual appearance on the map (Inherited from category it not set)
  • Title: The name of the curio
  • Other descriptive text fields: Where at, Notes, Effects, Tips
  • Images: Pictures shown on the sidebar to help find the curio
  • Links: Hyperlinks that open external programs (generally web browser URLs)

Chain Links

Both individual curios and their stores have the chain link list fields (requirements, needs, rewards).
These fields themselves are made up of boolean sets like: (Curio1 AND Curio2) OR (Curio1 AND StaticLink3) OR (Curio4 AND Curio5 AND StaticLink4)
So, for example, a store curio Imperial Sushi Set may look like this:

  • Vendor: Bancho
  • Reward: 2 Tako Sushi+3 Maguro Sashmi
  • Needs: 4 Octopus+5 Tuna+9 seeweed+18 rice OR 4 Octopus+5 Tuna+9 sushi wraps
  • Requirements: Level 20 Chef+STARTED Fit For a King [quest]

Note: Rewards cannot have OR operators.


Curios in a chain link list have optional flags:

  • NOT                      (red)    — This curio must NOT be true for its list to succeed
  • STARTED             (teal)     — The curio only needs to be started, not completed (E.g. a Quest)
  • RECOMMENDED (plum) — Optional; not strictly required
  • AMOUNT             (grey)   — The number acqired and required. (Color only affects the amount and not the rest of the link.)

These flags display to the left of their title, and change the link color. For more information and visuals, see the “Each link can display the following information” section on this page.


All chain links must also be reverse targeted on their targets:
The below list is in the format Linked_From.Field      Linked_Target.Field

  • Curio/Store.Requirements/Needs                        Target Curio.Unlocks
  • Curio/Store.Rewards                                            → Target Curio.Acquired From
  • Store.Requirements/Needs for a Store.Reward  → Reward Target Curio.Requirements/Needs [respectively]

Categories

Categories are a list of curios. They are the main means by which you can choose which icons to show on the map.

Categories Clip


Static Links

Static links are pregenerated groupings of curios, categories, and misc things not mapped to curios.
They are used as targets in the chain system for collections, curio abstraction, and other misc targets.



For example, some of the static links for Hollow Knight Silksong include:

  • Currencies: Rosary, Shell Shards
  • Cardinal Directions: North, South, East, West
  • Major Game States: Act 2, Act 3
    • These are linked internally to the curios that cause these states to happen.
  • Curios groupings: Mossberry, Silver Bell
  • Categories: Wish, Journal Entries
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Hollow Knight Silksong: Plugin Developer Tools (SilkDev)
The backbone of all my Silksong mods — with handy player utilities and a massive quality-of-life toolkit for modders.


✨️ Player-Facing Goodies ✨️


🛠️ Modder-Facing Power Tools 🛠️
Debugging   •   Configurations   •   Input   •   Events   •   Textures   •   Windows

Full source + detailed class docs in the GitHub repo (coming soon)



⚙️ Installation ⚙️
  1. Install BepInEx
  2. Extract this mod’s zip into Hollow Knight Silksong/BepInEx/plugins/dakusan/
  3. You should now have (for example): Hollow Knight Silksong/BepInEx/plugins/dakusan/SilkDev.dll
  4. If you use my other mods — NoClip — move them into the same dakusan folder.
  5. Run the game – done!

You may also want to check out my NoClip mod for development help.


🧩️ Extracting Sprites 🧩️


Silksong Sprites




SilkDev Logo
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SilkDev Background
Logo Logo
Keyboard blocked (optional) overlay Keyboard blocked (optional) overlay
Settings Settings
Extract all textures progress Extract all textures progress
Extract sprite by texture Extract sprite by texture
Extract sprite by render Extract sprite by render
Extract sprite by sheet Extract sprite by sheet
Extract Sprite with boxes Extract Sprite with boxes
Extract Sprites window help Extract Sprites window help
Dev classes and functions Dev classes and functions
Plugin Demonstration > Plugin Demonstration
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Hollow Knight Silksong: No Clip
Freely fly through Pharloom – perfect for exploration, debugging, or just breaking the game in glorious god mode.


📖️ Overview 📖️

Press F3 (configurable) to toggle noclip + invincibility.
Move with arrow keys or controller stick – full 360° freedom.
Config menu available via F1.
User interfaces translated [via LLM] into 20 languages.
💡️ Important note: Having the configuration window focused can block keyboard input.



⚙️ Installation ⚙️
  1. Install BepInEx
  2. Extract this mod’s zip into Hollow Knight Silksong/BepInEx/plugins/dakusan/
  3. You should now have (for example): Hollow Knight Silksong/BepInEx/plugins/dakusan/SilkDev.dll
  4. If you use my other mods — Plugin Developer Tools — move them into the same dakusan folder.
  5. Run the game – done!

Includes my shared library: Plugin Developer Tools (SilkDev)




No Clip Logo
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No Clip Background
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Settings Settings
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Hollow Knight Silksong: Pin Finder
Automatically scans every scene and dumps the exact position + save-flag of every collectible, bench, switch, lore tablet, etc.


📖️ Overview 📖️

Developer utility used to create accurate data files for mods like Pharloom Atlas.
Runs once (or on demand), writes a clean JSON to the plugin folder. Process can be paused and restarted without losing anything.
You can find my latest copy of the processing, with synced changes from the last 3 months, here.
Settings dialog translated [via LLM] into 20 languages.



⚙️ Installation ⚙️
  1. Install BepInEx
  2. Extract this mod’s zip into Hollow Knight Silksong/BepInEx/plugins/dakusan/
  3. You should now have (for example): Hollow Knight Silksong/BepInEx/plugins/dakusan/SilkDev.dll
  4. If you use my other mods — Plugin Developer Tools, NoClip — move them into the same dakusan folder.
  5. Launch game → open config (F1) → click “Start Process”

Includes my shared library: Plugin Developer Tools (SilkDev)



️🗣️ Bla bla bla 🗣️

This was my first attempt (from back in September) at matching save values to marker locations from MapGenie.io for my Pharloom Atlas mod.


While this won’t be useful to most people, the basis behind it could be useful for other projects (like if and when I backport Pharloom Atlas to Hollow Knight). Source code coming soon (when I release the source for Pharloom Atlas).




Pin Finder Logo
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Pin Finder Background
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