Survival Log Database中文
Defense Manager: One panel for the traps and barricades outside your home. Repair all damaged defenses in one press, clear the broken ones, or repair and remove them one by one. Opens with F7 or a HUD button, with Repair all and Clear all broken also on the game's Layout screen. Switches electrical defenses on only while zombies are at the base, only when zombies come near, or always. Lets the chainsaw hit crawler zombies.

Defense Manager

One panel for the traps and barricades outside your home. Repair all damaged defenses in one press, clear the broken ones, or repair and remove them one by one. Opens with F7 or a HUD button, with Repair all and Clear all broken also on the game's Layout screen. Switches electrical defenses on only while zombies are at the base, only when zombies come near, or always. Lets the chainsaw hit crawler zombies.

Version
0.7.3
Game build
1.1.19611
Category
Quality of life
Settings
7
Hotkeys
2
Versions
10
Languages
English, 中文

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.

Highlights

Repair all

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

Clear all broken

queues the removal of every broken defense. One you already queued for repair is kept.

Your yard as a grid

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 to act

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.

Repairs list

every defense that needs repair, worst first, under Repair all.

Buttons say why not

a greyed-out button shows the reason, like "Needs 3 more Wood".

See all 15 features

Everything it does 15

Repair all

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

Clear all broken

queues the removal of every broken defense. One you already queued for repair is kept.

Your yard as a grid

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 to act

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.

Repairs list

every defense that needs repair, worst first, under Repair all.

Buttons say why not

a greyed-out button shows the reason, like "Needs 3 more Wood".

Short of materials

a line under Repair all names each material you are short of, as free / needed.

Remove without the are-you-sure box

the same removal as the defense's own menu.

HUD button

a shield at the top of the bottom-left tool column opens the panel.

Layout screen buttons

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.

Game's own actions

repairs and removals join the end of your action queue, so your own queued actions run first.

Power modes

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.

Per defense, per type, or for all

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).

Settings tab

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.

Crawlers can be hit by the chainsaw

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.

Settings 7

Saved inBepInEx\config\com.dev.survivallog.defensemanager.cfgChange them on the Mod Manager's Mods screen, or edit the file with the game closed.

Combat

[Combat]
CrawlerDodgeChance
Number
Default 0.25
Chance that a Crawler Zombie dodges a hit from the Mechanical Chainsaw, from 0 (every hit lands) to 1 (never hit). In the base game it is 1, so the chainsaw blade never hits crawlers.
From 0 to 1
「爬行者丧尸」闪避「机械电锯」攻击的概率,0(每次都命中)到 1(永远打不到)。原版游戏中为 1,电锯刀片完全打不到爬行者。默认 0.25。
ArmoredCrawlerDodgeChance
Number
Default 0.25
The same for the Armored Crawler Zombie.
From 0 to 1
「重甲爬行者丧尸」闪避「机械电锯」攻击的概率,0(每次都命中)到 1(永远打不到)。原版游戏中为 1。默认 0.25。
DeviceAttackRate
NumberRestart
Default 1
How often defense devices strike: 2 strikes twice as often, 0.5 half as often, 1 is the game's own rate. From 0.25 to 10. A powered device uses power on every strike, so a higher rate uses more power. Takes effect at the next game start.
From 0.25 to 10
防御设施攻击的频率:2 为两倍频率,0.5 为一半,1 为游戏原速。用电的防御设施每次攻击都耗电,所以频率越高耗电越多。默认 1,可设为 0.25 到 10。下次启动游戏时生效。

Controls

[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.

PanelKey
Key
Default F7
Key that opens and closes the Defense Manager panel. None turns the key off; the shield button in the bottom-left corner of the screen still opens the panel.
打开和关闭 Defense Manager 面板的按键,默认 F7。设为 None 则停用该按键,屏幕左下角的盾牌按钮仍可打开面板。
LayoutControls
On / off
Default On
Shows Repair all, Clear all broken and Defense list buttons at the top middle of the game's Layout screen. false hides them; the panel key and the shield button still work.
在游戏「规划模式」界面的顶部中间显示「全部修理」「清除全部损毁」「防御列表」三个按钮。设为 false 则隐藏这些按钮,面板按键和盾牌按钮照常可用。

Power

[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.

DefaultMode
Choice
Default WaveOnly
How electrical defenses are powered when neither the defense nor its type has a setting of its own in the panel. 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.
WaveOnlyAlwaysOnProximityDefault
电力防御设施在该设施及其类型都没有单独设置(在 Defense Manager 面板中设置)时的供电方式。WaveOnly:尸潮期间以及基地有僵尸时开启,其余时间关闭。AlwaysOn:始终开启。Proximity:有活着的僵尸进入 ProximityRange 范围内时开启,范围内连续 10 分钟游戏时间没有僵尸后关闭。Default:本模组不干预,由游戏自身的电源开关决定。
ProximityRange
Number
Default 15
How close, in meters, a living zombie must come to turn on a defense set to Proximity. Measured along the ground; height does not count. Any number from 1 to 100.
From 1 to 100
设为 Proximity 的防御设施在活着的僵尸进入多少米范围内时开启。按地面水平距离计算,不计高度。默认 15,可设为 1 到 100。

Hotkeys 2

F7

open or close the panel (at home in a loaded game, past the prologue).

Esc

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.

Install

  1. Install BepInEx (if no other mods were installed before, start the game once so BepInEx finishes setup, then quit).
  2. Optional, to change settings without a restart: install Exiled's Toolkit the same way. Download its zip and extract it into the game folder.
  3. Download the zip from the Files tab on Nexus.
  4. Extract it into the game folder (the folder with 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.dll

Where it goes

Survival Log\
├─ SurvivalLog.exe
└─ BepInEx\
   ├─ plugins\
   │  └─ DefenseManager.dll
   └─ config\
      └─ com.dev.survivallog.defensemanager.cfg   (made on first start)

Uninstall

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.

Settings

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.

Changelog 10 versions

  1. 0.7.3On NexusGame 1.1.19611
    • Less lag when a wave starts or a save loads: defenses now turn on or off one at a time over a few frames instead of all in the same frame.
    • Less stutter between waves: Wave only defenses now just check whether any zombie is around, instead of looking up where every zombie is.
    • Less stutter while the panel is open: picking a defense or a row no longer redraws the top of the panel.
    • Less stutter when you open the panel again: only the defenses that changed since you closed it are sent and redrawn.
    • Less stutter in fights: the crawler dodge chances for the Mechanical Chainsaw are checked once a second instead of once a frame.
    • Less stutter overall: the mod writes its log file in the background.
    • Made for Survival Log 1.1.19611.
  2. 0.7.2Game 1.1.19611
    • Less lag: the game no longer freezes for a moment the first time the mod reads your defenses after a save loads.
    • Less stutter: while the panel is open, each refresh redraws only the defenses that changed.
    • Less stutter: the power check that runs twice a second skips defenses that use no power, and looks for zombies only when a power mode needs to know where they are.
    • Less stutter on the Layout screen: the Repair all and Clear all broken buttons are redrawn only when their numbers change.
    • Less stutter in fights: the crawler dodge chances for the Mechanical Chainsaw are checked at most once a frame instead of on every swing.
    • Right after a save loads, the panel can show the first letter of a defense's name for a second until its picture is ready.
    • Made for Survival Log 1.1.19611.
  3. 0.7.1Game 1.1.19611
    • Less stutter: the power check looks up each kind of defense's name once instead of twice a second.
  4. 0.7.0Game 1.1.19131Game 1.1.19611
    • A new panel. Your yard shows as its real grid of squares, row by row out from the house, with each defense on the square it stands on, colored by its state. Squares you have not unlocked yet show their Survival Points price.
    • Click a defense to see its condition, repair cost, Repair and Remove, and its power mode. Click a row number to see that row and repair everything in it with Repair row. Click an empty square to see whether it is yours.
    • The side panel lists every defense that needs repair, worst first, under Repair all, and says which materials you are short of.
    • A Power tab sets the power mode for each type of electrical defense, and lists the ones set on their own with a button to put each back on its type's mode.
    • A Settings tab changes the Layout screen buttons, the default power mode, the Proximity range, the crawler dodge chances and the device attack rate from the panel.
    • The panel follows the warm gold look of the game's newer screens.
    • Made for Survival Log 1.1.19131.
  5. 0.6.1Game 1.1.19131
    • With Exiled's Toolkit 0.6.0 or later, the HUD button lines up neatly with other mods' buttons.
    • After a game update, Mod Manager can tell you if this mod may need an update.
    • Made for Survival Log 1.1.19131.
  6. 0.6.0Game 1.1.18902Game 1.1.19131
    • Mod Manager's Mods screen links to this changelog.
    • Settings changed on the Mod Manager's Mods screen take effect at once, except DeviceAttackRate, which takes effect at the next game start.
    • Mod Manager's Mods screen shows the mod's name, description, category and links.
    • Exiled's Toolkit 0.4.0 or newer is optional. With it, settings you change on the Mods screen take effect right away. Without it, they take effect the next time you start the game.
  7. 0.5.0
    • New setting 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.
    • A powered device uses power on every strike, so a higher rate uses more power.
  8. 0.4.0
    • The Mechanical Chainsaw now hits crawler zombies. In the base game they dodge it every time; now they dodge it 25% of the time by default.
    • New settings CrawlerDodgeChance and ArmoredCrawlerDodgeChance set the chance for each kind of crawler, from 0 (every hit lands) to 1 (the game's own behavior).
  9. 0.3.3
    • Repair all no longer stops short. It used to assume every repair costs 10 stamina, and repairs often cost less.
    • Repairs are held back only when you have less than the 10 stamina a repair needs to start, and not at all when actions you queued run first.
    • If your stamina runs out partway, the game refuses the rest.
  10. 0.3.2
    • First release.
    • One panel for the traps and barricades outside your home, opened with F7 or a HUD button.
    • Repair all damaged defenses in one press, clear the broken ones, or repair and remove them one by one.
    • Repair all and Clear all broken are also on the game's Layout screen.
    • Electrical defenses can switch on only while zombies are at the base, only when zombies come near, or always.

Help

Known issues

  • Nothing can be repaired or removed during a zombie wave.
  • On an expedition the panel, the HUD button and the Layout buttons are hidden, since your defenses are back home.
  • The game is paused while the Layout screen is open, so anything you queue there starts when you leave Layout (or when you unpause, if you had paused before).
  • The Layout buttons sit at the top middle of the screen. If they cover something on your screen size, turn them off in the config.
  • Nearest first is measured in a straight line, not along the path the character walks.
  • Robot repair is not included.
  • A queued repair or removal cannot be cancelled from the panel; cancel it from the game's action queue.
  • Remove has no confirmation box. A removal you did not mean can be cancelled from the action queue.
  • A defense in any mode but Default is switched back if you flip its power by hand. Set it to Default to switch it yourself.
  • Nothing is switched while the Layout screen is open. Power settings are kept per save, so a new game is only switched once it has been saved.
  • 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.
  • Power 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 no defense or type settings of its own.

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Found a bug?

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.