Repair all
queues a repair for every damaged defense your materials cover, nearest first.

Keeping your outdoor defenses up means walking to each one and clicking through its menu. Defense Manager lists them all in one panel, so you can repair or clear them in one press.
queues a repair for every damaged defense your materials cover, nearest first.
queues the removal of every broken defense. One you already queued for repair is kept.
every square of the yard, row by row out from the house, with each defense on its square, colored by its state. Squares you have not unlocked show their Survival Points price.
click a defense for its condition, repair cost, Repair and Remove, and its power mode. Click a row number and Repair row repairs everything in that row.
every defense that needs repair, worst first, under Repair all.
a greyed-out button shows the reason, like "Needs 3 more Wood".
queues a repair for every damaged defense your materials cover, nearest first.
queues the removal of every broken defense. One you already queued for repair is kept.
every square of the yard, row by row out from the house, with each defense on its square, colored by its state. Squares you have not unlocked show their Survival Points price.
click a defense for its condition, repair cost, Repair and Remove, and its power mode. Click a row number and Repair row repairs everything in that row.
every defense that needs repair, worst first, under Repair all.
a greyed-out button shows the reason, like "Needs 3 more Wood".
a line under Repair all names each material you are short of, as free / needed.
the same removal as the defense's own menu.
a shield at the top of the bottom-left tool column opens the panel.
while the game's Layout screen is open, Repair all, Clear all broken and Defense list sit at the top middle of the screen, styled like Layout's own buttons. Defense list opens the panel. Can be turned off in the config.
repairs and removals join the end of your action queue, so your own queued actions run first.
electrical defenses are switched for you. Wave only keeps them on during waves and while zombies are at the base, and off otherwise, Proximity turns them on while a zombie is in range (15 m by default) and off after 10 game minutes with none, Always on keeps them on, and Default leaves them to the game's own switch.
pick a mode for one defense when you click it, or for every defense of a type on the Power tab. Anything without a setting follows its type, and a type without one follows the global mode (Wave only unless you change it).
change the Layout screen buttons, the global power mode, the Proximity range, the crawler dodge chances and the device attack rate right in the panel.
in the base game crawlers always dodge the Mechanical Chainsaw. With the mod they dodge it 25% of the time, and the chance for each kind of crawler can be set in the config.
BepInEx\config\com.dev.survivallog.defensemanager.cfgChange them on the Mod Manager's Mods screen, or edit the file with the game closed.[Combat][Controls]For PanelKey, the value is a Unity key name, for example F7, F11, Insert or Keypad5. None turns the key off. Esc always closes the open panel and cannot be changed. The panel, the shield button and the Layout screen's Defense list button show the key you pick.
The game is paused while the Layout screen is open, so anything queued from its buttons starts when you leave Layout.
None turns the key off; the shield button in the bottom-left corner of the screen still opens the panel.false hides them; the panel key and the shield button still work.[Power]A defense's own setting wins over its type's, and a type's setting wins over DefaultMode. Those two are set in the panel, not in this file: a defense's own mode when you click it on the yard grid, and a type's mode on the Power tab. They are kept for each save in BepInEx\config\com.dev.survivallog.defensemanager.power.txt, which the mod writes itself; edit it only while the game is closed, or delete it to clear every defense and type setting.
Changing DefaultMode here changes every defense and type that has no setting of its own.
Repairing an electrical defense makes the game switch it on, which costs one tick of power even when its mode has the mod switch it off again straight after.
The defense and type settings belong to a save file. A game that carries on under a new save file name, such as after an ending or in endless mode, starts with none of its own and follows DefaultMode.
WaveOnly: on during waves and while zombies are at the base, off otherwise. AlwaysOn: always on. Proximity: on while a living zombie is within ProximityRange, off once none has been in range for 10 minutes of game time. Default: the mod leaves the defense alone and the game's own power switch decides.open or close the panel (at home in a loaded game, past the prologue).
close the panel.
F7 can be changed or turned off in the config. The game's own hotkeys are off while the panel is open.
The mod writes nothing into your save file; its power settings are its own data, kept for each save in BepInEx\config\com.dev.survivallog.defensemanager.power.txt. The repairs and removals it queues are real: they use your materials and take defenses down. You can remove it at any time; your defenses stay as they are, and each electrical defense keeps the power state the mod last switched it to, because the game saves that switch.
Works in English and Chinese.
SurvivalLog.exe). The zip holds a BepInEx folder, so the DLL lands in the right place. When asked, merge the folders. The result should be:C:\Program Files (x86)\Steam\steamapps\common\Survival Log\BepInEx\plugins\DefenseManager.dllSurvival Log\
├─ SurvivalLog.exe
└─ BepInEx\
├─ plugins\
│ └─ DefenseManager.dll
└─ config\
└─ com.dev.survivallog.defensemanager.cfg (made on first start)Delete DefenseManager.dll from the BepInEx\plugins folder. Each electrical defense stays in the power state the mod last switched it to; switch any you want changed from the defense's own menu.
Most settings can be changed on the panel's Settings tab. To change the key, turn off the Layout screen buttons, or set the global power mode (DefaultMode) and the Proximity range (ProximityRange), edit BepInEx\config\com.dev.survivallog.defensemanager.cfg while the game is closed, or do it in game on the Mod Manager's Mods screen, where changes take effect at once (DeviceAttackRate at the next game start) (see CONFIG.md; the cfg file explains each setting in English and Chinese). Without Exiled's Toolkit installed, changes made on the Mods screen take effect at the next game start instead.
DeviceAttackRate sets how often defense devices strike: 2 strikes twice as often, 0.5 half as often. The default, 1, is the game's own rate.CrawlerDodgeChance and ArmoredCrawlerDodgeChance set the chance for each kind of crawler, from 0 (every hit lands) to 1 (the game's own behavior).[img]https://sldb.core-directive.com/img/mods-banner.jpg[/img]
Get Mod Manager to set up all your mods in game | Open the Survival Log wiki for items, recipes and maps[/size]
Found a bug or have an idea? Come say hi on the Core Directive Discord, or post in the Posts tab on Nexus. For bugs, please include BepInEx\LogOutput.log and BepInEx\defense-manager.log.
To reach me directly, message exiled.dev on Discord; you can find me in the official Survival Log Discord. I'm also on X as @AnExiledDev.