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        <h:p>This is the mod updates feed. Paste this page&#039;s address into a feed reader and it will tell you each time a mod updates.</h:p>
        <h:p><h:a href="https://sldb.core-directive.com/en/mods/">See every mod on the wiki</h:a></h:p>
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                                <title><![CDATA[Survival Log Wiki: mod updates]]></title>
                    
                                <subtitle>Every update to the mods the creator of this wiki publishes on Nexus Mods, with its changelog.</subtitle>
                                                    <updated>2026-11-10T15:33:32-06:00</updated>
                        <entry>
            <title><![CDATA[Exiled's Toolkit 0.20.0]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/exileds-toolkit/" />
            <id>https://sldb.core-directive.com/en/mods/exileds-toolkit/#v0.20.0</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.20.0</h3><ul><li>More shared parts for other mods: running a script in the game's web UI and reading its result, placing a hook before or after other mods' hooks, and log options for error lines, a log file that starts empty each time the game starts, and writing each line to disk at once.</li><li>Made for Survival Log 1.1.20719.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.20.0</h3><ul><li>More shared parts for other mods: running a script in the game's web UI and reading its result, placing a hook before or after other mods' hooks, and log options for error lines, a log file that starts empty each time the game starts, and writing each line to disk at once.</li><li>Made for Survival Log 1.1.20719.</li></ul></div>
                                    <updated>2026-11-10T15:33:32-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Hydroponics Expanded 0.1.11]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/hydroponics-expanded/" />
            <id>https://sldb.core-directive.com/en/mods/hydroponics-expanded/#v0.1.11</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.1.11</h3><ul><li>New setting <code>[Dismantle] ReturnPercent</code> (default <code>50</code>): how much of a station's materials taking it down gives back. <code>0</code> gives nothing and <code>100</code> gives back everything.</li><li>New setting <code>Returns</code> for each station (blank by default): what taking it down gives back. Blank follows <code>ReturnPercent</code>, <code>none</code> gives nothing back, and a list gives back exactly that.</li><li>On the Mod Manager's Mods screen, <code>Returns</code> shows as item cards like <code>Materials</code>, and the screen says why a station cannot use a list, such as one with the same materials as another recipe.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.10</h3><ul><li>The water lines on the Medium and Large now drop into the outer side of each bay, the same on the left and the right. Before, one line came down on top of the big pot's plate, and on the Large the front and back lines ran on top of each other.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.9</h3><ul><li>The Hydroponic Station (Large)'s recipe is now the game's unlock by default, the Hydroponic Cultivation talent: <code>[LargeStation] UnlockLevel</code> defaults to <code>0</code>. Set it to <code>5</code> for the old default. A value you already saved is kept.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.8</h3><ul><li>Now needs Exiled's Toolkit 0.19.0 or newer, so a setting changed on the Mod Manager's Mods screen always takes effect without a restart.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.7</h3><ul><li>The Mod Manager's Mods screen links to this mod's GitHub page and changelog.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.6</h3><ul><li>The Small's and Medium's glowing light beam now starts at their own light bar too. 0.1.5 moved only the light itself, so the beam you see still came from high up.</li><li>The Large's lights are back where they were in 0.1.4, low by the water, after 0.1.5 lifted them to the top where they lit nothing.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.5</h3><ul><li>The Small and Medium can now be crafted in any of the 8 colours, like the Large: pick a colour on the recipe card and one dye is added to the materials. Each coloured package has its own icon.</li><li>The Small's and Medium's grow light now shines from their own light bar. Before, it came from much higher up, where the Large's bar is.</li><li>The big pots for medium and large crops sit on a smaller plate, so the water shows around them as it does around the small pots.</li><li>A dye can no longer be one of a station's <code>Materials</code>, since picking a colour adds one.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.4</h3><ul><li>The Small and Medium recipes can now be crafted. Before, they showed at the workbench but stayed locked.</li><li>Planting level unlocks the stations: the Small at level 3, the Medium at 4 and the Large at 5. A run already past a level gets the recipe when the save loads.</li><li>Getting the Large's recipe, by its level or by the Hydroponic Cultivation talent, unlocks the Small and Medium too.</li><li>New settings: <code>UnlockLevel</code> for each station. <code>0</code> turns the level unlock off for that station.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.3</h3><ul><li>Each station's pots now change with what is planted: a pot in every bay for small plants, one big pot over two bays for a medium plant, and one over all four for a large plant. Corn, watermelon and other large crops grow in the middle of their pot instead of over the bay walls.</li><li>The grow lights hang higher, so a fully grown crop fits under them: the tallest small crop in the Small, the tallest medium crop in the Medium, and corn in the Large.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.2</h3><ul><li>With the Mod Manager, each station's <code>Materials</code> shows as item cards with a picker, and the station's package beside them with its pieces, weight and value.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.1.1</h3><ul><li>A change to <code>GrowthBoost</code> now reaches plants already growing, keeping the growth they have made.</li></ul><h3>0.1.0</h3><ul><li>First build: a Small and a Medium Hydroponic Station, each with its own model and icon, and a new look for the game's Hydroponic Station (Large).</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.1.11</h3><ul><li>New setting <code>[Dismantle] ReturnPercent</code> (default <code>50</code>): how much of a station's materials taking it down gives back. <code>0</code> gives nothing and <code>100</code> gives back everything.</li><li>New setting <code>Returns</code> for each station (blank by default): what taking it down gives back. Blank follows <code>ReturnPercent</code>, <code>none</code> gives nothing back, and a list gives back exactly that.</li><li>On the Mod Manager's Mods screen, <code>Returns</code> shows as item cards like <code>Materials</code>, and the screen says why a station cannot use a list, such as one with the same materials as another recipe.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.10</h3><ul><li>The water lines on the Medium and Large now drop into the outer side of each bay, the same on the left and the right. Before, one line came down on top of the big pot's plate, and on the Large the front and back lines ran on top of each other.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.9</h3><ul><li>The Hydroponic Station (Large)'s recipe is now the game's unlock by default, the Hydroponic Cultivation talent: <code>[LargeStation] UnlockLevel</code> defaults to <code>0</code>. Set it to <code>5</code> for the old default. A value you already saved is kept.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.8</h3><ul><li>Now needs Exiled's Toolkit 0.19.0 or newer, so a setting changed on the Mod Manager's Mods screen always takes effect without a restart.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.7</h3><ul><li>The Mod Manager's Mods screen links to this mod's GitHub page and changelog.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.6</h3><ul><li>The Small's and Medium's glowing light beam now starts at their own light bar too. 0.1.5 moved only the light itself, so the beam you see still came from high up.</li><li>The Large's lights are back where they were in 0.1.4, low by the water, after 0.1.5 lifted them to the top where they lit nothing.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.5</h3><ul><li>The Small and Medium can now be crafted in any of the 8 colours, like the Large: pick a colour on the recipe card and one dye is added to the materials. Each coloured package has its own icon.</li><li>The Small's and Medium's grow light now shines from their own light bar. Before, it came from much higher up, where the Large's bar is.</li><li>The big pots for medium and large crops sit on a smaller plate, so the water shows around them as it does around the small pots.</li><li>A dye can no longer be one of a station's <code>Materials</code>, since picking a colour adds one.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.4</h3><ul><li>The Small and Medium recipes can now be crafted. Before, they showed at the workbench but stayed locked.</li><li>Planting level unlocks the stations: the Small at level 3, the Medium at 4 and the Large at 5. A run already past a level gets the recipe when the save loads.</li><li>Getting the Large's recipe, by its level or by the Hydroponic Cultivation talent, unlocks the Small and Medium too.</li><li>New settings: <code>UnlockLevel</code> for each station. <code>0</code> turns the level unlock off for that station.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.3</h3><ul><li>Each station's pots now change with what is planted: a pot in every bay for small plants, one big pot over two bays for a medium plant, and one over all four for a large plant. Corn, watermelon and other large crops grow in the middle of their pot instead of over the bay walls.</li><li>The grow lights hang higher, so a fully grown crop fits under them: the tallest small crop in the Small, the tallest medium crop in the Medium, and corn in the Large.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.2</h3><ul><li>With the Mod Manager, each station's <code>Materials</code> shows as item cards with a picker, and the station's package beside them with its pieces, weight and value.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.1.1</h3><ul><li>A change to <code>GrowthBoost</code> now reaches plants already growing, keeping the growth they have made.</li></ul><h3>0.1.0</h3><ul><li>First build: a Small and a Medium Hydroponic Station, each with its own model and icon, and a new look for the game's Hydroponic Station (Large).</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-10T03:07:10-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Package Bank 0.7.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/package-bank/" />
            <id>https://sldb.core-directive.com/en/mods/package-bank/#v0.7.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.7.1</h3><ul><li>Fix: Pack up is no longer offered on the basement entrance, or on any piece the Layout screen has no Remove for. A packed-up entrance could not go back where it was.</li><li>Fix: Pack up is no longer offered on the ladders between floors, or on anything else that stands on no build spot. Its package could not be installed anywhere.</li><li>Fix: Pack up is no longer offered on furniture in the shops you visit before the disaster. Pressing it there gave an error.</li><li>A basement entrance, ladder or other fixture packed up with 0.7.0 that has no build spot to go on (some lamps and workbenches too) goes back where it was when you load the save at home. Its package, its bank entry, or the copy installed on a large spot goes away. A fixture that came with items in it, or one the story still keeps hidden, is left as you have it.</li><li>New Cheat Menu button on the Mod tests tab, &quot;Fix the basement entrance and ladders&quot;: does the same repair right away, at home. On a save with nothing broken it says nothing needed fixing.</li><li>Made for Survival Log 1.1.20719.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.7.1</h3><ul><li>Fix: Pack up is no longer offered on the basement entrance, or on any piece the Layout screen has no Remove for. A packed-up entrance could not go back where it was.</li><li>Fix: Pack up is no longer offered on the ladders between floors, or on anything else that stands on no build spot. Its package could not be installed anywhere.</li><li>Fix: Pack up is no longer offered on furniture in the shops you visit before the disaster. Pressing it there gave an error.</li><li>A basement entrance, ladder or other fixture packed up with 0.7.0 that has no build spot to go on (some lamps and workbenches too) goes back where it was when you load the save at home. Its package, its bank entry, or the copy installed on a large spot goes away. A fixture that came with items in it, or one the story still keeps hidden, is left as you have it.</li><li>New Cheat Menu button on the Mod tests tab, "Fix the basement entrance and ladders": does the same repair right away, at home. On a save with nothing broken it says nothing needed fixing.</li><li>Made for Survival Log 1.1.20719.</li></ul></div>
                                    <updated>2026-11-09T05:17:10-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Mod Manager 0.17.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/mod-manager/" />
            <id>https://sldb.core-directive.com/en/mods/mod-manager/#v0.17.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.17.1</h3><ul><li>Fixed Pack Rat's Inventories and Items screens, which since 0.16.0 were squeezed into one row with most of the screen outside the window.</li><li>Made for Survival Log 1.1.20719.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.17.1</h3><ul><li>Fixed Pack Rat's Inventories and Items screens, which since 0.16.0 were squeezed into one row with most of the screen outside the window.</li><li>Made for Survival Log 1.1.20719.</li></ul></div>
                                    <updated>2026-11-08T08:32:05-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[More Rewards 0.7.3]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/more-rewards/" />
            <id>https://sldb.core-directive.com/en/mods/more-rewards/#v0.7.3</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.7.3</h3><ul><li>Fixed: without Exiled's Toolkit, turning <code>Enabled</code> off from the rewards screen's Settings left the interest line and a Settings button that did nothing on that screen and the next ones.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.7.2</h3><ul><li>MaxInterest keeps working after a game update that only moves the game's code around, so most updates no longer break it.</li><li>When a game update does break MaxInterest, Mod Manager now shows More Rewards in red, and the log says why.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.7.1</h3><ul><li>Fixed: MaxInterest did nothing on Survival Log 1.1.20719, so interest stopped at the game's 10 survival points a day whatever the setting.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.7.0</h3><ul><li>Each world can keep its own reward settings: <code>OptionCount</code>, <code>RefreshCost</code>, <code>InterestRate</code>, <code>MaxInterest</code>, <code>MaxLocked</code>, <code>NoRepeatOnRefresh</code>, <code>BanButton</code>, <code>BanCost</code>, <code>BanWholeLine</code>, <code>UnbanRefund</code>, <code>CashOut</code>, <code>ShopEnabled</code>, <code>ShopMarkup</code>, <code>ShopIncrease</code>, <code>ShopReset</code>, <code>ShopPerDay</code> and <code>ShopLocked</code>. With Exiled's Toolkit 0.17.0 or newer, pick them for a new world in Customizable Difficulty, or change them for the world you are playing on the Mod Manager's Mods screen. <code>Enabled</code>, <code>Labels</code>, <code>ShopUnavailable</code> and <code>UiScale</code> stay the same for every world.</li><li><code>Enabled</code> now takes effect at once. Turned off, the game's rewards, refresh cost and interest come back, and the mod's buttons, labels and lock count leave the rewards screen; turned on again, they come back.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.7.3</h3><ul><li>Fixed: without Exiled's Toolkit, turning <code>Enabled</code> off from the rewards screen's Settings left the interest line and a Settings button that did nothing on that screen and the next ones.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.7.2</h3><ul><li>MaxInterest keeps working after a game update that only moves the game's code around, so most updates no longer break it.</li><li>When a game update does break MaxInterest, Mod Manager now shows More Rewards in red, and the log says why.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.7.1</h3><ul><li>Fixed: MaxInterest did nothing on Survival Log 1.1.20719, so interest stopped at the game's 10 survival points a day whatever the setting.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.7.0</h3><ul><li>Each world can keep its own reward settings: <code>OptionCount</code>, <code>RefreshCost</code>, <code>InterestRate</code>, <code>MaxInterest</code>, <code>MaxLocked</code>, <code>NoRepeatOnRefresh</code>, <code>BanButton</code>, <code>BanCost</code>, <code>BanWholeLine</code>, <code>UnbanRefund</code>, <code>CashOut</code>, <code>ShopEnabled</code>, <code>ShopMarkup</code>, <code>ShopIncrease</code>, <code>ShopReset</code>, <code>ShopPerDay</code> and <code>ShopLocked</code>. With Exiled's Toolkit 0.17.0 or newer, pick them for a new world in Customizable Difficulty, or change them for the world you are playing on the Mod Manager's Mods screen. <code>Enabled</code>, <code>Labels</code>, <code>ShopUnavailable</code> and <code>UiScale</code> stay the same for every world.</li><li><code>Enabled</code> now takes effect at once. Turned off, the game's rewards, refresh cost and interest come back, and the mod's buttons, labels and lock count leave the rewards screen; turned on again, they come back.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-08T08:24:10-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Power Manager 0.5.0]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/power-manager/" />
            <id>https://sldb.core-directive.com/en/mods/power-manager/#v0.5.0</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.5.0</h3><ul><li>With <a href="https://www.nexusmods.com/survivallog/mods/136" rel="noopener">Wind Power</a> 0.9.4 or newer installed, a new <code>SmogOutput</code> setting gives Heavy Smog some wind, so the turbines turn and make power there, the way <code>BadWeatherOutput</code> does for solar panels in storms. It is a share of a Clear day's wind, takes effect at once, and each world can keep its own. It starts at 0, so nothing changes until you set it.</li><li>Made for Survival Log 1.1.20719.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.5.0</h3><ul><li>With <a href="https://www.nexusmods.com/survivallog/mods/136" rel="noopener">Wind Power</a> 0.9.4 or newer installed, a new <code>SmogOutput</code> setting gives Heavy Smog some wind, so the turbines turn and make power there, the way <code>BadWeatherOutput</code> does for solar panels in storms. It is a share of a Clear day's wind, takes effect at once, and each world can keep its own. It starts at 0, so nothing changes until you set it.</li><li>Made for Survival Log 1.1.20719.</li></ul></div>
                                    <updated>2026-11-08T06:08:49-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Wind Power 0.9.4]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/wind-power/" />
            <id>https://sldb.core-directive.com/en/mods/wind-power/#v0.9.4</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.9.4</h3><ul><li>New Weather settings: how hard the wind blows in each weather, as a percent of full wind. The defaults keep the wind as it was.</li><li>Power Manager 0.5.0 or newer can now give Heavy Smog some wind with its SmogOutput setting, so the turbines turn and make power there. Without it, Heavy Smog stays still as before.</li><li>Made for Survival Log 1.1.20719.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.9.4</h3><ul><li>New Weather settings: how hard the wind blows in each weather, as a percent of full wind. The defaults keep the wind as it was.</li><li>Power Manager 0.5.0 or newer can now give Heavy Smog some wind with its SmogOutput setting, so the turbines turn and make power there. Without it, Heavy Smog stays still as before.</li><li>Made for Survival Log 1.1.20719.</li></ul></div>
                                    <updated>2026-11-08T06:08:36-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Power Manager 0.4.0]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/power-manager/" />
            <id>https://sldb.core-directive.com/en/mods/power-manager/#v0.4.0</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.4.0</h3><ul><li>With <a href="https://www.nexusmods.com/survivallog/mods/136" rel="noopener">Wind Power</a> 0.9.3 or newer installed, a new <code>WindMultiplier</code> setting makes its wind turbines make more or less power, the way <code>SolarMultiplier</code> does for solar panels. It takes effect at once, and each world can keep its own. Without Wind Power the setting does not show.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.3.1</h3><ul><li>Now uses Exiled's Toolkit for its shared parts, so it needs Exiled's Toolkit 0.19.0 or newer.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.3.0</h3><ul><li>Each world can keep its own power settings: every setting in Power and Solar, plus <code>GeneratorEfficiency</code> and <code>FuelBurn</code>. With Exiled's Toolkit 0.17.0 or newer, pick them for a new world in Customizable Difficulty, or change them for the world you are playing on the Mod Manager's Mods screen. The panel, refuel, shedding and fuel order settings stay the same for every world.</li><li><code>BatteryMultiplier</code> now takes effect at once, without a restart. Lowering it drops any stored power above the new size.</li><li>The Mods screen no longer says the panel key, refuel, shedding and fuel order settings need a restart. They never did.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.4.0</h3><ul><li>With <a href="https://www.nexusmods.com/survivallog/mods/136" rel="noopener">Wind Power</a> 0.9.3 or newer installed, a new <code>WindMultiplier</code> setting makes its wind turbines make more or less power, the way <code>SolarMultiplier</code> does for solar panels. It takes effect at once, and each world can keep its own. Without Wind Power the setting does not show.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.3.1</h3><ul><li>Now uses Exiled's Toolkit for its shared parts, so it needs Exiled's Toolkit 0.19.0 or newer.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.3.0</h3><ul><li>Each world can keep its own power settings: every setting in Power and Solar, plus <code>GeneratorEfficiency</code> and <code>FuelBurn</code>. With Exiled's Toolkit 0.17.0 or newer, pick them for a new world in Customizable Difficulty, or change them for the world you are playing on the Mod Manager's Mods screen. The panel, refuel, shedding and fuel order settings stay the same for every world.</li><li><code>BatteryMultiplier</code> now takes effect at once, without a restart. Lowering it drops any stored power above the new size.</li><li>The Mods screen no longer says the panel key, refuel, shedding and fuel order settings need a restart. They never did.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-08T04:55:16-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Wind Power 0.9.3]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/wind-power/" />
            <id>https://sldb.core-directive.com/en/mods/wind-power/#v0.9.3</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.9.3</h3><ul><li>Power Manager 0.4.0 or newer can now make the turbines stronger or weaker with its Wind setting. Without it, nothing changes.</li><li>Made for Survival Log 1.1.20719.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.9.3</h3><ul><li>Power Manager 0.4.0 or newer can now make the turbines stronger or weaker with its Wind setting. Without it, nothing changes.</li><li>Made for Survival Log 1.1.20719.</li></ul></div>
                                    <updated>2026-11-08T04:53:47-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Mod Manager 0.17.0]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/mod-manager/" />
            <id>https://sldb.core-directive.com/en/mods/mod-manager/#v0.17.0</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.17.0</h3><ul><li>A mod's own list can now say what you have of each entry, such as how many of an item you carry or keep at home. Those rows are marked in the list and in the ADD window, and the window gets a &quot;You have&quot; group at the top that shows only them. Vital Signs is the first to use it.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.16.0</h3><ul><li>A mod's own list (such as Vital Signs' food, beds and buffs) now shows as a list instead of cards: one row per entry with its picture, its name and what it does. Each row has buttons to move it up or down and to take it out.</li><li>A choice, such as a bed's Sleep or Nap, is a row of buttons on the entry, so you pick it in one click.</li><li>ADD opens a window that lists everything the mod offers as rows, filed under the mod's groups, with an Add button on each row. The window stays open, so you can add several in a row, and a click on ADDED takes one out again.</li><li>A list the mod fills in when it is left blank no longer shows everything it stands for, only the mod's line about it.</li><li>Enter in the search box of the item window now adds the item shown, instead of doing nothing.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.15.0</h3><ul><li>A new kind of list for mods: one that picks from entries the mod lists itself, such as buffs, beds or furniture actions. It shows as cards with each entry's picture and name, and the same picker as items, with the mod's own groups and a line about each entry. Vital Signs is the first to use it.</li><li>An entry in such a list can also carry a choice, shown on its card and changed with a click, or a number, stepped on its card like an amount.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.14.2</h3><ul><li>A crafting recipe list now warns you, under the list, when another recipe in the game already uses exactly those materials. Two recipes can't share the same materials, so the mod can't use that list.</li><li>The mouse wheel changes an amount only while it is over the - and + buttons, so scrolling down the page past an item card no longer changes it.</li><li>Typing an amount in the item window and then clicking ADD now adds the item.</li><li>Changing an amount and then quickly changing another list keeps both changes.</li><li>Made for Survival Log 1.1.20719.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.17.0</h3><ul><li>A mod's own list can now say what you have of each entry, such as how many of an item you carry or keep at home. Those rows are marked in the list and in the ADD window, and the window gets a "You have" group at the top that shows only them. Vital Signs is the first to use it.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.16.0</h3><ul><li>A mod's own list (such as Vital Signs' food, beds and buffs) now shows as a list instead of cards: one row per entry with its picture, its name and what it does. Each row has buttons to move it up or down and to take it out.</li><li>A choice, such as a bed's Sleep or Nap, is a row of buttons on the entry, so you pick it in one click.</li><li>ADD opens a window that lists everything the mod offers as rows, filed under the mod's groups, with an Add button on each row. The window stays open, so you can add several in a row, and a click on ADDED takes one out again.</li><li>A list the mod fills in when it is left blank no longer shows everything it stands for, only the mod's line about it.</li><li>Enter in the search box of the item window now adds the item shown, instead of doing nothing.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.15.0</h3><ul><li>A new kind of list for mods: one that picks from entries the mod lists itself, such as buffs, beds or furniture actions. It shows as cards with each entry's picture and name, and the same picker as items, with the mod's own groups and a line about each entry. Vital Signs is the first to use it.</li><li>An entry in such a list can also carry a choice, shown on its card and changed with a click, or a number, stepped on its card like an amount.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.14.2</h3><ul><li>A crafting recipe list now warns you, under the list, when another recipe in the game already uses exactly those materials. Two recipes can't share the same materials, so the mod can't use that list.</li><li>The mouse wheel changes an amount only while it is over the - and + buttons, so scrolling down the page past an item card no longer changes it.</li><li>Typing an amount in the item window and then clicking ADD now adds the item.</li><li>Changing an amount and then quickly changing another list keeps both changes.</li><li>Made for Survival Log 1.1.20719.</li></ul></div>
                                    <updated>2026-11-08T04:15:17-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Wind Power 0.9.2]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/wind-power/" />
            <id>https://sldb.core-directive.com/en/mods/wind-power/#v0.9.2</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.9.2</h3><ul><li>The wind now reads as a word and a percent of full wind, such as Light (20%/100%), so it is clear that 100% is full wind and not a cap: a gust in Severe Cold can show Gale (130%/100%). The words are Calm, Light, Moderate, Strong and Gale. The weather box line is now called Wind, and a turbine's hover shows the same reading.</li><li>Made for Survival Log 1.1.20719.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.9.2</h3><ul><li>The wind now reads as a word and a percent of full wind, such as Light (20%/100%), so it is clear that 100% is full wind and not a cap: a gust in Severe Cold can show Gale (130%/100%). The words are Calm, Light, Moderate, Strong and Gale. The weather box line is now called Wind, and a turbine's hover shows the same reading.</li><li>Made for Survival Log 1.1.20719.</li></ul></div>
                                    <updated>2026-11-08T04:01:16-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Defenses Expanded 0.2.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/defenses-expanded/" />
            <id>https://sldb.core-directive.com/en/mods/defenses-expanded/#v0.2.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.2.1</h3><ul><li>The Nail Gun Turret's aiming does less work each frame while turrets are firing.</li><li>If the defenses could not be added to the game's tables, the mod now tries again instead of leaving them missing until a setting changes.</li><li>The <code>Materials</code> description now says each item can count up to 99.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.2.0</h3><ul><li>Each defense now unlocks at a Defense skill level: the Concrete Barrier, Barbed Wire and Spike Plate at level 2, the Nail Gun Turret at level 3 and the Tesla Coil at level 5. A new <code>UnlockLevel</code> setting for each defense changes it.</li><li>The early defenses cost less to make and the late ones cost more, and a defense that unlocks later now does more damage. See Settings for the new numbers.</li><li>The Nail Gun Turret turns its head to face the zombie it is shooting and kicks back on each shot.</li><li>The Nail Gun Turret and Tesla Coil now face the right way.</li><li>Placing a defense no longer freezes the game for a moment: each model is built a few seconds into a run instead of on its first placement.</li><li>Two new Cheat Menu test buttons: give one of each defense, and start a large test wave.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.4</h3><ul><li>With the Mod Manager, each defense's <code>Materials</code> shows as item cards with a picker, and the defense's package beside them with its pieces, weight and value.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.3</h3><ul><li>Now uses Exiled's Toolkit for its shared parts, so it needs Exiled's Toolkit 0.19.0 or newer.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.2</h3><ul><li>Changing a Nail Gun Turret's or Tesla Coil's <code>PowerCost</code> between <code>0</code> and more now applies right away: the defense joins or leaves the power grid without a reload.</li></ul><h3>0.1.1</h3><ul><li>Changing a setting no longer costs a damaged defense health when a talent has raised its maximum health. Only a change to <code>Health</code> moves it, and the defense keeps the same share of its health.</li><li>With <code>UninstallPrep</code> on, a placed Concrete Barrier is saved with no more health than Sandbags can hold.</li><li>Fixed: a defense could show as the game's defense it is based on if its attack effect failed to play.</li></ul><h3>0.1.0</h3><ul><li>First build: the Concrete Barrier, Barbed Wire, Spike Plate, Nail Gun Turret and Tesla Coil, each with its own model and icon.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.2.1</h3><ul><li>The Nail Gun Turret's aiming does less work each frame while turrets are firing.</li><li>If the defenses could not be added to the game's tables, the mod now tries again instead of leaving them missing until a setting changes.</li><li>The <code>Materials</code> description now says each item can count up to 99.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.2.0</h3><ul><li>Each defense now unlocks at a Defense skill level: the Concrete Barrier, Barbed Wire and Spike Plate at level 2, the Nail Gun Turret at level 3 and the Tesla Coil at level 5. A new <code>UnlockLevel</code> setting for each defense changes it.</li><li>The early defenses cost less to make and the late ones cost more, and a defense that unlocks later now does more damage. See Settings for the new numbers.</li><li>The Nail Gun Turret turns its head to face the zombie it is shooting and kicks back on each shot.</li><li>The Nail Gun Turret and Tesla Coil now face the right way.</li><li>Placing a defense no longer freezes the game for a moment: each model is built a few seconds into a run instead of on its first placement.</li><li>Two new Cheat Menu test buttons: give one of each defense, and start a large test wave.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.4</h3><ul><li>With the Mod Manager, each defense's <code>Materials</code> shows as item cards with a picker, and the defense's package beside them with its pieces, weight and value.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.3</h3><ul><li>Now uses Exiled's Toolkit for its shared parts, so it needs Exiled's Toolkit 0.19.0 or newer.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.1.2</h3><ul><li>Changing a Nail Gun Turret's or Tesla Coil's <code>PowerCost</code> between <code>0</code> and more now applies right away: the defense joins or leaves the power grid without a reload.</li></ul><h3>0.1.1</h3><ul><li>Changing a setting no longer costs a damaged defense health when a talent has raised its maximum health. Only a change to <code>Health</code> moves it, and the defense keeps the same share of its health.</li><li>With <code>UninstallPrep</code> on, a placed Concrete Barrier is saved with no more health than Sandbags can hold.</li><li>Fixed: a defense could show as the game's defense it is based on if its attack effect failed to play.</li></ul><h3>0.1.0</h3><ul><li>First build: the Concrete Barrier, Barbed Wire, Spike Plate, Nail Gun Turret and Tesla Coil, each with its own model and icon.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-08T02:59:27-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Pack Rat 0.5.0]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/pack-rat/" />
            <id>https://sldb.core-directive.com/en/mods/pack-rat/#v0.5.0</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.5.0</h3><ul><li>New <code>ScrollBars</code> setting, on by default. Turn it off and big bags no longer get a scrollbar: the game shrinks the whole screen until it fits, as it does without Pack Rat. A very big bag can then get too small to use. It applies right away, even on a screen that is already open.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.4.3</h3><ul><li>Now uses Exiled's Toolkit for its shared parts, so it needs Exiled's Toolkit 0.19.0 or newer.</li><li>Made for Survival Log 1.1.20719.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.5.0</h3><ul><li>New <code>ScrollBars</code> setting, on by default. Turn it off and big bags no longer get a scrollbar: the game shrinks the whole screen until it fits, as it does without Pack Rat. A very big bag can then get too small to use. It applies right away, even on a screen that is already open.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.4.3</h3><ul><li>Now uses Exiled's Toolkit for its shared parts, so it needs Exiled's Toolkit 0.19.0 or newer.</li><li>Made for Survival Log 1.1.20719.</li></ul></div>
                                    <updated>2026-11-07T22:21:02-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Save Backups 0.4.3]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/save-backups/" />
            <id>https://sldb.core-directive.com/en/mods/save-backups/#v0.4.3</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.4.3</h3><ul><li>Fixed: a restore that could not finish (a file held open by Steam Cloud or antivirus) could leave a save without its main file. The save now always keeps a file that loads, and no half-copied files are left behind.</li><li>Fixed: the second copy (<code>SecondFolder</code>) could remove backups in that folder that it did not make, such as another PC's. It now only ever removes its own.</li><li>Fixed: putting back a deleted save whose files were still there replaced them without a safety backup. Any save whose file is there now gets one first.</li><li>Fixed: a save missing from the game's list but still on disk counted down its trash days, and imported backups of a save you never copied in were removed after 30 days. Both now stay.</li><li>Fixed: after a rebirth, or a restore to an earlier day, the replayed days got no morning or wave backup. They do now.</li><li>A backup's details are now written so that a crash in the middle can no longer hide it from the list.</li><li><code>TakePictures</code> now says it takes a picture at full size as well as small.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.4.2</h3><ul><li>Your survivor's stats now show their real most, such as Life 89 / 130, instead of always out of 100. The game raises the most over a run, and a save keeps only the starting 100, so Save Backups now notes the real most in the save while you play. Saves and backups made before show the value alone, until the save is next saved in game.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.4.1</h3><ul><li>Your survivor's stats now show the right numbers: Life, Satiety, Morale and Stamina out of 100, as the game's bars do. Life is the bar the game shows (it showed the hidden Fitness before), and Mood is now called Morale, as in the game. Backups made before are read again the first time you open them.</li><li>New setting <code>UiScale</code> sets how big the save manager is drawn, from 75 to 200 percent. At 0 it follows Exiled's Toolkit's UI size. You can also change it in the Settings tab.</li></ul><h3>0.4.0</h3><ul><li>New save manager look: your saves on the left, the selected save's backups and day snapshots in the middle, and the picked backup with its stats on the right.</li><li>Pictures are now taken at full size as well as small. Click any picture to see it large. Older backups show their small picture.</li><li>The bin is now called the trash. Its setting is now <code>TrashDays</code>; a value you set for <code>BinDays</code> before goes back to 30 days, so set it again if you changed it.</li><li>Your survivor's stats now show Satiety instead of fullness, and Planning Points and Survival Points side by side. Money and the game's journal are no longer shown.</li><li>Compare with now shows each item's icon.</li><li>The button to the game's list is now 「Default Load screen」.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.3.2</h3><ul><li>Now uses Exiled's Toolkit for its shared parts, so it needs Exiled's Toolkit 0.19.0 or newer.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.3.1</h3><ul><li>「Backups of this run」 and 「Back up now」 in the pause menu are now placed by Exiled's Toolkit, along with every other mod's menu buttons. The pause menu no longer runs off the screen when several mods add buttons to it.</li><li>Exiled's Toolkit 0.14.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.3.0</h3><ul><li>Pictures: each backup made while you play takes a small picture of the game, shown in the timeline and the save manager. <code>TakePictures</code> turns it off.</li><li>Each save shows its survivor's portrait, the same picture as on the new game screen.</li><li>Pause menu: 「Backups of this run」 opens the save manager over your run, and 「Back up now」 saves and backs up the run. The run you are playing can't be restored over, renamed or deleted from there; everything else works.</li><li>The backup key is now unbound by default, since the pause menu has a button for it. Set <code>BackupKey</code> to bring it back.</li><li>Timeline: a save's backups and the game's day snapshots on one timeline, grouped by day, with the save as it is now on top.</li><li>Click a backup to see its picture, its day, how your survivor stood then (health, fullness, mood, stamina, money, planning points, items) and how that changed since, the game's journal for that day, and its buttons right under the heading.</li><li>Compare with now: what changed between a backup and the save as it is now, item by item.</li><li>Restore asks whether to load the backup as a new save or replace the save. The save as it is gets a backup of its own first either way.</li><li>The game's day snapshots can each be loaded as a new save. <code>ShowGameSnapshots</code> hides them.</li><li>Saves: rename, pin to the top of the list, write a note on the save itself, duplicate, and export a whole save with all its backups. Sort by last played, most days, survivor or name, and filter to saves playing, finished, endless or needing a look.</li><li>Import also takes loose save files, lists what each file holds before you bring it in, and marks the ones that won't import.</li><li>Bin: removed backups and deleted saves wait in the bin for <code>BinDays</code> days (30 by default), where you can put them back or delete them for good.</li><li>Thinning: every backup of the last 3 days of play is kept, then one a day for 14 more days, then one per loop. Thinned backups go to the bin. <code>KeepAllDays</code>, <code>DailyDays</code> and <code>PerLoop</code> set it.</li><li>Timer backups every <code>TimerMinutes</code> minutes of play when <code>OnTimer</code> is on (off by default).</li><li><code>SecondFolder</code> keeps a second copy of every backup, for example on another drive.</li><li>Each backup is read back and checked against the save before it counts. <code>Verify</code> turns that off.</li><li>When Steam Cloud puts back an older save, the save manager shows both days side by side and lets you keep either one. <code>WarnWhenBehind</code> turns the warning off.</li><li>A Settings tab in the save manager changes every setting, the backup key included, and they apply at once.</li><li>A bar shows how much of the size limit the backups and the bin use.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.3</h3><ul><li>New look for the save manager, in the game's font.</li><li>Each save shows its survivor, a status badge, loop and day, how many backups it has and when the last one was made.</li><li>Click a backup to see it on the right: its day, its note, its size, and the buttons for it.</li><li>A dot by each backup shows its kind, with a key above the list.</li><li>A bar under the list shows how much of the backup size limit is in use.</li><li>The save details no longer call the current day &quot;played&quot;.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.2</h3><ul><li>「Read save file」 on the title screen now opens the save manager instead of the game's list.</li><li>Fixed an error at the title screen when the game had not finished reading its saves yet.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.1</h3><ul><li>The backup key no longer goes off while you type in a search box or any other text box.</li><li>Needs Exiled's Toolkit 0.12.0 or newer.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>Copy as new save: any backup, a deleted save's included, can become a save of its own next to the original. The original save is not changed.</li><li>Export a backup to a single <code>.slsave</code> file in <code>SaveBackups\Exports</code>, to keep it safe or give it to a friend.</li><li>Import: put <code>.slsave</code> files in <code>SaveBackups\Import</code> and press 「Import」 in the save manager. Each one shows up under its save as an imported backup.</li><li>Add a note to any backup, so you can tell them apart later.</li><li>Search your saves by name, survivor or note, and filter the list to saves in progress, finished saves or saves with backups.</li><li>New automatic backups right before an expedition, right before a zombie wave and when a run reaches an ending, each with its own setting and its own number kept.</li><li>Morning backups keep the game's description of that day, and the save manager shows it under the day.</li><li>A backup made on another game version is marked, and restoring or copying it shows a warning first.</li><li>Click a backup to show more actions: Copy as new save, Pin, Note, Export and Remove.</li></ul><h3>0.1.0</h3><ul><li>First release.</li><li>Every save is backed up each morning, when you quit to the title screen or close the game, and right before a rebirth. Backups are kept in <code>SaveBackups</code>, next to the game's <code>Saves</code> folder, where Steam Cloud does not touch them.</li><li>Press F8 in a run to save and back it up yourself.</li><li>The title screen's Load button opens a save manager: load a save, back it up, delete it, or restore any of its backups.</li><li>Before a restore or a delete, the save as it is gets a backup of its own, so the step can be undone.</li><li>A deleted save keeps its backups under 「Deleted saves」 and can be brought back from there.</li><li>If a save is suddenly behind its own last backup, for example after Steam Cloud put back an older copy, a message says so and the save manager offers to restore it.</li><li>Pin a backup to keep it no matter what. Old backups are removed by count for each kind and by a total size limit.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.4.3</h3><ul><li>Fixed: a restore that could not finish (a file held open by Steam Cloud or antivirus) could leave a save without its main file. The save now always keeps a file that loads, and no half-copied files are left behind.</li><li>Fixed: the second copy (<code>SecondFolder</code>) could remove backups in that folder that it did not make, such as another PC's. It now only ever removes its own.</li><li>Fixed: putting back a deleted save whose files were still there replaced them without a safety backup. Any save whose file is there now gets one first.</li><li>Fixed: a save missing from the game's list but still on disk counted down its trash days, and imported backups of a save you never copied in were removed after 30 days. Both now stay.</li><li>Fixed: after a rebirth, or a restore to an earlier day, the replayed days got no morning or wave backup. They do now.</li><li>A backup's details are now written so that a crash in the middle can no longer hide it from the list.</li><li><code>TakePictures</code> now says it takes a picture at full size as well as small.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.4.2</h3><ul><li>Your survivor's stats now show their real most, such as Life 89 / 130, instead of always out of 100. The game raises the most over a run, and a save keeps only the starting 100, so Save Backups now notes the real most in the save while you play. Saves and backups made before show the value alone, until the save is next saved in game.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.4.1</h3><ul><li>Your survivor's stats now show the right numbers: Life, Satiety, Morale and Stamina out of 100, as the game's bars do. Life is the bar the game shows (it showed the hidden Fitness before), and Mood is now called Morale, as in the game. Backups made before are read again the first time you open them.</li><li>New setting <code>UiScale</code> sets how big the save manager is drawn, from 75 to 200 percent. At 0 it follows Exiled's Toolkit's UI size. You can also change it in the Settings tab.</li></ul><h3>0.4.0</h3><ul><li>New save manager look: your saves on the left, the selected save's backups and day snapshots in the middle, and the picked backup with its stats on the right.</li><li>Pictures are now taken at full size as well as small. Click any picture to see it large. Older backups show their small picture.</li><li>The bin is now called the trash. Its setting is now <code>TrashDays</code>; a value you set for <code>BinDays</code> before goes back to 30 days, so set it again if you changed it.</li><li>Your survivor's stats now show Satiety instead of fullness, and Planning Points and Survival Points side by side. Money and the game's journal are no longer shown.</li><li>Compare with now shows each item's icon.</li><li>The button to the game's list is now 「Default Load screen」.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.3.2</h3><ul><li>Now uses Exiled's Toolkit for its shared parts, so it needs Exiled's Toolkit 0.19.0 or newer.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.3.1</h3><ul><li>「Backups of this run」 and 「Back up now」 in the pause menu are now placed by Exiled's Toolkit, along with every other mod's menu buttons. The pause menu no longer runs off the screen when several mods add buttons to it.</li><li>Exiled's Toolkit 0.14.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.3.0</h3><ul><li>Pictures: each backup made while you play takes a small picture of the game, shown in the timeline and the save manager. <code>TakePictures</code> turns it off.</li><li>Each save shows its survivor's portrait, the same picture as on the new game screen.</li><li>Pause menu: 「Backups of this run」 opens the save manager over your run, and 「Back up now」 saves and backs up the run. The run you are playing can't be restored over, renamed or deleted from there; everything else works.</li><li>The backup key is now unbound by default, since the pause menu has a button for it. Set <code>BackupKey</code> to bring it back.</li><li>Timeline: a save's backups and the game's day snapshots on one timeline, grouped by day, with the save as it is now on top.</li><li>Click a backup to see its picture, its day, how your survivor stood then (health, fullness, mood, stamina, money, planning points, items) and how that changed since, the game's journal for that day, and its buttons right under the heading.</li><li>Compare with now: what changed between a backup and the save as it is now, item by item.</li><li>Restore asks whether to load the backup as a new save or replace the save. The save as it is gets a backup of its own first either way.</li><li>The game's day snapshots can each be loaded as a new save. <code>ShowGameSnapshots</code> hides them.</li><li>Saves: rename, pin to the top of the list, write a note on the save itself, duplicate, and export a whole save with all its backups. Sort by last played, most days, survivor or name, and filter to saves playing, finished, endless or needing a look.</li><li>Import also takes loose save files, lists what each file holds before you bring it in, and marks the ones that won't import.</li><li>Bin: removed backups and deleted saves wait in the bin for <code>BinDays</code> days (30 by default), where you can put them back or delete them for good.</li><li>Thinning: every backup of the last 3 days of play is kept, then one a day for 14 more days, then one per loop. Thinned backups go to the bin. <code>KeepAllDays</code>, <code>DailyDays</code> and <code>PerLoop</code> set it.</li><li>Timer backups every <code>TimerMinutes</code> minutes of play when <code>OnTimer</code> is on (off by default).</li><li><code>SecondFolder</code> keeps a second copy of every backup, for example on another drive.</li><li>Each backup is read back and checked against the save before it counts. <code>Verify</code> turns that off.</li><li>When Steam Cloud puts back an older save, the save manager shows both days side by side and lets you keep either one. <code>WarnWhenBehind</code> turns the warning off.</li><li>A Settings tab in the save manager changes every setting, the backup key included, and they apply at once.</li><li>A bar shows how much of the size limit the backups and the bin use.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.3</h3><ul><li>New look for the save manager, in the game's font.</li><li>Each save shows its survivor, a status badge, loop and day, how many backups it has and when the last one was made.</li><li>Click a backup to see it on the right: its day, its note, its size, and the buttons for it.</li><li>A dot by each backup shows its kind, with a key above the list.</li><li>A bar under the list shows how much of the backup size limit is in use.</li><li>The save details no longer call the current day "played".</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.2</h3><ul><li>「Read save file」 on the title screen now opens the save manager instead of the game's list.</li><li>Fixed an error at the title screen when the game had not finished reading its saves yet.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.1</h3><ul><li>The backup key no longer goes off while you type in a search box or any other text box.</li><li>Needs Exiled's Toolkit 0.12.0 or newer.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>Copy as new save: any backup, a deleted save's included, can become a save of its own next to the original. The original save is not changed.</li><li>Export a backup to a single <code>.slsave</code> file in <code>SaveBackups\Exports</code>, to keep it safe or give it to a friend.</li><li>Import: put <code>.slsave</code> files in <code>SaveBackups\Import</code> and press 「Import」 in the save manager. Each one shows up under its save as an imported backup.</li><li>Add a note to any backup, so you can tell them apart later.</li><li>Search your saves by name, survivor or note, and filter the list to saves in progress, finished saves or saves with backups.</li><li>New automatic backups right before an expedition, right before a zombie wave and when a run reaches an ending, each with its own setting and its own number kept.</li><li>Morning backups keep the game's description of that day, and the save manager shows it under the day.</li><li>A backup made on another game version is marked, and restoring or copying it shows a warning first.</li><li>Click a backup to show more actions: Copy as new save, Pin, Note, Export and Remove.</li></ul><h3>0.1.0</h3><ul><li>First release.</li><li>Every save is backed up each morning, when you quit to the title screen or close the game, and right before a rebirth. Backups are kept in <code>SaveBackups</code>, next to the game's <code>Saves</code> folder, where Steam Cloud does not touch them.</li><li>Press F8 in a run to save and back it up yourself.</li><li>The title screen's Load button opens a save manager: load a save, back it up, delete it, or restore any of its backups.</li><li>Before a restore or a delete, the save as it is gets a backup of its own, so the step can be undone.</li><li>A deleted save keeps its backups under 「Deleted saves」 and can be brought back from there.</li><li>If a save is suddenly behind its own last backup, for example after Steam Cloud put back an older copy, a message says so and the save manager offers to restore it.</li><li>Pin a backup to keep it no matter what. Old backups are removed by count for each kind and by a total size limit.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-11-06T06:10:14-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Exiled's Toolkit 0.19.0]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/exileds-toolkit/" />
            <id>https://sldb.core-directive.com/en/mods/exileds-toolkit/#v0.19.0</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.19.0</h3><ul><li><b>Warning:</b> if you use Mod Manager, update it to 0.14.1 or newer together with the Toolkit. Older Mod Manager versions lose their Mods screen with this Toolkit.</li><li>Other mods can now use the Toolkit's shared parts instead of carrying their own copies: page messages, page scripts, log files, the hotkey and click locks while a window is open, item names, the game's icons, a per-mod UI size setting, a HUD button that stays in place, and more. One hook now serves page messages for every mod, so the game does less work per message.</li><li>Typing in Chinese in a mod's text box now works the same in every mod window.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.18.0</h3><ul><li>Other mods can now draw their own panels and bars in your HUD button style. Vital Signs 0.8.0 uses this to match its bars and tips to the style you pick.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.17.0</h3><ul><li>A text setting that holds a number, or a decimal setting, can now be a world rule too. Customizable Difficulty uses this so a world can keep its own difficulty values, set from the Mod Manager.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.16.0</h3><ul><li>Mods can now let a world set its own value for a setting, while other worlds and the settings file keep the global one. Customizable Difficulty uses this for the world rules of installed mods.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.19.0</h3><ul><li><b>Warning:</b> if you use Mod Manager, update it to 0.14.1 or newer together with the Toolkit. Older Mod Manager versions lose their Mods screen with this Toolkit.</li><li>Other mods can now use the Toolkit's shared parts instead of carrying their own copies: page messages, page scripts, log files, the hotkey and click locks while a window is open, item names, the game's icons, a per-mod UI size setting, a HUD button that stays in place, and more. One hook now serves page messages for every mod, so the game does less work per message.</li><li>Typing in Chinese in a mod's text box now works the same in every mod window.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.18.0</h3><ul><li>Other mods can now draw their own panels and bars in your HUD button style. Vital Signs 0.8.0 uses this to match its bars and tips to the style you pick.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.17.0</h3><ul><li>A text setting that holds a number, or a decimal setting, can now be a world rule too. Customizable Difficulty uses this so a world can keep its own difficulty values, set from the Mod Manager.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.16.0</h3><ul><li>Mods can now let a world set its own value for a setting, while other worlds and the settings file keep the global one. Customizable Difficulty uses this for the world rules of installed mods.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-06T05:27:08-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Mod Manager 0.14.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/mod-manager/" />
            <id>https://sldb.core-directive.com/en/mods/mod-manager/#v0.14.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.14.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.19.0 or newer. Update the Toolkit first.</li><li>Now uses Exiled's Toolkit for its shared parts.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.14.0</h3><ul><li>Item lists in mod settings now show as item cards with each item's picture, name and amount. Click a card to swap its item, drag cards to reorder them, and change an amount with the - and + buttons or the mouse wheel over them (hold Shift for 10 at a time).</li><li>ADD ITEM opens a window of every item in the game, sorted into the game's categories with the items recipes use first. Search by name in English or Chinese, or by id, and see each item's weight, value and how many recipes use it before you add it.</li><li>A crafting recipe setting shows the item it makes, with the recipe's total pieces, weight and value.</li><li>A setting for what dismantling gives back shows the items you get while it is left blank, and SET BY HAND turns that into a list you can edit. It warns you when it would give back more than the recipe is worth.</li><li>When a mod cannot use a list (for example, the game already has a recipe with exactly those materials), the reason shows under the list.</li><li>The plain text of a list sits below its cards; click it to type or paste a list.</li><li>Mod authors: new tags <code>ModManager.MaxKinds</code>, <code>ModManager.MaxCount</code>, <code>ModManager.AutoWhenBlank</code>, <code>ModManager.Makes</code> and <code>ModManager.ReturnsOf</code>, and an optional <code>ModManagerAnswers</code> class. See &quot;For mod authors&quot; in the README.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.13.0</h3><ul><li>Settings that each world can keep for itself (a mod marks them, and Exiled's Toolkit 0.16.0 or newer plays them) now say, while you play, whether this world keeps its own value. A change to one this world keeps goes to this world alone, and USE GLOBAL sends the world back to the value every other world uses. THIS WORLD ONLY makes a setting this world's own, so later changes stay with it.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.14.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.19.0 or newer. Update the Toolkit first.</li><li>Now uses Exiled's Toolkit for its shared parts.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.14.0</h3><ul><li>Item lists in mod settings now show as item cards with each item's picture, name and amount. Click a card to swap its item, drag cards to reorder them, and change an amount with the - and + buttons or the mouse wheel over them (hold Shift for 10 at a time).</li><li>ADD ITEM opens a window of every item in the game, sorted into the game's categories with the items recipes use first. Search by name in English or Chinese, or by id, and see each item's weight, value and how many recipes use it before you add it.</li><li>A crafting recipe setting shows the item it makes, with the recipe's total pieces, weight and value.</li><li>A setting for what dismantling gives back shows the items you get while it is left blank, and SET BY HAND turns that into a list you can edit. It warns you when it would give back more than the recipe is worth.</li><li>When a mod cannot use a list (for example, the game already has a recipe with exactly those materials), the reason shows under the list.</li><li>The plain text of a list sits below its cards; click it to type or paste a list.</li><li>Mod authors: new tags <code>ModManager.MaxKinds</code>, <code>ModManager.MaxCount</code>, <code>ModManager.AutoWhenBlank</code>, <code>ModManager.Makes</code> and <code>ModManager.ReturnsOf</code>, and an optional <code>ModManagerAnswers</code> class. See "For mod authors" in the README.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.13.0</h3><ul><li>Settings that each world can keep for itself (a mod marks them, and Exiled's Toolkit 0.16.0 or newer plays them) now say, while you play, whether this world keeps its own value. A change to one this world keeps goes to this world alone, and USE GLOBAL sends the world back to the value every other world uses. THIS WORLD ONLY makes a setting this world's own, so later changes stay with it.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-06T05:26:30-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Wind Power 0.9.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/wind-power/" />
            <id>https://sldb.core-directive.com/en/mods/wind-power/#v0.9.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.9.1</h3><ul><li>With UninstallPrep on, a shop that loads no longer gets the mod's stock records put back in it, so a save made right after holds none of them. Shops that never sell a turbine get none either.</li><li>If writing the turbines' rows fails partway, the mod tries again a few seconds later instead of leaving them half written.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.9.0</h3><ul><li>The turbines can be crafted in any of the game's 8 colours, like the solar panels: pick a dye on the turbine's recipe card at the workbench. The coloured package has its own icon and unpacks into a dyed turbine.</li><li>A dye can no longer be one of a turbine's Materials, since picking a colour adds one.</li><li>Raising a turbine's shop stock now reaches a shop that was saved before the change, counting the turbines you already bought there. Before, only a shop open at the time took a raise.</li><li>With Cheat Menu installed, its Mod tests tab has a Give 1 of each dye button.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.8.2</h3><ul><li>With Cheat Menu installed, its Mod tests tab has four more Wind Power buttons: Give 1 of each turbine, Give materials for each turbine, Show recipes and returns, and Show the wind for 12 hours.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.8.1</h3><ul><li>Now uses Exiled's Toolkit for its shared parts, so it needs Exiled's Toolkit 0.19.0 or newer.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.8.0</h3><ul><li>New setting for each turbine: Returns. It names exactly what taking that turbine down gives back, any items you like. Left blank, the turbine gives back its ReturnPercent share as before; set to none, it gives back nothing.</li><li>With Mod Manager 0.14.0 or newer, each turbine's Materials and Returns show as item cards you pick from every item in the game, with what the recipe is worth and a warning when taking the turbine down would give back more than that.</li><li>The Mods screen now says why a turbine cannot use a materials list, such as one with exactly the same materials as one of the game's recipes or another turbine's.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.1</h3><ul><li>New setting: ReturnPercent, under Dismantle. It sets how much of a turbine's materials taking it down gives back, from 0 to 100% of its recipe. The default of 50 gives back the same as before.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.0</h3><ul><li>The wind now rises and falls within a weather instead of blowing at one strength all day. It swells and slackens over the hours, by up to 30% either way, and every turbine and the rotors follow it. Over a day it evens out to the same power as before.</li><li>New setting: Variation, under Wind. It sets how far the wind swings; 0 keeps it steady as before.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.6.2</h3><ul><li>The Small and Large Wind Turbines stand in the middle of their spot. Before, their base stuck out over one edge.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.6.1</h3><ul><li>Dyed turbines are coloured the way the game colours its own furniture, so they match a dyed solar panel next to them.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.6.0</h3><ul><li>The turbines can be dyed, like the game's furniture, in any of its 8 colours. The olive paint takes the colour; the orange stripes, the blades and the rust stay as they are.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.5.0</h3><ul><li>New: a Small Wind Turbine. Three blades and a tail vane on a pole, for a small furniture spot in the yard outside or on the 2F terrace. Its head turns to face the wind.</li><li>The Small Wind Turbine makes up to 9 power. Its recipe shows up with the Medium Solar Panel's, when [Main Quest] Assemble Solar Panels begins, and its package takes 3 Scrap Metal, 1 Wire and 1 Electronic Components. The Classic Furniture shop sells 2 before the disaster, for 30 each.</li><li>Taking a turbine down now gives back about half of what its package took, following its Materials setting. Before, it gave back the solar panel's parts.</li><li>New setting: UninstallPrep, under Uninstall. Turn it on before you remove the mod and load your save: turbine packages in bags, in storage and on the floor become solar panel packages of the same size, and the shops stop selling turbines. Then save, quit and remove WindPower.dll, and nothing is lost.</li><li>The Cheat Menu button Show both recipes now is now Show all recipes now.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.4.1</h3><ul><li>With Cheat Menu installed, its Mod tests tab has two Wind Power buttons: Show turbines (the wind now and what each turbine makes) and Show both recipes now.</li></ul><h3>0.4.0</h3><ul><li>New: a Medium Wind Turbine. Its upright rotor of two half drums catches the wind from any side, and it fits a medium furniture spot in the yard outside or on the 2F terrace.</li><li>The Medium Wind Turbine makes up to 18 power, and the Large Wind Turbine now makes up to 36 instead of 48. A turbine runs day and night, so at 48 it was far better than a solar panel.</li><li>The Medium Wind Turbine's recipe shows up with the Medium Solar Panel's, when [Main Quest] Assemble Solar Panels begins. Its package takes 4 Scrap Metal, 2 Wire and 2 Electronic Components.</li><li>The Large Wind Turbine's recipe now shows up with the Lead-Acid Battery Pack's, when [Main Quest] Store the Electricity begins. Its package now takes 5 Scrap Metal, 3 Wire, 3 Electronic Components and 1 Stainless Steel Plate.</li><li>A save that is already past those quests gets the turbine recipes when it loads.</li><li>The text of both quests now mentions the wind turbine.</li><li>Before the disaster, the Classic Furniture shop sells both turbines.</li><li>New settings for each turbine: the power it makes, what its package takes, its price in the shop and how many the shop has. With Exiled's Toolkit installed, a change takes effect without restarting the game.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.3.1</h3><ul><li>The turbine's power now follows the weather much more closely: nothing in Heavy Smog, 6 on a Clear day, 17 in rain, 36 in Heavy Rain and up to 48 in Severe Cold.</li><li>A turbine on the 2F terrace makes a fifth more power than one in the yard, because it stands higher in the wind.</li><li>The blades now turn faster, speed up and slow down smoothly with the wind, and stand still in Heavy Smog.</li><li>Every so often a gust comes through: the whole top of the turbine swings round to meet it and the blades speed up, then both settle back.</li><li>The power shown when you hover over the turbine now appears at its base, so you can see it when zoomed in.</li><li>The weather box on the screen now shows a Wind Intensity line under Light Intensity and Cold Intensity.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>The Large Wind Turbine now has its own model, with blades that turn faster in stronger wind.</li><li>The turbine package has its own icon in the crafting menu and your bag.</li><li>The turbine now makes power from the wind, day and night: from 6 in still air up to 42 in Severe Cold.</li><li>Hovering over the turbine shows the power it makes now and how strong the wind is.</li><li>Fixed: the turbine's recipe did not show in the crafting menu.</li><li>The turbine now needs its own materials: 6 Scrap Metal, 4 Electrical Wire, 4 Stainless Steel Plate and 3 Electronic Components.</li><li>Removing the mod no longer breaks a save: installed turbines turn into Large Solar Panels instead.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.1.0</h3><ul><li>New: a craftable Large Wind Turbine that can only be installed outdoors, in the yard outside or on the 2F terrace.</li><li>For now it looks like the Large Solar Panel and makes power the same way.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.9.1</h3><ul><li>With UninstallPrep on, a shop that loads no longer gets the mod's stock records put back in it, so a save made right after holds none of them. Shops that never sell a turbine get none either.</li><li>If writing the turbines' rows fails partway, the mod tries again a few seconds later instead of leaving them half written.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.9.0</h3><ul><li>The turbines can be crafted in any of the game's 8 colours, like the solar panels: pick a dye on the turbine's recipe card at the workbench. The coloured package has its own icon and unpacks into a dyed turbine.</li><li>A dye can no longer be one of a turbine's Materials, since picking a colour adds one.</li><li>Raising a turbine's shop stock now reaches a shop that was saved before the change, counting the turbines you already bought there. Before, only a shop open at the time took a raise.</li><li>With Cheat Menu installed, its Mod tests tab has a Give 1 of each dye button.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.8.2</h3><ul><li>With Cheat Menu installed, its Mod tests tab has four more Wind Power buttons: Give 1 of each turbine, Give materials for each turbine, Show recipes and returns, and Show the wind for 12 hours.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.8.1</h3><ul><li>Now uses Exiled's Toolkit for its shared parts, so it needs Exiled's Toolkit 0.19.0 or newer.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.8.0</h3><ul><li>New setting for each turbine: Returns. It names exactly what taking that turbine down gives back, any items you like. Left blank, the turbine gives back its ReturnPercent share as before; set to none, it gives back nothing.</li><li>With Mod Manager 0.14.0 or newer, each turbine's Materials and Returns show as item cards you pick from every item in the game, with what the recipe is worth and a warning when taking the turbine down would give back more than that.</li><li>The Mods screen now says why a turbine cannot use a materials list, such as one with exactly the same materials as one of the game's recipes or another turbine's.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.1</h3><ul><li>New setting: ReturnPercent, under Dismantle. It sets how much of a turbine's materials taking it down gives back, from 0 to 100% of its recipe. The default of 50 gives back the same as before.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.0</h3><ul><li>The wind now rises and falls within a weather instead of blowing at one strength all day. It swells and slackens over the hours, by up to 30% either way, and every turbine and the rotors follow it. Over a day it evens out to the same power as before.</li><li>New setting: Variation, under Wind. It sets how far the wind swings; 0 keeps it steady as before.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.6.2</h3><ul><li>The Small and Large Wind Turbines stand in the middle of their spot. Before, their base stuck out over one edge.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.6.1</h3><ul><li>Dyed turbines are coloured the way the game colours its own furniture, so they match a dyed solar panel next to them.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.6.0</h3><ul><li>The turbines can be dyed, like the game's furniture, in any of its 8 colours. The olive paint takes the colour; the orange stripes, the blades and the rust stay as they are.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.5.0</h3><ul><li>New: a Small Wind Turbine. Three blades and a tail vane on a pole, for a small furniture spot in the yard outside or on the 2F terrace. Its head turns to face the wind.</li><li>The Small Wind Turbine makes up to 9 power. Its recipe shows up with the Medium Solar Panel's, when [Main Quest] Assemble Solar Panels begins, and its package takes 3 Scrap Metal, 1 Wire and 1 Electronic Components. The Classic Furniture shop sells 2 before the disaster, for 30 each.</li><li>Taking a turbine down now gives back about half of what its package took, following its Materials setting. Before, it gave back the solar panel's parts.</li><li>New setting: UninstallPrep, under Uninstall. Turn it on before you remove the mod and load your save: turbine packages in bags, in storage and on the floor become solar panel packages of the same size, and the shops stop selling turbines. Then save, quit and remove WindPower.dll, and nothing is lost.</li><li>The Cheat Menu button Show both recipes now is now Show all recipes now.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.4.1</h3><ul><li>With Cheat Menu installed, its Mod tests tab has two Wind Power buttons: Show turbines (the wind now and what each turbine makes) and Show both recipes now.</li></ul><h3>0.4.0</h3><ul><li>New: a Medium Wind Turbine. Its upright rotor of two half drums catches the wind from any side, and it fits a medium furniture spot in the yard outside or on the 2F terrace.</li><li>The Medium Wind Turbine makes up to 18 power, and the Large Wind Turbine now makes up to 36 instead of 48. A turbine runs day and night, so at 48 it was far better than a solar panel.</li><li>The Medium Wind Turbine's recipe shows up with the Medium Solar Panel's, when [Main Quest] Assemble Solar Panels begins. Its package takes 4 Scrap Metal, 2 Wire and 2 Electronic Components.</li><li>The Large Wind Turbine's recipe now shows up with the Lead-Acid Battery Pack's, when [Main Quest] Store the Electricity begins. Its package now takes 5 Scrap Metal, 3 Wire, 3 Electronic Components and 1 Stainless Steel Plate.</li><li>A save that is already past those quests gets the turbine recipes when it loads.</li><li>The text of both quests now mentions the wind turbine.</li><li>Before the disaster, the Classic Furniture shop sells both turbines.</li><li>New settings for each turbine: the power it makes, what its package takes, its price in the shop and how many the shop has. With Exiled's Toolkit installed, a change takes effect without restarting the game.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.3.1</h3><ul><li>The turbine's power now follows the weather much more closely: nothing in Heavy Smog, 6 on a Clear day, 17 in rain, 36 in Heavy Rain and up to 48 in Severe Cold.</li><li>A turbine on the 2F terrace makes a fifth more power than one in the yard, because it stands higher in the wind.</li><li>The blades now turn faster, speed up and slow down smoothly with the wind, and stand still in Heavy Smog.</li><li>Every so often a gust comes through: the whole top of the turbine swings round to meet it and the blades speed up, then both settle back.</li><li>The power shown when you hover over the turbine now appears at its base, so you can see it when zoomed in.</li><li>The weather box on the screen now shows a Wind Intensity line under Light Intensity and Cold Intensity.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>The Large Wind Turbine now has its own model, with blades that turn faster in stronger wind.</li><li>The turbine package has its own icon in the crafting menu and your bag.</li><li>The turbine now makes power from the wind, day and night: from 6 in still air up to 42 in Severe Cold.</li><li>Hovering over the turbine shows the power it makes now and how strong the wind is.</li><li>Fixed: the turbine's recipe did not show in the crafting menu.</li><li>The turbine now needs its own materials: 6 Scrap Metal, 4 Electrical Wire, 4 Stainless Steel Plate and 3 Electronic Components.</li><li>Removing the mod no longer breaks a save: installed turbines turn into Large Solar Panels instead.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.1.0</h3><ul><li>New: a craftable Large Wind Turbine that can only be installed outdoors, in the yard outside or on the 2F terrace.</li><li>For now it looks like the Large Solar Panel and makes power the same way.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-06T05:08:54-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Package Bank 0.7.0]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/package-bank/" />
            <id>https://sldb.core-directive.com/en/mods/package-bank/#v0.7.0</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.7.0</h3><ul><li>New: <b>Pack up</b> turns placed furniture back into its package. Click a piece you can move and its menu gets a <code>Pack up</code> entry. The package goes on a free package spot in the yard, or into the bank when the yard has none.</li><li>A packed-up piece keeps its color, and the shop's Refund pays its current price for it, wherever it came from.</li><li>Pack up is greyed out while a storage piece still holds items, and while the game will not take the piece down (switched on, in use, a plant growing). It says why.</li><li>Story pieces can be packed up too. Their entry warns that the story uses them.</li><li>Packed up on the Layout screen, the message reminds you to leave Layout before installing: the game ignores clicks on yard packages there.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.6.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.19.0 or newer. Update the Toolkit first.</li><li>Now uses Exiled's Toolkit for its shared parts.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.6.0</h3><ul><li>Each world can keep its own size limits: <code>LimitBySize</code>, <code>LargeSlots</code>, <code>MediumSlots</code>, <code>SmallSlots</code> and <code>DefenseSlots</code>. With Exiled's Toolkit 0.17.0 or newer, pick them for a new world in Customizable Difficulty, or change them for the world you are playing on the Mod Manager's Mods screen. <code>UiScale</code> stays the same for every world.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.5.2</h3><ul><li>Floor Plan 0.2.0 can put furniture that no longer fits its spot into the bank, whatever its size and however full the bank is, keeping its color.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.7.0</h3><ul><li>New: <b>Pack up</b> turns placed furniture back into its package. Click a piece you can move and its menu gets a <code>Pack up</code> entry. The package goes on a free package spot in the yard, or into the bank when the yard has none.</li><li>A packed-up piece keeps its color, and the shop's Refund pays its current price for it, wherever it came from.</li><li>Pack up is greyed out while a storage piece still holds items, and while the game will not take the piece down (switched on, in use, a plant growing). It says why.</li><li>Story pieces can be packed up too. Their entry warns that the story uses them.</li><li>Packed up on the Layout screen, the message reminds you to leave Layout before installing: the game ignores clicks on yard packages there.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.6.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.19.0 or newer. Update the Toolkit first.</li><li>Now uses Exiled's Toolkit for its shared parts.</li><li>Made for Survival Log 1.1.20719.</li></ul><h3>0.6.0</h3><ul><li>Each world can keep its own size limits: <code>LimitBySize</code>, <code>LargeSlots</code>, <code>MediumSlots</code>, <code>SmallSlots</code> and <code>DefenseSlots</code>. With Exiled's Toolkit 0.17.0 or newer, pick them for a new world in Customizable Difficulty, or change them for the world you are playing on the Mod Manager's Mods screen. <code>UiScale</code> stays the same for every world.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.5.2</h3><ul><li>Floor Plan 0.2.0 can put furniture that no longer fits its spot into the bank, whatever its size and however full the bank is, keeping its color.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-06T05:04:56-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Vital Signs 0.7.5]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/vital-signs/" />
            <id>https://sldb.core-directive.com/en/mods/vital-signs/#v0.7.5</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.7.5</h3><ul><li>The Mod Manager no longer says Vital Signs settings need a game restart. They all apply right away.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.4</h3><ul><li>The Timers tab now shows buff names and descriptions in English when the game is in English. Before, they could show in Chinese.</li><li>The Timers tab's category names are no longer cut off, the filter buttons are the right size, and rows no longer show through above the table header.</li><li>BarTooltipSize now starts at 80%, the same as BarSize and BuffSize. A size you already set is kept.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.3</h3><ul><li>Hover over the multiplier chip on a bar to see what makes it up: each buff that raises or lowers the stat's gain, with its amount, and anything else as Other.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.2</h3><ul><li>The multiplier on a bar is now a solid green or red chip just left of the bar, so the bar's name and value no longer run past its edge.</li><li>Hover boxes that would run off the top or bottom of the screen now move to stay on it, and their arrow still points at the bar or buff.</li><li>A buff's own description is now shown one sentence to a line, in slightly larger and brighter text.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.1</h3><ul><li>Fitness Bar 0.1.2 and newer turn themselves off when Vital Signs is installed, so the Fitness hover box now asks to remove Fitness Bar only when an older version still draws a second bar.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.0</h3><ul><li>New: warnings when a stat runs low. Satiety, Morale, Stamina and Life warn at 20% of their maximum, where the game turns the bar red, and Fitness warns below 40 and again below 30, where you become Weakened.</li><li>Each warning comes once per drop, and again only after the stat climbs a little back. The new Alerts settings turn each one off and set the line.</li><li>Every setting now takes effect at once, with no restart. Turning the mod off takes away everything it draws and puts every buff back on the game's time.</li><li>With the Fitness Bar mod also installed, the Fitness hover box says to remove it.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li></ul><h3>0.6.0</h3><ul><li>New: a Fitness bar under the Life bar. Fitness is a stat the game keeps but never shows; it lowers your chance of getting sick, and below 30 you become Weakened.</li><li>The Fitness bar is green when fine, amber within 10 of Weakened and red below 30. Its hover box says what Fitness does and how close you are to Weakened.</li><li>This replaces the Fitness Bar mod. Remove <code>FitnessBar.dll</code> if you have it, or you get two bars. The new FitnessBar setting turns it off.</li><li>New: the BarTooltipSize setting sets how big the bars' hover boxes are drawn, from 50% to 150%, apart from BarSize. It starts at 100%, the game's size, so the hover box text is bigger than before.</li><li>The stat hover boxes are darker, the same as the buff ones, so the HUD behind them no longer shows through.</li></ul><h3>0.5.0</h3><ul><li>New: make buffs and debuffs last longer or shorter, from 0.1x to 100x. Good buffs and bad buffs each have their own multiplier.</li><li>New: each buff category can have its own multiplier, which replaces the good and bad ones for that category.</li><li>New: any single buff can have its own multiplier, set in the Timers tab on the Mod Manager's page for Vital Signs.</li><li>The Timers tab lists every buff with a timer, how long it lasts in the game, and how long it lasts with your multipliers, in game time and in real minutes.</li><li>Changing a multiplier also changes buffs that are already running, and talents that make buffs last longer are multiplied along with the buff.</li><li>With every multiplier at 1, the default, every buff keeps the game's time.</li></ul><h3>0.4.0</h3><ul><li>Buffs next to the bars are bigger, so they look in proportion to the bars.</li><li>The new BuffSize setting sets how big the buffs are drawn, from 50% to 150%, apart from the bars. It starts at 80%, the same as BarSize.</li><li>Fixed: hovering a buff showed the game's old hover box for a moment before the new one.</li></ul><h3>0.3.1</h3><ul><li>A stat's gain multiplier now sits right after the stat's name instead of on top of it.</li></ul><h3>0.3.0</h3><ul><li>The bars are drawn at 80% of the game's size by default, and the buffs next to them shrink with them. The new BarSize setting sets the size, from 50% to 150%.</li><li>Buff badges and their text are smaller, so a long list of buffs takes less room.</li><li>Buff hover boxes are smaller and easier to read: the name and time left share the top line, each effect has its value lined up on the right, and the cure and suppress lists have their own headings.</li><li>The game's description sits at the bottom of the buff hover box in smaller, softer text, and the box is darker so the HUD behind it no longer shows through.</li><li>Updated for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>Each stat bar shades the part that running debuffs will still take before they end.</li><li>The stat hover box now shows the exact value, every scaled gain and loss as a percentage, your food modifiers and each loss still coming with how long it takes.</li><li>Hovering a buff or debuff shows what it does to each stat, how many layers you have, how much time is left and a bar for it.</li><li>Debuff hover boxes list the items that cure or suppress them, with how many you have. Items you have come first.</li><li>A suppressed debuff says what is holding it back.</li><li>A buff's timer stripe turns amber when little time is left.</li><li>The Inventory button has a weight bar with a mark where Overweight starts.</li><li>The Life bar shows a heart, and the bar text has an outline so it stays readable.</li><li>New settings let you turn off the weight, the timer stripes, the extra hover box details, the game's stat text and the cure lists.</li></ul><h3>0.1.0</h3><ul><li>First release.</li><li>Each stat bar shows its gain multiplier when something scales it, and its hover box lists every scaled change.</li><li>The Satiety bar shows where Well Fed starts and ends.</li><li>Buffs and debuffs that run out get a stripe that shrinks as their time runs down.</li><li>The Inventory button shows the weight you carry, and its hover box shows how much room you have before Overweight.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.7.5</h3><ul><li>The Mod Manager no longer says Vital Signs settings need a game restart. They all apply right away.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.4</h3><ul><li>The Timers tab now shows buff names and descriptions in English when the game is in English. Before, they could show in Chinese.</li><li>The Timers tab's category names are no longer cut off, the filter buttons are the right size, and rows no longer show through above the table header.</li><li>BarTooltipSize now starts at 80%, the same as BarSize and BuffSize. A size you already set is kept.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.3</h3><ul><li>Hover over the multiplier chip on a bar to see what makes it up: each buff that raises or lowers the stat's gain, with its amount, and anything else as Other.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.2</h3><ul><li>The multiplier on a bar is now a solid green or red chip just left of the bar, so the bar's name and value no longer run past its edge.</li><li>Hover boxes that would run off the top or bottom of the screen now move to stay on it, and their arrow still points at the bar or buff.</li><li>A buff's own description is now shown one sentence to a line, in slightly larger and brighter text.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.1</h3><ul><li>Fitness Bar 0.1.2 and newer turn themselves off when Vital Signs is installed, so the Fitness hover box now asks to remove Fitness Bar only when an older version still draws a second bar.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.0</h3><ul><li>New: warnings when a stat runs low. Satiety, Morale, Stamina and Life warn at 20% of their maximum, where the game turns the bar red, and Fitness warns below 40 and again below 30, where you become Weakened.</li><li>Each warning comes once per drop, and again only after the stat climbs a little back. The new Alerts settings turn each one off and set the line.</li><li>Every setting now takes effect at once, with no restart. Turning the mod off takes away everything it draws and puts every buff back on the game's time.</li><li>With the Fitness Bar mod also installed, the Fitness hover box says to remove it.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li></ul><h3>0.6.0</h3><ul><li>New: a Fitness bar under the Life bar. Fitness is a stat the game keeps but never shows; it lowers your chance of getting sick, and below 30 you become Weakened.</li><li>The Fitness bar is green when fine, amber within 10 of Weakened and red below 30. Its hover box says what Fitness does and how close you are to Weakened.</li><li>This replaces the Fitness Bar mod. Remove <code>FitnessBar.dll</code> if you have it, or you get two bars. The new FitnessBar setting turns it off.</li><li>New: the BarTooltipSize setting sets how big the bars' hover boxes are drawn, from 50% to 150%, apart from BarSize. It starts at 100%, the game's size, so the hover box text is bigger than before.</li><li>The stat hover boxes are darker, the same as the buff ones, so the HUD behind them no longer shows through.</li></ul><h3>0.5.0</h3><ul><li>New: make buffs and debuffs last longer or shorter, from 0.1x to 100x. Good buffs and bad buffs each have their own multiplier.</li><li>New: each buff category can have its own multiplier, which replaces the good and bad ones for that category.</li><li>New: any single buff can have its own multiplier, set in the Timers tab on the Mod Manager's page for Vital Signs.</li><li>The Timers tab lists every buff with a timer, how long it lasts in the game, and how long it lasts with your multipliers, in game time and in real minutes.</li><li>Changing a multiplier also changes buffs that are already running, and talents that make buffs last longer are multiplied along with the buff.</li><li>With every multiplier at 1, the default, every buff keeps the game's time.</li></ul><h3>0.4.0</h3><ul><li>Buffs next to the bars are bigger, so they look in proportion to the bars.</li><li>The new BuffSize setting sets how big the buffs are drawn, from 50% to 150%, apart from the bars. It starts at 80%, the same as BarSize.</li><li>Fixed: hovering a buff showed the game's old hover box for a moment before the new one.</li></ul><h3>0.3.1</h3><ul><li>A stat's gain multiplier now sits right after the stat's name instead of on top of it.</li></ul><h3>0.3.0</h3><ul><li>The bars are drawn at 80% of the game's size by default, and the buffs next to them shrink with them. The new BarSize setting sets the size, from 50% to 150%.</li><li>Buff badges and their text are smaller, so a long list of buffs takes less room.</li><li>Buff hover boxes are smaller and easier to read: the name and time left share the top line, each effect has its value lined up on the right, and the cure and suppress lists have their own headings.</li><li>The game's description sits at the bottom of the buff hover box in smaller, softer text, and the box is darker so the HUD behind it no longer shows through.</li><li>Updated for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>Each stat bar shades the part that running debuffs will still take before they end.</li><li>The stat hover box now shows the exact value, every scaled gain and loss as a percentage, your food modifiers and each loss still coming with how long it takes.</li><li>Hovering a buff or debuff shows what it does to each stat, how many layers you have, how much time is left and a bar for it.</li><li>Debuff hover boxes list the items that cure or suppress them, with how many you have. Items you have come first.</li><li>A suppressed debuff says what is holding it back.</li><li>A buff's timer stripe turns amber when little time is left.</li><li>The Inventory button has a weight bar with a mark where Overweight starts.</li><li>The Life bar shows a heart, and the bar text has an outline so it stays readable.</li><li>New settings let you turn off the weight, the timer stripes, the extra hover box details, the game's stat text and the cure lists.</li></ul><h3>0.1.0</h3><ul><li>First release.</li><li>Each stat bar shows its gain multiplier when something scales it, and its hover box lists every scaled change.</li><li>The Satiety bar shows where Well Fed starts and ends.</li><li>Buffs and debuffs that run out get a stripe that shrinks as their time runs down.</li><li>The Inventory button shows the weight you carry, and its hover box shows how much room you have before Overweight.</li></ul></div>
                                    <updated>2026-11-03T22:38:10-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Pack Rat 0.4.2]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/pack-rat/" />
            <id>https://sldb.core-directive.com/en/mods/pack-rat/#v0.4.2</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.4.2</h3><ul><li>The Inventories tab in Mod Manager no longer has a scrollbar of its own, and the bag preview is shown at full size instead of shrinking to a few pixels on some screens.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.4.2</h3><ul><li>The Inventories tab in Mod Manager no longer has a scrollbar of its own, and the bag preview is shown at full size instead of shrinking to a few pixels on some screens.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-03T22:23:21-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Pack Rat 0.4.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/pack-rat/" />
            <id>https://sldb.core-directive.com/en/mods/pack-rat/#v0.4.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.4.1</h3><ul><li>Pack Rat now changes nothing until you set it up: <code>CarryWeight</code> starts at 1, the game's weight limit, instead of 2. If you already play with the mod, your saved setting stays as it is.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.4.1</h3><ul><li>Pack Rat now changes nothing until you set it up: <code>CarryWeight</code> starts at 1, the game's weight limit, instead of 2. If you already play with the mod, your saved setting stays as it is.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-03T20:38:05-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Storage Hub 0.17.3]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/storage-hub/" />
            <id>https://sldb.core-directive.com/en/mods/storage-hub/#v0.17.3</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.17.3</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.15.0 or newer. Storage Hub no longer loads without it. Install or update the Toolkit first.</li><li>Fixed: opening the Home tab beside a storage, the basket or the car trunk hid the tab bar above it. The Backpack, Home and storage tabs now stay in place while the Home list shows.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.17.2</h3><ul><li>The tab bar at the workbench, the stove and the other crafting stations now has the same flat look as the storage screen's, with the chosen tab in gold and Home marked with a house.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.17.1</h3><ul><li>The Home tab beside a basket or a storage now shows its list inside the storage window, with the storage tabs still at the top, instead of over the game.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.17.0</h3><ul><li>The Mods menu now comes from Exiled's Toolkit, the same menu the other mods use. Home storage is still in it on the inventory, and Put away by tag and Put away floor on the inventory and the station screens.</li><li>Exiled's Toolkit 0.15.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.16.4</h3><ul><li>The panel key is now unbound by default; use the chest button in the HUD, or set a key in the settings.</li><li>The panel key no longer opens or closes the panel while you type in a text box.</li><li>Exiled's Toolkit 0.12.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.16.3</h3><ul><li>Clearer descriptions for the <code>AutoPutAway</code> and <code>CompactSmallItems</code> settings.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.16.2</h3><ul><li>Fixed: the Home list in a station's bag panel (rat cage, cooking, brewing barrel and the others) ignored <code>UiScale</code>. It now follows it, with bigger rows in the same space.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.16.1</h3><ul><li>Results shown while the panel is closed, such as a drone delivery put away, are now Exiled's Toolkit toasts, so they appear beside the game's HUD and in the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.16.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Storage Hub's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.15.5</h3><ul><li>Fixed: the game could stutter for a moment when a drone came home with a delivery, most of all the first one of a session, and the first time you opened a station with the Home tab on.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.15.4</h3><ul><li>The Storage Hub panel, its tips, its short messages and the Storage Hub window on the inventory screen follow the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and a bigger panel still fits the game's window. The Home tab inside the game's storage and station screens keeps the game's size.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.17.3</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.15.0 or newer. Storage Hub no longer loads without it. Install or update the Toolkit first.</li><li>Fixed: opening the Home tab beside a storage, the basket or the car trunk hid the tab bar above it. The Backpack, Home and storage tabs now stay in place while the Home list shows.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.17.2</h3><ul><li>The tab bar at the workbench, the stove and the other crafting stations now has the same flat look as the storage screen's, with the chosen tab in gold and Home marked with a house.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.17.1</h3><ul><li>The Home tab beside a basket or a storage now shows its list inside the storage window, with the storage tabs still at the top, instead of over the game.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.17.0</h3><ul><li>The Mods menu now comes from Exiled's Toolkit, the same menu the other mods use. Home storage is still in it on the inventory, and Put away by tag and Put away floor on the inventory and the station screens.</li><li>Exiled's Toolkit 0.15.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.16.4</h3><ul><li>The panel key is now unbound by default; use the chest button in the HUD, or set a key in the settings.</li><li>The panel key no longer opens or closes the panel while you type in a text box.</li><li>Exiled's Toolkit 0.12.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.16.3</h3><ul><li>Clearer descriptions for the <code>AutoPutAway</code> and <code>CompactSmallItems</code> settings.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.16.2</h3><ul><li>Fixed: the Home list in a station's bag panel (rat cage, cooking, brewing barrel and the others) ignored <code>UiScale</code>. It now follows it, with bigger rows in the same space.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.16.1</h3><ul><li>Results shown while the panel is closed, such as a drone delivery put away, are now Exiled's Toolkit toasts, so they appear beside the game's HUD and in the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.16.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Storage Hub's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.15.5</h3><ul><li>Fixed: the game could stutter for a moment when a drone came home with a delivery, most of all the first one of a session, and the first time you opened a station with the Home tab on.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.15.4</h3><ul><li>The Storage Hub panel, its tips, its short messages and the Storage Hub window on the inventory screen follow the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and a bigger panel still fits the game's window. The Home tab inside the game's storage and station screens keeps the game's size.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-11-03T20:21:43-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Pack Rat 0.4.0]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/pack-rat/" />
            <id>https://sldb.core-directive.com/en/mods/pack-rat/#v0.4.0</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.4.0</h3><ul><li>Big bags now scroll on every bag screen, including the Brewing Barrel, the Cooking Station and the Juicer, and the screen looks right as soon as it opens instead of after a short flash.</li><li>New &quot;All items half size&quot; switch on the Items tab: every item takes half the space, rounded down, and a long item stays long. A 3x2 item becomes 2x1 and a 2x2 item becomes 1x1. Sizes set for a category or a single item still beat it.</li><li>The Inventories and Items tabs keep their place when you click a button, change a value or pick a category, instead of jumping back to the top.</li><li>Fixed on the Inventories tab: a horizontal scrollbar that did nothing, and category buttons running past the edge of the window.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.3.0</h3><ul><li>Inventories are now sorted into six categories of about the same size: Bags, Vehicles, Small storage, Medium storage, Large storage and Extra large storage. On the Inventories tab you can set the columns, rows or size multiplier for a whole category at once.</li><li>A size set for one inventory still beats the size of its category. The old Bags, Vehicles and Storage multipliers carry over to the new categories.</li><li>Changes now apply right away while you are in a game: bag and storage sizes, weight limits, item sizes and item weights. Outside a game they apply when you load a save.</li><li>When a bag gets smaller or an item gets bigger during a game, items that no longer fit move to a free spot in the same bag. If the bag is full, they go into the shopping bags in the living room.</li><li>Very tall or wide bags now get a scrollbar on the bag screen, instead of the whole screen shrinking to fit them.</li><li>Fixed on the Inventories tab: the weight limit box cut off big numbers, the &quot;default&quot; label covered the grid preview, the first inventory under a heading was hidden, and the preview could run off the bottom of the window.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>Bags, storage and vehicles can now be bigger, not only hold more weight. Mod Manager has a new Inventories tab: make everything bigger at once, or set the columns, rows and weight limit of one bag or storage piece, with a preview of how a full bag looks.</li><li>Items can now take up less space and weigh less. Mod Manager has a new Items tab: make every item 1x1, set a size or weight for a whole category, or change a single item.</li><li>New setting <code>ItemWeight</code> makes every item lighter or heavier, from 0.1x to 3x.</li><li>New setting <code>Overweight</code> changes the slowdown from a heavy load. Default keeps the game's slowdown, Custom lets you choose where it starts and how strong it is, and Hard limit removes the slowdown but stops you picking up more at the limit.</li><li>When a bag gets smaller, the items that no longer fit go into the shopping bags in the living room instead of being lost. If those are full, the items go on the floor.</li><li>New setting <code>UninstallPrep</code> puts every size and weight back to the game's before you remove the mod, and tells you when it is safe to remove.</li><li>Exiled's Toolkit 0.11.0 or newer is now required. Pack Rat uses it for its messages.</li><li>Changes made on the Mods screen no longer need a game restart. They take effect the next time you load a save.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.1.0</h3><ul><li>First version.</li><li>Every bag, storage piece and vehicle can carry more weight, twice as much by default. Set it anywhere from 0.1x to 1000x.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.4.0</h3><ul><li>Big bags now scroll on every bag screen, including the Brewing Barrel, the Cooking Station and the Juicer, and the screen looks right as soon as it opens instead of after a short flash.</li><li>New "All items half size" switch on the Items tab: every item takes half the space, rounded down, and a long item stays long. A 3x2 item becomes 2x1 and a 2x2 item becomes 1x1. Sizes set for a category or a single item still beat it.</li><li>The Inventories and Items tabs keep their place when you click a button, change a value or pick a category, instead of jumping back to the top.</li><li>Fixed on the Inventories tab: a horizontal scrollbar that did nothing, and category buttons running past the edge of the window.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.3.0</h3><ul><li>Inventories are now sorted into six categories of about the same size: Bags, Vehicles, Small storage, Medium storage, Large storage and Extra large storage. On the Inventories tab you can set the columns, rows or size multiplier for a whole category at once.</li><li>A size set for one inventory still beats the size of its category. The old Bags, Vehicles and Storage multipliers carry over to the new categories.</li><li>Changes now apply right away while you are in a game: bag and storage sizes, weight limits, item sizes and item weights. Outside a game they apply when you load a save.</li><li>When a bag gets smaller or an item gets bigger during a game, items that no longer fit move to a free spot in the same bag. If the bag is full, they go into the shopping bags in the living room.</li><li>Very tall or wide bags now get a scrollbar on the bag screen, instead of the whole screen shrinking to fit them.</li><li>Fixed on the Inventories tab: the weight limit box cut off big numbers, the "default" label covered the grid preview, the first inventory under a heading was hidden, and the preview could run off the bottom of the window.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>Bags, storage and vehicles can now be bigger, not only hold more weight. Mod Manager has a new Inventories tab: make everything bigger at once, or set the columns, rows and weight limit of one bag or storage piece, with a preview of how a full bag looks.</li><li>Items can now take up less space and weigh less. Mod Manager has a new Items tab: make every item 1x1, set a size or weight for a whole category, or change a single item.</li><li>New setting <code>ItemWeight</code> makes every item lighter or heavier, from 0.1x to 3x.</li><li>New setting <code>Overweight</code> changes the slowdown from a heavy load. Default keeps the game's slowdown, Custom lets you choose where it starts and how strong it is, and Hard limit removes the slowdown but stops you picking up more at the limit.</li><li>When a bag gets smaller, the items that no longer fit go into the shopping bags in the living room instead of being lost. If those are full, the items go on the floor.</li><li>New setting <code>UninstallPrep</code> puts every size and weight back to the game's before you remove the mod, and tells you when it is safe to remove.</li><li>Exiled's Toolkit 0.11.0 or newer is now required. Pack Rat uses it for its messages.</li><li>Changes made on the Mods screen no longer need a game restart. They take effect the next time you load a save.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.1.0</h3><ul><li>First version.</li><li>Every bag, storage piece and vehicle can carry more weight, twice as much by default. Set it anywhere from 0.1x to 1000x.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-11-03T19:47:07-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Fitness Bar 0.1.2]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/fitness-bar/" />
            <id>https://sldb.core-directive.com/en/mods/fitness-bar/#v0.1.2</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.1.2</h3><ul><li>With Vital Signs installed, Fitness Bar now stays off, so only one Fitness bar shows.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.1.2</h3><ul><li>With Vital Signs installed, Fitness Bar now stays off, so only one Fitness bar shows.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-03T19:41:12-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Action Speed 0.9.3]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/action-speed/" />
            <id>https://sldb.core-directive.com/en/mods/action-speed/#v0.9.3</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.9.3</h3><ul><li>Removed a harmless warning the mod logged when the game started.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.9.3</h3><ul><li>Removed a harmless warning the mod logged when the game started.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-03T19:41:09-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Exposure 0.3.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/exposure/" />
            <id>https://sldb.core-directive.com/en/mods/exposure/#v0.3.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.3.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.11.0 or newer. Update the Toolkit first.</li><li>Exiled's Toolkit now shows the warning and trip summary notices.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.3.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.11.0 or newer. Update the Toolkit first.</li><li>Exiled's Toolkit now shows the warning and trip summary notices.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-01T15:52:11-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Camera 0.4.3]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/camera/" />
            <id>https://sldb.core-directive.com/en/mods/camera/#v0.4.3</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.4.3</h3><ul><li>The camera keys no longer turn or move the camera while you type in a search box or any other text box in another mod's window. This needs Exiled's Toolkit 0.12.0 or newer.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.4.3</h3><ul><li>The camera keys no longer turn or move the camera while you type in a search box or any other text box in another mod's window. This needs Exiled's Toolkit 0.12.0 or newer.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-01T15:51:57-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Trunk Anywhere 0.4.3]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/trunk-anywhere/" />
            <id>https://sldb.core-directive.com/en/mods/trunk-anywhere/#v0.4.3</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.4.3</h3><ul><li>The trunk key no longer opens the trunk while you type in a search box or any other text box in another mod's window. This needs Exiled's Toolkit 0.12.0 or newer.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.4.3</h3><ul><li>The trunk key no longer opens the trunk while you type in a search box or any other text box in another mod's window. This needs Exiled's Toolkit 0.12.0 or newer.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-01T15:51:44-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Field Guide 0.2.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/field-guide/" />
            <id>https://sldb.core-directive.com/en/mods/field-guide/#v0.2.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.2.1</h3><ul><li>The <code>/</code> key no longer looks things up while you type in a text box in any mod's window. Needs Exiled's Toolkit 0.12.0 or newer; without it the key works as before.</li><li>With <code>Hotkey</code> set to <code>None</code>, the book button's tip no longer names a key.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Field Guide's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.1.13</h3><ul><li>The game's screens do less work with Field Guide installed: what the game sends a screen is only read again when it holds an item Field Guide has not seen yet, and moving the pointer across the map does less work.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.1.12</h3><ul><li>What is in the Field Guide window can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and the window stays where you put it, at the size you gave it.</li><li>The book button and the phone app keep the game's size.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.2.1</h3><ul><li>The <code>/</code> key no longer looks things up while you type in a text box in any mod's window. Needs Exiled's Toolkit 0.12.0 or newer; without it the key works as before.</li><li>With <code>Hotkey</code> set to <code>None</code>, the book button's tip no longer names a key.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Field Guide's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.1.13</h3><ul><li>The game's screens do less work with Field Guide installed: what the game sends a screen is only read again when it holds an item Field Guide has not seen yet, and moving the pointer across the map does less work.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.1.12</h3><ul><li>What is in the Field Guide window can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and the window stays where you put it, at the size you gave it.</li><li>The book button and the phone app keep the game's size.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-11-01T15:51:32-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Exact Numbers 0.3.4]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/exact-numbers/" />
            <id>https://sldb.core-directive.com/en/mods/exact-numbers/#v0.3.4</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.3.4</h3><ul><li>Less hitch on the first object menu you open after starting the game.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.3.4</h3><ul><li>Less hitch on the first object menu you open after starting the game.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-01T15:51:18-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Notifications 0.4.5]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/notifications/" />
            <id>https://sldb.core-directive.com/en/mods/notifications/#v0.4.5</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.4.5</h3><ul><li>Less stutter when a toast stands in for a popup and the popup closes.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.4.5</h3><ul><li>Less stutter when a toast stands in for a popup and the popup closes.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-01T15:51:05-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Stacking 0.8.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/stacking/" />
            <id>https://sldb.core-directive.com/en/mods/stacking/#v0.8.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.8.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.11.0 or newer. Update the Toolkit first.</li><li>Stacking's short messages now show as Exiled's Toolkit toasts, so they appear beside the game's HUD and in the Notifications history.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.8.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Stacking's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.11</h3><ul><li>Fixed: a stutter the first time in a session that you pick a recipe at the crafting table.</li><li>Fixed: shorter stutters when the crafting table checks or fills recipes from storages that hold many items.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.10</h3><ul><li>The panel that asks how many to split, and the mod's short messages, can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.8.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.11.0 or newer. Update the Toolkit first.</li><li>Stacking's short messages now show as Exiled's Toolkit toasts, so they appear beside the game's HUD and in the Notifications history.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.8.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Stacking's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.11</h3><ul><li>Fixed: a stutter the first time in a session that you pick a recipe at the crafting table.</li><li>Fixed: shorter stutters when the crafting table checks or fills recipes from storages that hold many items.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.10</h3><ul><li>The panel that asks how many to split, and the mod's short messages, can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-11-01T15:50:50-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Info Pack 0.8.17]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/info-pack/" />
            <id>https://sldb.core-directive.com/en/mods/info-pack/#v0.8.17</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.8.17</h3><ul><li>Clearer description for the <code>CookingCodex</code> setting.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.8.16</h3><ul><li>The tooltips Info Pack shows over another mod's window take that window's size when the window is drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once.</li><li>Tooltips on the game's screens keep the game's size.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.8.17</h3><ul><li>Clearer description for the <code>CookingCodex</code> setting.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.8.16</h3><ul><li>The tooltips Info Pack shows over another mod's window take that window's size when the window is drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once.</li><li>Tooltips on the game's screens keep the game's size.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-11-01T15:50:35-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Unpack All 0.9.0]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/unpack-all/" />
            <id>https://sldb.core-directive.com/en/mods/unpack-all/#v0.9.0</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.9.0</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.15.0 or newer. Update the Toolkit first.</li><li>The Mods menu now comes from Exiled's Toolkit, the same menu the other mods use. Unpack all still sits in it on the inventory and on the station screens, and it shows your unpack key if you set one.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.8.0</h3><ul><li>New: click a furniture package in the yard and choose Pick up to put it back in your bag, for example to hand it in for an Aid Platform commission.</li><li>If your bag can't carry the package, it goes into a shopping bag in the living room instead. If neither has room, the package stays in the yard and a message says so.</li><li>A package you bought from the shop can no longer be returned for a refund once you pick it up. The Pick up tooltip says so.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.0</h3><ul><li>New: furniture you craft at a workbench goes straight to the entryway, as if you had clicked Unpack to Entryway. A package an open Aid Platform commission asks for stays a package, and when the entryway is full the rest stay in your bag. Turn it off with <code>CraftedToDoor</code> under Furniture.</li><li>New installs start with no unpack key, since Unpack all in the Mods menu does the same. If you already had the mod, your config keeps the key it had; set <code>UnpackKey</code> to <code>None</code> to drop it.</li><li>The unpack key does nothing while you are typing in a text box.</li><li>Exiled's Toolkit 0.12.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.6.1</h3><ul><li>The message after a press is now an Exiled's Toolkit toast, so it appears beside the game's HUD and in the Notifications history, at the Toolkit's UI size.</li><li>Removed: the <code>UiScale</code> setting under Interface, since the Toolkit now draws the message.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Unpack All's message after a press on its own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, it follows the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.5.2</h3><ul><li>The message after a press can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once.</li><li>The Mods button and its menu keep the game's size, like the rest of the toolbar.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.9.0</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.15.0 or newer. Update the Toolkit first.</li><li>The Mods menu now comes from Exiled's Toolkit, the same menu the other mods use. Unpack all still sits in it on the inventory and on the station screens, and it shows your unpack key if you set one.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.8.0</h3><ul><li>New: click a furniture package in the yard and choose Pick up to put it back in your bag, for example to hand it in for an Aid Platform commission.</li><li>If your bag can't carry the package, it goes into a shopping bag in the living room instead. If neither has room, the package stays in the yard and a message says so.</li><li>A package you bought from the shop can no longer be returned for a refund once you pick it up. The Pick up tooltip says so.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.0</h3><ul><li>New: furniture you craft at a workbench goes straight to the entryway, as if you had clicked Unpack to Entryway. A package an open Aid Platform commission asks for stays a package, and when the entryway is full the rest stay in your bag. Turn it off with <code>CraftedToDoor</code> under Furniture.</li><li>New installs start with no unpack key, since Unpack all in the Mods menu does the same. If you already had the mod, your config keeps the key it had; set <code>UnpackKey</code> to <code>None</code> to drop it.</li><li>The unpack key does nothing while you are typing in a text box.</li><li>Exiled's Toolkit 0.12.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.6.1</h3><ul><li>The message after a press is now an Exiled's Toolkit toast, so it appears beside the game's HUD and in the Notifications history, at the Toolkit's UI size.</li><li>Removed: the <code>UiScale</code> setting under Interface, since the Toolkit now draws the message.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Unpack All's message after a press on its own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, it follows the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.5.2</h3><ul><li>The message after a press can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once.</li><li>The Mods button and its menu keep the game's size, like the rest of the toolbar.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-11-01T15:50:22-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Defense Manager 0.10.0]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/defense-manager/" />
            <id>https://sldb.core-directive.com/en/mods/defense-manager/#v0.10.0</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.10.0</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.12.0 or newer. Update the Toolkit first.</li><li>New: three settings under Unlocks, all off by default, give the house's upgrades from the first day of a story run. <code>DoorUpgradesFromDayOne</code> gives the door's Advanced Repair and Advanced Reinforce with the Door Repair Kit and All-Purpose Strengthener recipes (day 2 and 5 in the base game). <code>WindowUpgradesFromDayOne</code> gives the window's Advanced Repair, Advanced Reinforce and Reinforce Window with the Window Repair Kit and All-Purpose Strengthener recipes (days 13 and 14). <code>FortificationsFromDayOne</code> gives Reinforce Fortifications and lets the craft table make Fortification Reinforcement Components (day 54). They can also be turned on in the panel's Settings tab.</li><li>Turning one off takes back what the mod gave, but never what the game has given by then.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.9.1</h3><ul><li>The panel key is now unbound by default; use the HUD button, or set a key in the settings.</li><li>The panel key no longer opens or closes the panel while you type in a text box.</li><li>Exiled's Toolkit 0.12.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.9.0</h3><ul><li>New: install a packed defense from the panel. Click an empty square of yours on the Yard tab and it lists the defense packages lying in your yard and, with Package Bank 0.5.0 or newer, the ones in the bank. Install sends the character to install it there, the same as the game's install. A banked one is taken out onto a free yard package spot first.</li><li>New: <code>AllowDuringWaves</code> under Combat, off by default. When on, defenses can be repaired, removed, installed and moved during a zombie wave, from the panel and from the game's menus and Layout screen. Robot repairs and expeditions still wait for the wave to end. It can also be turned on in the panel's Settings tab.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.8.1</h3><ul><li>Results shown while the panel is closed, such as a press on the Layout screen bar, are now Exiled's Toolkit toasts, so they appear beside the game's HUD and in the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.8.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Defense Manager's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.4</h3><ul><li>The panel and its pop-up messages can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and the panel only grows as far as it still fits on the screen.</li><li>The HUD button and the Layout screen buttons keep the game's size, like the game's buttons around them.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.10.0</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.12.0 or newer. Update the Toolkit first.</li><li>New: three settings under Unlocks, all off by default, give the house's upgrades from the first day of a story run. <code>DoorUpgradesFromDayOne</code> gives the door's Advanced Repair and Advanced Reinforce with the Door Repair Kit and All-Purpose Strengthener recipes (day 2 and 5 in the base game). <code>WindowUpgradesFromDayOne</code> gives the window's Advanced Repair, Advanced Reinforce and Reinforce Window with the Window Repair Kit and All-Purpose Strengthener recipes (days 13 and 14). <code>FortificationsFromDayOne</code> gives Reinforce Fortifications and lets the craft table make Fortification Reinforcement Components (day 54). They can also be turned on in the panel's Settings tab.</li><li>Turning one off takes back what the mod gave, but never what the game has given by then.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.9.1</h3><ul><li>The panel key is now unbound by default; use the HUD button, or set a key in the settings.</li><li>The panel key no longer opens or closes the panel while you type in a text box.</li><li>Exiled's Toolkit 0.12.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.9.0</h3><ul><li>New: install a packed defense from the panel. Click an empty square of yours on the Yard tab and it lists the defense packages lying in your yard and, with Package Bank 0.5.0 or newer, the ones in the bank. Install sends the character to install it there, the same as the game's install. A banked one is taken out onto a free yard package spot first.</li><li>New: <code>AllowDuringWaves</code> under Combat, off by default. When on, defenses can be repaired, removed, installed and moved during a zombie wave, from the panel and from the game's menus and Layout screen. Robot repairs and expeditions still wait for the wave to end. It can also be turned on in the panel's Settings tab.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.8.1</h3><ul><li>Results shown while the panel is closed, such as a press on the Layout screen bar, are now Exiled's Toolkit toasts, so they appear beside the game's HUD and in the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.8.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Defense Manager's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.4</h3><ul><li>The panel and its pop-up messages can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and the panel only grows as far as it still fits on the screen.</li><li>The HUD button and the Layout screen buttons keep the game's size, like the game's buttons around them.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-11-01T15:50:05-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Neighbor Basket 0.8.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/neighbor-basket/" />
            <id>https://sldb.core-directive.com/en/mods/neighbor-basket/#v0.8.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.8.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.11.0 or newer. Update the Toolkit first.</li><li>Fixed: a basket made bigger by another mod (such as Pack Rat) shrank the whole basket station to fit the screen. The basket now scrolls in its own space, and the rest of the station keeps its size.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.8.0</h3><ul><li>The Neighbor phone app now always has a Basket row: what the basket holds, Empty, or that it is still with her. It shows even when nobody needs help.</li><li>New: while the basket is home and holds something, a line at the top left of the screen says what is in it. During an aid event it sits on the Rescue panel; otherwise in a small panel under the event list. Hover it for the full list. <code>OnHud</code> under Basket turns it off.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.2</h3><ul><li>Fixed: typing into the basket station's search box did nothing.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.1</h3><ul><li>Neighbor Basket's messages now always show as Exiled's Toolkit toasts. Those toasts also go to the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Neighbor Basket's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.10</h3><ul><li>Fixed: the game could stutter for a moment the first time you opened the basket in a game.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.9</h3><ul><li>The basket station can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once. When the size you pick does not fit your screen, the station shows as big as still fits.</li><li>The Neighbor phone app, the line on the Rescue panel and the Basket station button keep the game's size.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.8.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.11.0 or newer. Update the Toolkit first.</li><li>Fixed: a basket made bigger by another mod (such as Pack Rat) shrank the whole basket station to fit the screen. The basket now scrolls in its own space, and the rest of the station keeps its size.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.8.0</h3><ul><li>The Neighbor phone app now always has a Basket row: what the basket holds, Empty, or that it is still with her. It shows even when nobody needs help.</li><li>New: while the basket is home and holds something, a line at the top left of the screen says what is in it. During an aid event it sits on the Rescue panel; otherwise in a small panel under the event list. Hover it for the full list. <code>OnHud</code> under Basket turns it off.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.2</h3><ul><li>Fixed: typing into the basket station's search box did nothing.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.1</h3><ul><li>Neighbor Basket's messages now always show as Exiled's Toolkit toasts. Those toasts also go to the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Neighbor Basket's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.10</h3><ul><li>Fixed: the game could stutter for a moment the first time you opened the basket in a game.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.9</h3><ul><li>The basket station can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once. When the size you pick does not fit your screen, the station shows as big as still fits.</li><li>The Neighbor phone app, the line on the Rescue panel and the Basket station button keep the game's size.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-11-01T15:49:51-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Cooking Hub 0.9.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/cooking-hub/" />
            <id>https://sldb.core-directive.com/en/mods/cooking-hub/#v0.9.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.9.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.11.0 or newer. Update the Toolkit first.</li><li>Put dishes away: when a pot cooks several dishes and a storage fills up partway, the warning for a dish left in the stove now says which storage is full (or that no storage is tagged for it), and that the stove's queue waits until the dish is out. The dish is tried again every 30 seconds, and the queue goes on once it is put away.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.9.0</h3><ul><li>Load now shows on a recipe the pot already makes, once your cooking level lets one pot cook several dishes. Press it again to add another dish: three Watermelons in the Juicer make three Watermelon Juices, with no need to queue the extras.</li><li>The cooking queue fills a pot with as many queued dishes as fit, once your cooking level lets one pot cook several dishes, and cooks them together. Three queued Watermelon Juices now cook at once in the Juicer instead of one after another.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.8.0</h3><ul><li><code>UiScale</code> under Interface now sizes Cooking Hub's tabs and the recipe book on the cooking screen. At 0 they follow Exiled's Toolkit's UI size. When the bigger book would no longer fit the window, it is drawn as big as still fits, and the game's other panels keep their size.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.1</h3><ul><li>Cooking Hub's messages (what a button did, put-away dishes, the cooking queue) now all show as Exiled's Toolkit toasts. Those toasts also go to the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Cooking Hub's pop-up messages on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.9</h3><ul><li>Less stutter on the cooking screen when you have a lot of food in your bag and storages. Loading a pot or moving food now redraws the recipe book several times faster.</li><li>Less stutter the first time you open a cooking screen after starting the game.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.8</h3><ul><li>The pop-up messages over the game can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once.</li><li>The tabs, buttons and odds on the game's cooking screen keep the game's size, like the rest of that screen.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.9.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.11.0 or newer. Update the Toolkit first.</li><li>Put dishes away: when a pot cooks several dishes and a storage fills up partway, the warning for a dish left in the stove now says which storage is full (or that no storage is tagged for it), and that the stove's queue waits until the dish is out. The dish is tried again every 30 seconds, and the queue goes on once it is put away.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.9.0</h3><ul><li>Load now shows on a recipe the pot already makes, once your cooking level lets one pot cook several dishes. Press it again to add another dish: three Watermelons in the Juicer make three Watermelon Juices, with no need to queue the extras.</li><li>The cooking queue fills a pot with as many queued dishes as fit, once your cooking level lets one pot cook several dishes, and cooks them together. Three queued Watermelon Juices now cook at once in the Juicer instead of one after another.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.8.0</h3><ul><li><code>UiScale</code> under Interface now sizes Cooking Hub's tabs and the recipe book on the cooking screen. At 0 they follow Exiled's Toolkit's UI size. When the bigger book would no longer fit the window, it is drawn as big as still fits, and the game's other panels keep their size.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.1</h3><ul><li>Cooking Hub's messages (what a button did, put-away dishes, the cooking queue) now all show as Exiled's Toolkit toasts. Those toasts also go to the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Cooking Hub's pop-up messages on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.9</h3><ul><li>Less stutter on the cooking screen when you have a lot of food in your bag and storages. Loading a pot or moving food now redraws the recipe book several times faster.</li><li>Less stutter the first time you open a cooking screen after starting the game.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.8</h3><ul><li>The pop-up messages over the game can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once.</li><li>The tabs, buttons and odds on the game's cooking screen keep the game's size, like the rest of that screen.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-11-01T15:49:37-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Package Bank 0.5.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/package-bank/" />
            <id>https://sldb.core-directive.com/en/mods/package-bank/#v0.5.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.5.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.11.0 or newer. Update the Toolkit first.</li><li>With the bank panel closed, Package Bank's messages now show as Exiled's Toolkit toasts. Those toasts also go to the Notifications history.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.5.0</h3><ul><li>Defense Manager 0.9.0 can install defense packages straight from the bank: pick an empty yard square in its panel and a banked defense, and it is taken out onto a free package spot and installed.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.4.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Package Bank's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.3.4</h3><ul><li>Fixed: the game could stutter for a moment the first time you clicked a yard package in a session.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.3.3</h3><ul><li>The bank panel and its pop-up messages can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and the panel only grows as far as it still fits on the screen.</li><li>The HUD button and the Bank buttons in the build shop and the click menu keep the game's size, like the game's buttons around them.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.5.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.11.0 or newer. Update the Toolkit first.</li><li>With the bank panel closed, Package Bank's messages now show as Exiled's Toolkit toasts. Those toasts also go to the Notifications history.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.5.0</h3><ul><li>Defense Manager 0.9.0 can install defense packages straight from the bank: pick an empty yard square in its panel and a banked defense, and it is taken out onto a free package spot and installed.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.4.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Package Bank's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.3.4</h3><ul><li>Fixed: the game could stutter for a moment the first time you clicked a yard package in a session.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.3.3</h3><ul><li>The bank panel and its pop-up messages can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and the panel only grows as far as it still fits on the screen.</li><li>The HUD button and the Bank buttons in the build shop and the click menu keep the game's size, like the game's buttons around them.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-11-01T15:49:24-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Crafting Hub 0.10.3]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/crafting-hub/" />
            <id>https://sldb.core-directive.com/en/mods/crafting-hub/#v0.10.3</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.10.3</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.11.0 or newer. Update the Toolkit first.</li><li>Removed a harmless warning the mod logged when the game started.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.10.2</h3><ul><li>Fixed: the first queued craft after you open a workbench showed an empty progress bar until it finished. It now fills like the rest.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.10.1</h3><ul><li>With the workbench closed, the queue now tells you when it finishes, stops or pauses, as an Exiled's Toolkit toast. Those toasts also go to the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.10.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Crafting Hub's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.9.11</h3><ul><li>Fixed: a stutter the first time in a session that you open a workbench.</li><li>Fixed: shorter stutters when a workbench checks which recipes it can make through intermediates, most of all with many items in your storages.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.9.10</h3><ul><li>The recipe list and the craft queue on the workbench can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and they only grow as far as the whole workbench still fits the game's window, so the game's panels keep their size.</li><li>Their tips take the same size and show beside the pointer.</li><li>Fixed: on a window too small for the whole workbench, where the game draws it smaller, the hub's tips showed away from the pointer.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.10.3</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.11.0 or newer. Update the Toolkit first.</li><li>Removed a harmless warning the mod logged when the game started.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.10.2</h3><ul><li>Fixed: the first queued craft after you open a workbench showed an empty progress bar until it finished. It now fills like the rest.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.10.1</h3><ul><li>With the workbench closed, the queue now tells you when it finishes, stops or pauses, as an Exiled's Toolkit toast. Those toasts also go to the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.10.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Crafting Hub's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.9.11</h3><ul><li>Fixed: a stutter the first time in a session that you open a workbench.</li><li>Fixed: shorter stutters when a workbench checks which recipes it can make through intermediates, most of all with many items in your storages.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.9.10</h3><ul><li>The recipe list and the craft queue on the workbench can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and they only grow as far as the whole workbench still fits the game's window, so the game's panels keep their size.</li><li>Their tips take the same size and show beside the pointer.</li><li>Fixed: on a window too small for the whole workbench, where the game draws it smaller, the hub's tips showed away from the pointer.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-11-01T15:49:09-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Early Exploration 0.1.2]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/early-exploration/" />
            <id>https://sldb.core-directive.com/en/mods/early-exploration/#v0.1.2</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.1.2</h3><ul><li>Removed a harmless warning the mod logged when the game started.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.1.1</h3><ul><li>Fixed: with zones open early you still could not leave the shelter until day 8, because the front door only offers a trip after the &quot;Exploration Tool&quot; story event. That event (make a Noisemaker) now starts on the first day any zone opens.</li><li>Fixed: a Noisemaker is made at the workbench, which could not be repaired until the workbench manual turned up on day 4 or later. The &quot;Repair Workbench&quot; event now starts on the first day any zone opens too, as if you had found the manual. The repair still takes 2 Scrap Metal, as in the game.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.1.2</h3><ul><li>Removed a harmless warning the mod logged when the game started.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.1.1</h3><ul><li>Fixed: with zones open early you still could not leave the shelter until day 8, because the front door only offers a trip after the "Exploration Tool" story event. That event (make a Noisemaker) now starts on the first day any zone opens.</li><li>Fixed: a Noisemaker is made at the workbench, which could not be repaired until the workbench manual turned up on day 4 or later. The "Repair Workbench" event now starts on the first day any zone opens too, as if you had found the manual. The repair still takes 2 Scrap Metal, as in the game.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-01T15:48:56-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Mod Manager 0.12.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/mod-manager/" />
            <id>https://sldb.core-directive.com/en/mods/mod-manager/#v0.12.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.12.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.14.0 or newer. Update the Toolkit first.</li><li>An error the game's code throws inside a method several mods patch now shows once on the game's ERRORS page, with the mods that patch that method, instead of as an error under every one of those mods.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.12.0</h3><ul><li>The Mods button in the Esc menu and on the title screen is now placed by Exiled's Toolkit, along with every other mod's menu buttons, so the Esc menu stays on screen however many mods add buttons to it.</li><li>Exiled's Toolkit 0.14.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.11.1</h3><ul><li>The key that opens the Mods screen is now unbound by default; use the Mods button in the Esc menu or on the title screen, or set a key in the settings.</li><li>The open key no longer fires while you type in a text box in any mod's window.</li><li>Exiled's Toolkit 0.12.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.11.0</h3><ul><li>List settings can show a small picture of each choice, in the drop-down and in the closed box, so you can see what you are picking. A mod draws each picture with the new <code>ModManager.ChoicePreview</code> tag.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.10.0</h3><ul><li>List settings can show their choices in Chinese. A mod names each choice with the new <code>ModManager.ChoiceZh</code> tag; the value saved stays the same.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.9.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Mod Manager's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.8.5</h3><ul><li>Smoother maps and screens: the Mods button watches only the Esc menu and the title screen. Before, it also watched every other game page, so each change the game made on the trade map, the explore map or a shop woke it for nothing.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.12.1</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.14.0 or newer. Update the Toolkit first.</li><li>An error the game's code throws inside a method several mods patch now shows once on the game's ERRORS page, with the mods that patch that method, instead of as an error under every one of those mods.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.12.0</h3><ul><li>The Mods button in the Esc menu and on the title screen is now placed by Exiled's Toolkit, along with every other mod's menu buttons, so the Esc menu stays on screen however many mods add buttons to it.</li><li>Exiled's Toolkit 0.14.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.11.1</h3><ul><li>The key that opens the Mods screen is now unbound by default; use the Mods button in the Esc menu or on the title screen, or set a key in the settings.</li><li>The open key no longer fires while you type in a text box in any mod's window.</li><li>Exiled's Toolkit 0.12.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.11.0</h3><ul><li>List settings can show a small picture of each choice, in the drop-down and in the closed box, so you can see what you are picking. A mod draws each picture with the new <code>ModManager.ChoicePreview</code> tag.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.10.0</h3><ul><li>List settings can show their choices in Chinese. A mod names each choice with the new <code>ModManager.ChoiceZh</code> tag; the value saved stays the same.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.9.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Mod Manager's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.8.5</h3><ul><li>Smoother maps and screens: the Mods button watches only the Esc menu and the title screen. Before, it also watched every other game page, so each change the game made on the trade map, the explore map or a shop woke it for nothing.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-11-01T15:48:41-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Exiled's Toolkit 0.15.0]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/exileds-toolkit/" />
            <id>https://sldb.core-directive.com/en/mods/exileds-toolkit/#v0.15.0</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.15.0</h3><ul><li>Mods that add to the inventory's Mods menu can now also list their entries on the station screens (workbench, stove, drone hub and the rest) and show a hotkey next to an entry. Unpack All 0.9.0 adds its entries this way.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.14.1</h3><ul><li>Fixed: the pause (Esc) menu could still run off the bottom of the screen. When a button came or went, or the window changed size, the menu could go back to full size. It now stays fitted every time.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.14.0</h3><ul><li>Fixed: with several mods adding buttons to the pause (Esc) menu, the bottom buttons, Save &amp; Exit among them, ran off the screen. The menu now shrinks its buttons, gaps and text just enough that every button fits, down to half size; past that the button list scrolls. A menu that already fits keeps the game's size.</li><li>Mods now add their pause menu and title screen buttons through the Toolkit, so they all fit together and look like the game's.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.15.0</h3><ul><li>Mods that add to the inventory's Mods menu can now also list their entries on the station screens (workbench, stove, drone hub and the rest) and show a hotkey next to an entry. Unpack All 0.9.0 adds its entries this way.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.14.1</h3><ul><li>Fixed: the pause (Esc) menu could still run off the bottom of the screen. When a button came or went, or the window changed size, the menu could go back to full size. It now stays fitted every time.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.14.0</h3><ul><li>Fixed: with several mods adding buttons to the pause (Esc) menu, the bottom buttons, Save &amp; Exit among them, ran off the screen. The menu now shrinks its buttons, gaps and text just enough that every button fits, down to half size; past that the button list scrolls. A menu that already fits keeps the game's size.</li><li>Mods now add their pause menu and title screen buttons through the Toolkit, so they all fit together and look like the game's.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-11-01T15:48:26-06:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Loot Restock 0.1.7]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/loot-restock/" />
            <id>https://sldb.core-directive.com/en/mods/loot-restock/#v0.1.7</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.1.7</h3><ul><li>Fixed: the old recorder in the Abandoned Hospital could come back at a restock. Items with no price, which are one of a kind, never come back now.</li><li>Fixed: containers that got nothing back at a restock counted toward exploring the location again, so a barely searched Tech Company could restock twice. Only the containers that can refill count now, and a location where nothing refilled never restarts its timer.</li><li>A container that has both set items and a random loot table gets a round of random loot and its set items by chance.</li><li>The location list in the log shows the day an explored location's timer counts from and its restock day, and how many containers got nothing back at the last restock.</li><li>Only the map layout rows the game itself uses for a location are read, so a game update that reuses a furniture number elsewhere cannot give a container the wrong items.</li></ul><h3>0.1.6</h3><ul><li>Fixed: containers the game fills with set items instead of random loot never restocked, so the Tech Company, which has almost only these, never restocked at all. They now get their items back, minus keys, notes, story items and other one-time items.</li><li>Two new settings, <code>FixedContainerPercent</code> and <code>FixedItemPercent</code> (both 70 by default): the chance each such container gets anything back, and the chance each single item in it comes back. A refill is often smaller than the first fill, and some containers stay empty.</li><li>A container that gets nothing back at a restock stays searched.</li><li>The location list in the log says when a location is explored and its timer starts on the next visit, instead of asking you to open containers you already opened.</li></ul><h3>0.1.5</h3><ul><li>Fixed: the location list in the log showed 0 of 0 containers for every location you weren't at. It now reads them from the save, and a location you have never visited says so.</li></ul><h3>0.1.4</h3><ul><li>When a save loads, <code>BepInEx\LogOutput.log</code> lists every post-disaster location, even ones you are far from: containers opened, the restock day, and the day it last restocked.</li><li>The log shows the settings in use when the game starts and after each change.</li><li>With Cheat Menu installed, a new Mod tests button shows the same list in game.</li></ul><h3>0.1.3</h3><ul><li>Fixed: changing a location's days did nothing until its next restock. The new number of days now applies to a timer that is already counting.</li><li>Each time you arrive at a post-disaster location, <code>BepInEx\LogOutput.log</code> says how many of its containers are opened and on which day it restocks.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.1.7</h3><ul><li>Fixed: the old recorder in the Abandoned Hospital could come back at a restock. Items with no price, which are one of a kind, never come back now.</li><li>Fixed: containers that got nothing back at a restock counted toward exploring the location again, so a barely searched Tech Company could restock twice. Only the containers that can refill count now, and a location where nothing refilled never restarts its timer.</li><li>A container that has both set items and a random loot table gets a round of random loot and its set items by chance.</li><li>The location list in the log shows the day an explored location's timer counts from and its restock day, and how many containers got nothing back at the last restock.</li><li>Only the map layout rows the game itself uses for a location are read, so a game update that reuses a furniture number elsewhere cannot give a container the wrong items.</li></ul><h3>0.1.6</h3><ul><li>Fixed: containers the game fills with set items instead of random loot never restocked, so the Tech Company, which has almost only these, never restocked at all. They now get their items back, minus keys, notes, story items and other one-time items.</li><li>Two new settings, <code>FixedContainerPercent</code> and <code>FixedItemPercent</code> (both 70 by default): the chance each such container gets anything back, and the chance each single item in it comes back. A refill is often smaller than the first fill, and some containers stay empty.</li><li>A container that gets nothing back at a restock stays searched.</li><li>The location list in the log says when a location is explored and its timer starts on the next visit, instead of asking you to open containers you already opened.</li></ul><h3>0.1.5</h3><ul><li>Fixed: the location list in the log showed 0 of 0 containers for every location you weren't at. It now reads them from the save, and a location you have never visited says so.</li></ul><h3>0.1.4</h3><ul><li>When a save loads, <code>BepInEx\LogOutput.log</code> lists every post-disaster location, even ones you are far from: containers opened, the restock day, and the day it last restocked.</li><li>The log shows the settings in use when the game starts and after each change.</li><li>With Cheat Menu installed, a new Mod tests button shows the same list in game.</li></ul><h3>0.1.3</h3><ul><li>Fixed: changing a location's days did nothing until its next restock. The new number of days now applies to a timer that is already counting.</li><li>Each time you arrive at a post-disaster location, <code>BepInEx\LogOutput.log</code> says how many of its containers are opened and on which day it restocks.</li></ul></div>
                                    <updated>2026-10-31T08:19:05-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Loot Restock 0.1.2]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/loot-restock/" />
            <id>https://sldb.core-directive.com/en/mods/loot-restock/#v0.1.2</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.1.2</h3><ul><li>The Days settings list only the locations you can visit.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.1.2</h3><ul><li>The Days settings list only the locations you can visit.</li></ul></div>
                                    <updated>2026-10-30T19:54:55-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Loot Restock 0.1.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/loot-restock/" />
            <id>https://sldb.core-directive.com/en/mods/loot-restock/#v0.1.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.1.1</h3><ul><li>With Cheat Menu installed, its Mod tests tab has Loot Restock buttons: show this location's restock state, restock here now, make the restock due today, and reset all timers.</li></ul><h3>0.1.0</h3><ul><li>First release.</li><li>The post-disaster exploration locations restock the containers you opened, a few days after you explored them.</li><li>A location counts as explored once you have opened half its containers. It restocks only once per exploration, so loot never piles up in places you skip.</li><li>Each location has its own range of days in the config, so restocks come as often or as rarely as you like.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.1.1</h3><ul><li>With Cheat Menu installed, its Mod tests tab has Loot Restock buttons: show this location's restock state, restock here now, make the restock due today, and reset all timers.</li></ul><h3>0.1.0</h3><ul><li>First release.</li><li>The post-disaster exploration locations restock the containers you opened, a few days after you explored them.</li><li>A location counts as explored once you have opened half its containers. It restocks only once per exploration, so loot never piles up in places you skip.</li><li>Each location has its own range of days in the config, so restocks come as often or as rarely as you like.</li></ul></div>
                                    <updated>2026-10-30T19:38:56-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Time Control 0.10.6]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/time-control/" />
            <id>https://sldb.core-directive.com/en/mods/time-control/#v0.10.6</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.10.6</h3><ul><li>Fixed: clicking Complete Preparations, or the countdown running out, while idle freeze or an alert pause holds the game no longer leaves the screen black before the disaster starts. Once preparations are complete the mod stops pausing and lets go of any pause it made, so the disaster plays at your speed. A pause you made yourself stays yours; press play or a speed key to go on.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.10.3</h3><ul><li>Typing a space or a number in another mod's search box or text box no longer pauses the game or changes its speed. This needs Exiled's Toolkit 0.12.0 or newer.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.10.2</h3><ul><li>Fixed: typing in the item search on Survival Log 1.1.20151 no longer pauses the game or changes its speed when you type a space or a number.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.10.1</h3><ul><li>Fixed: Time Control no longer puts an error and a list of warnings from Il2CppInterop in the game log when the game starts.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.10.0</h3><ul><li>Every menu now opens paused: the bag, phone and trade window as well as the workbench, and with the new setting <code>PauseInOtherMenus</code> also cooking, brewing, the heater, the machines, shops, the drones, the codex, the map and the rest. Your speed comes back when you close it. <code>PauseInBag</code>, <code>PauseInPhone</code> and <code>PauseInTrade</code> are now on by default; a saved setting keeps its value.</li><li>Starting a machine from its menu, such as cooking, brewing, dyeing, shredding or compressing, runs the game until you close the menu. An order or a craft started in a menu still runs until it is done, then the game pauses again.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.10.6</h3><ul><li>Fixed: clicking Complete Preparations, or the countdown running out, while idle freeze or an alert pause holds the game no longer leaves the screen black before the disaster starts. Once preparations are complete the mod stops pausing and lets go of any pause it made, so the disaster plays at your speed. A pause you made yourself stays yours; press play or a speed key to go on.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.10.3</h3><ul><li>Typing a space or a number in another mod's search box or text box no longer pauses the game or changes its speed. This needs Exiled's Toolkit 0.12.0 or newer.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.10.2</h3><ul><li>Fixed: typing in the item search on Survival Log 1.1.20151 no longer pauses the game or changes its speed when you type a space or a number.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.10.1</h3><ul><li>Fixed: Time Control no longer puts an error and a list of warnings from Il2CppInterop in the game log when the game starts.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.10.0</h3><ul><li>Every menu now opens paused: the bag, phone and trade window as well as the workbench, and with the new setting <code>PauseInOtherMenus</code> also cooking, brewing, the heater, the machines, shops, the drones, the codex, the map and the rest. Your speed comes back when you close it. <code>PauseInBag</code>, <code>PauseInPhone</code> and <code>PauseInTrade</code> are now on by default; a saved setting keeps its value.</li><li>Starting a machine from its menu, such as cooking, brewing, dyeing, shredding or compressing, runs the game until you close the menu. An order or a craft started in a menu still runs until it is done, then the game pauses again.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-10-30T17:26:49-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Full Queue 0.4.0]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/full-queue/" />
            <id>https://sldb.core-directive.com/en/mods/full-queue/#v0.4.0</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.4.0</h3><ul><li>The countdown before the disaster now has a queue bar. The game shows none there, so the mod adds one in the bottom left corner, under the buttons there, which move up to make room. Like the bar after the disaster, it starts with a big box for what your character is doing now, with the same ring that shows how far along it is (and how many items are put away when storing), then the arrow, then the waiting orders. Click an order, or the big box, to cancel it. It goes away when the disaster starts.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.4.0</h3><ul><li>The countdown before the disaster now has a queue bar. The game shows none there, so the mod adds one in the bottom left corner, under the buttons there, which move up to make room. Like the bar after the disaster, it starts with a big box for what your character is doing now, with the same ring that shows how far along it is (and how many items are put away when storing), then the arrow, then the waiting orders. Click an order, or the big box, to cancel it. It goes away when the disaster starts.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-10-30T17:26:40-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[More Rewards 0.6.3]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/more-rewards/" />
            <id>https://sldb.core-directive.com/en/mods/more-rewards/#v0.6.3</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.6.3</h3><ul><li>Fixed: MaxInterest did nothing on Survival Log 1.1.20151, so interest stopped at the game's 10 survival points a day whatever the setting.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.6.3</h3><ul><li>Fixed: MaxInterest did nothing on Survival Log 1.1.20151, so interest stopped at the game's 10 survival points a day whatever the setting.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-10-30T17:26:29-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Brewing Hub 0.2.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/brewing-hub/" />
            <id>https://sldb.core-directive.com/en/mods/brewing-hub/#v0.2.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.2.1</h3><ul><li>Brewing Hub's messages (what a button did, barrel notices) now all show as Exiled's Toolkit toasts. Those toasts also go to the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Brewing Hub's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.1.8</h3><ul><li>Less stutter the first time you open a brewing barrel after starting the game: Brewing Hub now gets ready in the background while the game loads.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.1.7</h3><ul><li>The Brewing Hub column on the brewing screen can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and the column only grows as far as the whole brewing screen still fits.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.2.1</h3><ul><li>Brewing Hub's messages (what a button did, barrel notices) now all show as Exiled's Toolkit toasts. Those toasts also go to the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Brewing Hub's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.1.8</h3><ul><li>Less stutter the first time you open a brewing barrel after starting the game: Brewing Hub now gets ready in the background while the game loads.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.1.7</h3><ul><li>The Brewing Hub column on the brewing screen can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and the column only grows as far as the whole brewing screen still fits.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-10-30T17:26:16-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Power Manager 0.2.2]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/power-manager/" />
            <id>https://sldb.core-directive.com/en/mods/power-manager/#v0.2.2</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.2.2</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.12.0 or newer. Update the Toolkit first.</li><li>With Game Rules or Machine Speed older than 0.7.0 installed, Power Manager now leaves their power settings to them and a message asks you to update them. Before, both mods applied the same settings, so device power, battery size and generator settings counted twice.</li><li>A carried-over setting the mod could not read is now logged as not carried.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.1</h3><ul><li>The panel key is now unbound by default; use the HUD button, or set a key in the settings.</li><li>The panel key no longer opens or closes the panel while you type in a text box.</li><li>Exiled's Toolkit 0.12.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>The default fuel order no longer burns Scrap Paper, Newspaper, Entertaining Magazine, Wood Chips or Cardboard. It now burns Poor-Quality Alcohol, Common Alcohol and High-Proof Alcohol, weakest first, before Diesel. If you already play with Power Manager, your saved fuel order stays as it is.</li><li>You can now add any item that burns to the fuel order, not only items in your storage. Items already on the fuel order are not offered again.</li><li>An item you remove from the fuel order shows up in the add list right away, so you can add it back without closing the panel.</li><li>Every item on the Fuel tab shows its burn value, so you can see which fuel lasts longest.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.1.0</h3><ul><li>First release: one panel for your home's power, on <code>F2</code> or a lightning button in the bottom-left corner of the screen.</li><li>Start and stop every fuel generator from the panel, one at a time or all at once, and set each one's auto-start.</li><li>Refuel generators from home storage in a fuel order you set, junk paper first. Items left off the list are never burned.</li><li>Auto-refuel, off by default, tops up a running generator, or one set to auto-start, when its fuel runs low.</li><li>A battery forecast shows how long until the battery is empty or full at the current use.</li><li>Load shedding: devices you mark low priority switch off when the battery runs low during a power cut, and back on once it recovers.</li><li>The power and solar settings from Game Rules and the generator settings from Machine Speed now live here. Values you changed in those mods are carried over the first time the game starts with Power Manager.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.2.2</h3><ul><li><b>Warning:</b> needs Exiled's Toolkit 0.12.0 or newer. Update the Toolkit first.</li><li>With Game Rules or Machine Speed older than 0.7.0 installed, Power Manager now leaves their power settings to them and a message asks you to update them. Before, both mods applied the same settings, so device power, battery size and generator settings counted twice.</li><li>A carried-over setting the mod could not read is now logged as not carried.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.1</h3><ul><li>The panel key is now unbound by default; use the HUD button, or set a key in the settings.</li><li>The panel key no longer opens or closes the panel while you type in a text box.</li><li>Exiled's Toolkit 0.12.0 or newer is now required.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.2.0</h3><ul><li>The default fuel order no longer burns Scrap Paper, Newspaper, Entertaining Magazine, Wood Chips or Cardboard. It now burns Poor-Quality Alcohol, Common Alcohol and High-Proof Alcohol, weakest first, before Diesel. If you already play with Power Manager, your saved fuel order stays as it is.</li><li>You can now add any item that burns to the fuel order, not only items in your storage. Items already on the fuel order are not offered again.</li><li>An item you remove from the fuel order shows up in the add list right away, so you can add it back without closing the panel.</li><li>Every item on the Fuel tab shows its burn value, so you can see which fuel lasts longest.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.1.0</h3><ul><li>First release: one panel for your home's power, on <code>F2</code> or a lightning button in the bottom-left corner of the screen.</li><li>Start and stop every fuel generator from the panel, one at a time or all at once, and set each one's auto-start.</li><li>Refuel generators from home storage in a fuel order you set, junk paper first. Items left off the list are never burned.</li><li>Auto-refuel, off by default, tops up a running generator, or one set to auto-start, when its fuel runs low.</li><li>A battery forecast shows how long until the battery is empty or full at the current use.</li><li>Load shedding: devices you mark low priority switch off when the battery runs low during a power cut, and back on once it recovers.</li><li>The power and solar settings from Game Rules and the generator settings from Machine Speed now live here. Values you changed in those mods are carried over the first time the game starts with Power Manager.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-10-30T16:39:03-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Machine Speed 0.8.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/machine-speed/" />
            <id>https://sldb.core-directive.com/en/mods/machine-speed/#v0.8.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.8.1</h3><ul><li><b>Warning:</b> install Power Manager to keep your generator settings. FuelBurn and GeneratorEfficiency are no longer in Machine Speed. Power Manager carries over your values the first time it starts.</li><li>Fridge Strength now keeps working once you have the fridge talent. The talent capped fridges at 10x, so a strength of 100 showed 500x early in a run and only 10x later. The talent's bonus now counts first and the strength goes on top.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.8.0</h3><ul><li>New: a finished dish or brew has a Collect button in the Machines window. Your survivor walks to the stove or brewing barrel and takes it out, after whatever they are doing now.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.0</h3><ul><li>FuelBurn and GeneratorEfficiency moved to the new Power Manager mod. Power Manager carries over your values the first time it starts.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.1</h3><ul><li>Machine Speed's messages shown while the Machines window is shut, such as &quot;Load a game first.&quot;, are now Exiled's Toolkit toasts. Those toasts also go to the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Machine Speed's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.5.5</h3><ul><li>The Machines window and its pop-up messages can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and the window only grows as far as it still fits on the screen.</li><li>The Machines button keeps the game's size, like the game's buttons around it.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.8.1</h3><ul><li><b>Warning:</b> install Power Manager to keep your generator settings. FuelBurn and GeneratorEfficiency are no longer in Machine Speed. Power Manager carries over your values the first time it starts.</li><li>Fridge Strength now keeps working once you have the fridge talent. The talent capped fridges at 10x, so a strength of 100 showed 500x early in a run and only 10x later. The talent's bonus now counts first and the strength goes on top.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.8.0</h3><ul><li>New: a finished dish or brew has a Collect button in the Machines window. Your survivor walks to the stove or brewing barrel and takes it out, after whatever they are doing now.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.0</h3><ul><li>FuelBurn and GeneratorEfficiency moved to the new Power Manager mod. Power Manager carries over your values the first time it starts.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.1</h3><ul><li>Machine Speed's messages shown while the Machines window is shut, such as "Load a game first.", are now Exiled's Toolkit toasts. Those toasts also go to the Notifications history.</li><li>Exiled's Toolkit 0.11.0 or newer is now required.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of Machine Speed's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.5.5</h3><ul><li>The Machines window and its pop-up messages can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and the window only grows as far as it still fits on the screen.</li><li>The Machines button keeps the game's size, like the game's buttons around it.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-10-30T16:36:51-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Game Rules 0.7.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/game-rules/" />
            <id>https://sldb.core-directive.com/en/mods/game-rules/#v0.7.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.7.1</h3><ul><li><b>Warning:</b> install Power Manager to keep your power settings. The solar, battery, device power, power cut and Blackout panic settings are no longer in Game Rules. Power Manager carries over your values the first time it starts.</li><li>With Start with all areas open, the Warehouse Manager can now walk into the two side rooms, cold storage and the garage. Their doors stayed shut before, with no way to unlock them. A run that already has the areas open loses those doors the next time it loads.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.0</h3><ul><li>The solar, battery, device power, power cut and Blackout panic settings moved to the new Power Manager mod. Power Manager carries over your values the first time it starts.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.3</h3><ul><li>Less stutter the first time shared device heat warms a zone in a session: Game Rules now reads the zones once while the save loads.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.7.1</h3><ul><li><b>Warning:</b> install Power Manager to keep your power settings. The solar, battery, device power, power cut and Blackout panic settings are no longer in Game Rules. Power Manager carries over your values the first time it starts.</li><li>With Start with all areas open, the Warehouse Manager can now walk into the two side rooms, cold storage and the garage. Their doors stayed shut before, with no way to unlock them. A run that already has the areas open loses those doors the next time it loads.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.7.0</h3><ul><li>The solar, battery, device power, power cut and Blackout panic settings moved to the new Power Manager mod. Power Manager carries over your values the first time it starts.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.6.3</h3><ul><li>Less stutter the first time shared device heat warms a zone in a session: Game Rules now reads the zones once while the save loads.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-10-30T16:36:40-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Exiled's Toolkit 0.13.1]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/exileds-toolkit/" />
            <id>https://sldb.core-directive.com/en/mods/exileds-toolkit/#v0.13.1</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.13.1</h3><ul><li>The HUD's tool buttons sit a little higher, so the bottom row no longer covers the quick actions bar above the action queue. This holds at every <code>HudButtonSize</code>.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.13.0</h3><ul><li>The HUD's tool buttons have a new look: the buttons mods add there and the game's phone and bag. Pick it with <code>HudButtonStyle</code>: Lamplight (dark brown, each tool's icon in its own colour, the default), FieldKit (olive canvas with stitching, buttons press like keys), Signal (each tool lit in its own colour) or Classic (the game's grey buttons).</li><li>New icons for the phone, the bag and the buttons of Trap Hub, Package Bank, Field Guide, Farm Hub, Defense Manager, Machines, Power Manager and Storage Hub. Other buttons keep their own icon.</li><li><code>HudIconColours</code> draws every icon in one colour instead of one per tool, and <code>HudButtonExtras</code> gives Lamplight and Signal the FieldKit touches: keys that press down, a striped edge on a button that needs you, stamped badges and paper tips.</li><li>A change to any of the three shows at once.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.12.0</h3><ul><li>While you type in a mod's text box, such as a search box, the keys no longer reach the game: letters no longer open panels or take a photo, and WASD no longer moves the camera. This works for every mod's boxes without the mod doing anything. Clicking the world leaves the box.</li><li>Mods can ask the Toolkit whether you are typing, to skip their own hotkeys while you are.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.11.3</h3><ul><li>Toasts shown over an open window are half see-through, so the window under them stays readable. Clicks there still go through them to the window.</li><li>Made for Survival Log 1.1.20151.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.13.1</h3><ul><li>The HUD's tool buttons sit a little higher, so the bottom row no longer covers the quick actions bar above the action queue. This holds at every <code>HudButtonSize</code>.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.13.0</h3><ul><li>The HUD's tool buttons have a new look: the buttons mods add there and the game's phone and bag. Pick it with <code>HudButtonStyle</code>: Lamplight (dark brown, each tool's icon in its own colour, the default), FieldKit (olive canvas with stitching, buttons press like keys), Signal (each tool lit in its own colour) or Classic (the game's grey buttons).</li><li>New icons for the phone, the bag and the buttons of Trap Hub, Package Bank, Field Guide, Farm Hub, Defense Manager, Machines, Power Manager and Storage Hub. Other buttons keep their own icon.</li><li><code>HudIconColours</code> draws every icon in one colour instead of one per tool, and <code>HudButtonExtras</code> gives Lamplight and Signal the FieldKit touches: keys that press down, a striped edge on a button that needs you, stamped badges and paper tips.</li><li>A change to any of the three shows at once.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.12.0</h3><ul><li>While you type in a mod's text box, such as a search box, the keys no longer reach the game: letters no longer open panels or take a photo, and WASD no longer moves the camera. This works for every mod's boxes without the mod doing anything. Clicking the world leaves the box.</li><li>Mods can ask the Toolkit whether you are typing, to skip their own hotkeys while you are.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.11.3</h3><ul><li>Toasts shown over an open window are half see-through, so the window under them stays readable. Clicks there still go through them to the window.</li><li>Made for Survival Log 1.1.20151.</li></ul></div>
                                    <updated>2026-10-30T16:36:27-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Exiled's Toolkit 0.11.2]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/exileds-toolkit/" />
            <id>https://sldb.core-directive.com/en/mods/exileds-toolkit/#v0.11.2</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.11.2</h3><ul><li>Fixed: a mod window that redraws itself, such as a bench or storage window, could show too big for the screen after a redraw at a large UI size.</li><li>Fixed: a window opened for the first time at a large UI size no longer flashes too big for one frame before it fits.</li><li>Fixed: one mod handing the Toolkit a bad window could stop every other mod's windows from following the UI size.</li><li>The UiScale description now says that large windows, such as the Mods screen, grow only a little past about 110.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.11.1</h3><ul><li>Toasts now show over open windows, such as a bench, instead of hiding until the window closes. Clicks there go through the toast to the window.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.11.0</h3><ul><li>New: the HUD button size setting (<code>HudButtonSize</code> under Interface) draws the column of tool buttons on the left of the HUD smaller or bigger, from 50% to 150%. It covers the buttons mods add and the game's phone and bag. It starts at 80%; set it to 100 for the game's size.</li><li>Mods can have a UI size setting of their own, which overrides <code>UiScale</code> for that mod's windows. Each mod gets it once it is updated for it.</li><li>For mod authors: <code>ModUiSize.Set</code> and <code>{ mod: &quot;&lt;name&gt;&quot; }</code> in <code>ExiledUi.size</code>. See &quot;UI size&quot; in the README.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.11.2</h3><ul><li>Fixed: a mod window that redraws itself, such as a bench or storage window, could show too big for the screen after a redraw at a large UI size.</li><li>Fixed: a window opened for the first time at a large UI size no longer flashes too big for one frame before it fits.</li><li>Fixed: one mod handing the Toolkit a bad window could stop every other mod's windows from following the UI size.</li><li>The UiScale description now says that large windows, such as the Mods screen, grow only a little past about 110.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.11.1</h3><ul><li>Toasts now show over open windows, such as a bench, instead of hiding until the window closes. Clicks there go through the toast to the window.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.11.0</h3><ul><li>New: the HUD button size setting (<code>HudButtonSize</code> under Interface) draws the column of tool buttons on the left of the HUD smaller or bigger, from 50% to 150%. It covers the buttons mods add and the game's phone and bag. It starts at 80%; set it to 100 for the game's size.</li><li>Mods can have a UI size setting of their own, which overrides <code>UiScale</code> for that mod's windows. Each mod gets it once it is updated for it.</li><li>For mod authors: <code>ModUiSize.Set</code> and <code>{ mod: "&lt;name&gt;" }</code> in <code>ExiledUi.size</code>. See "UI size" in the README.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-10-29T17:52:25-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[More Rewards 0.6.2]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/more-rewards/" />
            <id>https://sldb.core-directive.com/en/mods/more-rewards/#v0.6.2</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.6.2</h3><ul><li>Fixed: typing into the shop search box and the number boxes in the settings did nothing.</li><li>Fixed: the shop's close button was drawn as a plain box.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.6.1</h3><ul><li>Fixed: on Survival Log 1.1.20151 the shop could not list or sell rewards.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.6.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of More Rewards's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.5.3</h3><ul><li>The shop, the ban list, the settings and the pop-up messages can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and each window only grows as far as it still fits on the screen.</li><li>The buttons and labels on the cards and in the footer keep the game's size, like the game's buttons around them.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.6.2</h3><ul><li>Fixed: typing into the shop search box and the number boxes in the settings did nothing.</li><li>Fixed: the shop's close button was drawn as a plain box.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.6.1</h3><ul><li>Fixed: on Survival Log 1.1.20151 the shop could not list or sell rewards.</li><li>Made for Survival Log 1.1.20151.</li></ul><h3>0.6.0</h3><ul><li>New: <code>UiScale</code> under Interface sets the size of More Rewards's own windows on their own, from 75% to 200%, whatever Exiled's Toolkit's UI size is. At 0, the default, they follow the Toolkit's. Needs Exiled's Toolkit 0.11.0 or newer.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.5.3</h3><ul><li>The shop, the ban list, the settings and the pop-up messages can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or newer. A change shows at once, and each window only grows as far as it still fits on the screen.</li><li>The buttons and labels on the cards and in the footer keep the game's size, like the game's buttons around them.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-10-29T17:52:25-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Mod Manager 0.8.4]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/mod-manager/" />
            <id>https://sldb.core-directive.com/en/mods/mod-manager/#v0.8.4</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.8.4</h3><ul><li>Fixed: almost every mod update was marked REFUSED with &quot;its DLL could not be read (Failed to resolve assembly: 'BepInEx.Core ...')&quot;. Updates install again.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.8.3</h3><ul><li>The Mods screen can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or later. A change shows at once. A bigger screen still fits the game's window.</li><li>Tabs other mods add to the screen take the same size.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.8.4</h3><ul><li>Fixed: almost every mod update was marked REFUSED with "its DLL could not be read (Failed to resolve assembly: 'BepInEx.Core ...')". Updates install again.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.8.3</h3><ul><li>The Mods screen can be drawn bigger or smaller with the UI size setting of Exiled's Toolkit 0.10.0 or later. A change shows at once. A bigger screen still fits the game's window.</li><li>Tabs other mods add to the screen take the same size.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-10-28T02:39:57-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Exiled's Toolkit 0.10.0]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/exileds-toolkit/" />
            <id>https://sldb.core-directive.com/en/mods/exileds-toolkit/#v0.10.0</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.10.0</h3><ul><li>New: the UI size setting (<code>UiScale</code> under Interface) draws mod windows, panels and toasts bigger or smaller, from 75% to 200%. A change shows at once, without restarting the game.</li><li>A mod window that would run off the screen at a bigger size is drawn as big as still fits.</li><li>Toasts follow the UI size now. Each other mod's windows follow it once that mod is updated for it.</li><li>For mod authors: hand a panel your page script draws to <code>ExiledUi.size</code> and it follows the player's UI size, and <code>ExiledUi.zoomAt</code> gives the size a tooltip should take to match the panel under it. See &quot;UI size&quot; in the README.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.10.0</h3><ul><li>New: the UI size setting (<code>UiScale</code> under Interface) draws mod windows, panels and toasts bigger or smaller, from 75% to 200%. A change shows at once, without restarting the game.</li><li>A mod window that would run off the screen at a bigger size is drawn as big as still fits.</li><li>Toasts follow the UI size now. Each other mod's windows follow it once that mod is updated for it.</li><li>For mod authors: hand a panel your page script draws to <code>ExiledUi.size</code> and it follows the player's UI size, and <code>ExiledUi.zoomAt</code> gives the size a tooltip should take to match the panel under it. See "UI size" in the README.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-10-28T00:44:27-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Time Control 0.9.6]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/time-control/" />
            <id>https://sldb.core-directive.com/en/mods/time-control/#v0.9.6</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.9.6</h3><ul><li>Fixed: waking your character with <code>WakeAtHour</code> or <code>WakeOnAlert</code> cost you Vim and Vigor. Your character now wakes the way the game wakes them after a full sleep, and gets Vim and Vigor if they slept at least 3 hours.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.9.6</h3><ul><li>Fixed: waking your character with <code>WakeAtHour</code> or <code>WakeOnAlert</code> cost you Vim and Vigor. Your character now wakes the way the game wakes them after a full sleep, and gets Vim and Vigor if they slept at least 3 hours.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-10-26T18:01:53-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Crafting Hub 0.9.9]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/crafting-hub/" />
            <id>https://sldb.core-directive.com/en/mods/crafting-hub/#v0.9.9</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.9.9</h3><ul><li>Smoother play: Crafting Hub no longer causes small stutters while you play, most of all with the workbench closed.</li><li>The workbench recipe list redraws only the cards whose counts or marks changed, so it stays quick with many recipes.</li><li>Made for Survival Log 1.1.19611.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.9.9</h3><ul><li>Smoother play: Crafting Hub no longer causes small stutters while you play, most of all with the workbench closed.</li><li>The workbench recipe list redraws only the cards whose counts or marks changed, so it stays quick with many recipes.</li><li>Made for Survival Log 1.1.19611.</li></ul></div>
                                    <updated>2026-10-26T15:37:34-05:00</updated>
        </entry>
            <entry>
            <title><![CDATA[Defense Manager 0.7.3]]></title>
            <link rel="alternate" href="https://sldb.core-directive.com/en/mods/defense-manager/" />
            <id>https://sldb.core-directive.com/en/mods/defense-manager/#v0.7.3</id>
            <author>
                <name><![CDATA[AnExiledDev]]></name>
            </author>
            <summary type="html">
                <![CDATA[<h3>0.7.3</h3><ul><li>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.</li><li>Less stutter between waves: Wave only defenses now just check whether any zombie is around, instead of looking up where every zombie is.</li><li>Less stutter while the panel is open: picking a defense or a row no longer redraws the top of the panel.</li><li>Less stutter when you open the panel again: only the defenses that changed since you closed it are sent and redrawn.</li><li>Less stutter in fights: the crawler dodge chances for the Mechanical Chainsaw are checked once a second instead of once a frame.</li><li>Less stutter overall: the mod writes its log file in the background.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.2</h3><ul><li>Less lag: the game no longer freezes for a moment the first time the mod reads your defenses after a save loads.</li><li>Less stutter: while the panel is open, each refresh redraws only the defenses that changed.</li><li>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.</li><li>Less stutter on the Layout screen: the Repair all and Clear all broken buttons are redrawn only when their numbers change.</li><li>Less stutter in fights: the crawler dodge chances for the Mechanical Chainsaw are checked at most once a frame instead of on every swing.</li><li>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.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.1</h3><ul><li>Less stutter: the power check looks up each kind of defense's name once instead of twice a second.</li></ul>]]>
            </summary>
            
            <div xmlns="http://www.w3.org/1999/xhtml" class="notes"><h3>0.7.3</h3><ul><li>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.</li><li>Less stutter between waves: Wave only defenses now just check whether any zombie is around, instead of looking up where every zombie is.</li><li>Less stutter while the panel is open: picking a defense or a row no longer redraws the top of the panel.</li><li>Less stutter when you open the panel again: only the defenses that changed since you closed it are sent and redrawn.</li><li>Less stutter in fights: the crawler dodge chances for the Mechanical Chainsaw are checked once a second instead of once a frame.</li><li>Less stutter overall: the mod writes its log file in the background.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.2</h3><ul><li>Less lag: the game no longer freezes for a moment the first time the mod reads your defenses after a save loads.</li><li>Less stutter: while the panel is open, each refresh redraws only the defenses that changed.</li><li>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.</li><li>Less stutter on the Layout screen: the Repair all and Clear all broken buttons are redrawn only when their numbers change.</li><li>Less stutter in fights: the crawler dodge chances for the Mechanical Chainsaw are checked at most once a frame instead of on every swing.</li><li>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.</li><li>Made for Survival Log 1.1.19611.</li></ul><h3>0.7.1</h3><ul><li>Less stutter: the power check looks up each kind of defense's name once instead of twice a second.</li></ul></div>
                                    <updated>2026-10-26T15:25:22-05:00</updated>
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