Possibly, but only through custom PC modding. Nothing in the official game options or Team Cherry’s published notes provides a way to permanently stop one enemy type from appearing. A guide from the Position is Everything Team describes a modding method that intercepts the game’s spawn logic and filters on one enemy’s identity, so that enemy is skipped when the game tries to create it. The guide does not name the enemy, does not provide tested Silksong code, and does not report a successful test. Treat it as a proposed technique, not a proven trick.
What the guide claims, and who is making the claim
The guide’s central sentence says you can stop a specific Hollow Knight: Silksong enemy from ever spawning again by patching the exact spawn routine and filtering to that enemy’s identity. That is the Position is Everything Team’s claim. It is not a statement from Team Cherry, and it is not evidence that the method works in the current game. The guide frames the task as something an afternoon of work could accomplish for a developer or a technically curious player.
The guide is written for a Windows PC workflow. It does not describe the same approach for Mac, Linux, or console versions of the game.
The tools the method depends on
The guide assumes you already have a working modding setup and names four tools:
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- BepInEx, a mod loader that runs plugin code alongside the game.
- Harmony, a runtime patching library that lets a plugin wrap or replace a method in the game’s code without editing the game’s files directly.
- Visual Studio, the development environment used to write and compile the plugin.
- dnSpy, a .NET decompiler and debugger used to read the game’s code and find the methods to patch.
Each of these is a general-purpose tool, not something specific to Silksong. The guide does not say which build of the game its steps were written against.
The three approaches it proposes
The guide offers three technical routes, plus a fallback. They differ in how precisely they can target one enemy and how much they can disturb the rest of the game. The table below reflects the guide’s own characterization. Its examples use placeholder identifiers and method names, not confirmed Silksong classes or methods.
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| Approach | How it works, as the guide describes it | Scope | Can it target one enemy? | Main risk | Effort |
|---|---|---|---|---|---|
| Harmony Prefix on the spawn method | The prefix runs before the original spawn method and skips it when the enemy identity matches the target. | Narrow | Yes, if the enemy identity can be read at the point of spawning | Skipping a spawn can leave spawner bookkeeping out of step with the game’s state | Medium: you must locate the correct spawn method first |
| Patch the manager that schedules respawns | Changes the logic that decides when and what to respawn. | Potentially broader | Not clearly; a change at this level can affect other spawns the manager handles | Unintended effects on other enemies or timed events | Medium to high |
| Handle object-pool checkout | Used if the game reuses enemy objects from a pool rather than creating new ones. | Varies with how the pool is used | Only if pool entries can be mapped to the enemy’s identity | Callers may assume they receive a valid object, so a skipped checkout can cause errors | High: an advanced option |
| Memory patching (fallback) | Edits game memory directly at runtime. | Unpredictable | Possible in principle, but not characterized in the guide | The guide calls it brittle and version-dependent | High |
The guide prefers the direct spawn-method filter as the narrowest option when an enemy’s identity is available, and it treats the pool approach as the riskiest.
What the guide does not establish
- Which enemy it means. The guide never names the enemy, so it cannot tell you whether the method fits a particular enemy you are thinking of.
- Silksong-specific code. The class and method names in the guide are examples. No verified Silksong spawn method is shown.
- A downloadable working mod or source repository. None is provided.
- A confirmed game-build target. The guide does not say which version of Silksong its steps were written for, so you cannot tell whether they match your copy.
- Evidence of testing. The guide reports no successful test run in the current game.
- Mod-loader compatibility. Team Cherry’s official pages reviewed for this topic do not address BepInEx, Harmony, or other mod loaders.
Where the guide says it can go wrong
The guide itself warns that broad suppression can break bookkeeping, quest gates, boss phases, or assumptions about pooled objects. In practice, that means an enemy that is blocked from spawning may be one a quest or boss encounter expects to find. The guide’s recommended precautions are:
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- Add logging before you filter anything, so you can see which spawns occur and with what identity.
- Filter as narrowly as possible, matching only the one enemy identity you intend to block.
- Preserve the spawner’s own records, so the game does not lose track of what has been spawned or cleared.
- Test quest progression and boss encounters after every change, not only the enemy you targeted.
Save files and version compatibility
Team Cherry’s help page lists the save locations for Windows, Mac, and Linux. The same page states that a save opened in a newer version of the game cannot be opened in an older one, because a newer save may contain data the older version does not understand. Team Cherry says this rule exists to prevent bugs and data loss.
Before experimenting with any file or code change, back up your save files from the locations listed on that page. Keep the backups separate from the game folder, and record which game version each save came from. This warning concerns save compatibility. It does not confirm or rule out the mod method described in the guide.
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What the official patch notes do cover
The latest announcement visible on Team Cherry’s Steam announcement page is patch version 1.0.30000, dated 15 March. The listing shows the day and month but not the year, so check the page directly for the date. The notes include several enemy-related fixes, among them one that stops enemies from becoming stuck out of bounds and one that makes the minions summoned by Savage Beastfly die when the boss is killed.
These notes do not describe a built-in control for permanently suppressing an individual enemy type. If the enemy you are dealing with gets stuck, spawns out of place, or behaves incorrectly, the patch notes are the place to check whether it is already addressed in a later version.
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The Bottom Line
You can, in principle, block one enemy from spawning on PC by writing a custom plugin that filters the game’s spawn logic. The guide that describes this does not identify the enemy, does not supply verified Silksong code, and reports no successful test. The method carries real risk to quest flow, boss encounters, and save data, so back up your saves before attempting anything, and treat the technique as unverified until a maintained, tested implementation exists.
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