Every zone from day one
the Hardware Store, Deserted Supermarket, Abandoned School, Abandoned Hospital and Tech Company are open on the exploration map from the first day after the disaster.

Tired of waiting for the story to let you out? Early Exploration opens the places you can explore after the disaster from the very first day, and lets you pick the day each one opens.
the Hardware Store, Deserted Supermarket, Abandoned School, Abandoned Hospital and Tech Company are open on the exploration map from the first day after the disaster.
each zone has its own setting for the day it opens. A later day than the game's holds that zone shut until then.
set any zone to 0 and it opens the way the game intends.
a zone the story would open later is opened on your day, and stays open in your save.
travel time and the items a trip needs (such as a Noisemaker) work as in the game.
the Hardware Store, Deserted Supermarket, Abandoned School, Abandoned Hospital and Tech Company are open on the exploration map from the first day after the disaster.
each zone has its own setting for the day it opens. A later day than the game's holds that zone shut until then.
set any zone to 0 and it opens the way the game intends.
a zone the story would open later is opened on your day, and stays open in your save.
travel time and the items a trip needs (such as a Noisemaker) work as in the game.
Before the disaster nothing changes. Endless and challenge runs keep the game's own rules.
Every setting is explained in English and Chinese.
BepInEx\config\com.dev.survivallog.earlyexploration.cfgChange them on the Mod Manager's Mods screen, or edit the file with the game closed.[Zones]Each setting is the day after the disaster that the zone opens on the exploration map. Days count the way the game shows them: 1 is the first day after the disaster. 0 keeps the game's own rule for that zone. The highest value is 100.
A zone the story opens is opened on your day even if the story has not reached it yet. A day later than the game's own holds the zone shut until that day, even once the story has opened it.
Opening a zone does not change what a trip there needs: the travel time and any items you must have with you still apply as in the game.
Setting a zone back to 0 puts the game's day lock back, but a story lock this mod already lifted in a save stays lifted.
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\EarlyExploration.dllSurvival Log\
├─ SurvivalLog.exe
└─ BepInEx\
├─ plugins\
│ └─ EarlyExploration.dll
└─ config\
└─ com.dev.survivallog.earlyexploration.cfg (made on first start)Delete EarlyExploration.dll from the BepInEx\plugins folder. Zones already opened in a save stay open in it.
To change settings, edit BepInEx\config\com.dev.survivallog.earlyexploration.cfg while the game is closed, or do it in game on the Mod Manager's Mods screen, where changes take effect at once (see CONFIG.md for every setting). Without Exiled's Toolkit installed, changes made on the Mods screen take effect at the next game start instead.
First release. Opens the exploration zones after the disaster from day one: the Hardware Store, Deserted Supermarket, Abandoned School, Abandoned Hospital and Tech Company. Each zone has its own setting for the day it opens, and 0 keeps the game's own rule for that zone. Made for Survival Log 1.1.19611.
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\early-exploration.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.
Check out my Survival Log wiki for items, crafting, maps and more.