Survival Log Database中文
Game Rules: Change some of the game's own rules: restarts, mold, solar power, batteries, food spoilage, night visitors, locked areas, the weather and heat sharing.

Game Rules

Change some of the game's own rules: restarts, mold, solar power, batteries, food spoilage, night visitors, locked areas, the weather and heat sharing.

Version
0.6.2
Game build
1.1.19611
Category
Gameplay
Settings
75
Hotkeys
None
Versions
10
Languages
English, 中文

Change some of Survival Log's own rules: restarts, food and mold, rats and sickness, power and the house, the cold, stray zombies and hordes, night visitors, the neighbour, strangers you support, morale, locked areas, the weather and how far heaters reach.

Every setting starts at the game's own value, so with a fresh config the mod changes nothing. Turn on only what you want.

Highlights

No restart limit

restarts never run out. However many you use, the game's full number stays available, so the restart screen still shows a normal row of marks.

Stop mold spreading

mold no longer jumps to the food next to it. Mold that is already there still clears as usual.

Solar multiplier

solar panels make more (or less) power, from 0.1x to 10x.

Solar in bad weather

in storms and heavy rain the game's panels make nothing. This gives them a share of a cloudy day's power instead.

Spoilage speed

food spoils slower or faster, from 0.1x to 5x.

Battery multiplier

batteries hold more (or less) power, from 0.1x to 10x.

See all 23 features

Everything it does 23

No restart limit

restarts never run out. However many you use, the game's full number stays available, so the restart screen still shows a normal row of marks.

Stop mold spreading

mold no longer jumps to the food next to it. Mold that is already there still clears as usual.

Solar multiplier

solar panels make more (or less) power, from 0.1x to 10x.

Solar in bad weather

in storms and heavy rain the game's panels make nothing. This gives them a share of a cloudy day's power instead.

Spoilage speed

food spoils slower or faster, from 0.1x to 5x.

Battery multiplier

batteries hold more (or less) power, from 0.1x to 10x.

No door-smasher

the angry neighbour's "Midnight Door Pounding" never happens.

No debt collector

the loan shark's night visits, warning texts, revenge and stalking nights never happen.

Start with all areas open

the second floor and basement (Wage Slave, Student), or the second floor, cold storage, garage and both side rooms (Warehouse Manager), open as soon as the disaster hits. You can walk there and build there right away. Works on a save already past the disaster, and on one from before it once the disaster comes.

Random weather

the weather is rolled from chances you set, for example less rain late in the game. Cold waves and the game's fixed story days keep the game's weather.

Food

raw food sickness chance, and Appetite Loss from eating the same food: turn it off, or make it shorter, longer, milder or harsher.

Mold

Disinfectant Spray radius and cost, how fast moldy food spoils, how often mold spreads, how many items it reaches, and how many items start moldy.

Rats

how often rats visit, and how long a rat stays before it escapes.

Sickness

turn off the Outbreak crisis, or only its worsening; set the Wind Chill and High Temperature chances in a cold wave.

Power and the house

how much power devices use, a later city power cut or none at all, no Blackout panic, and no heavy rain leaks.

Cold

how cold cold waves are, and extra levels of Personal Cold Resistance.

Stray zombies

turn them off, or set their start day, the time between visits, visits per day, how many at once, how often a crawler leads them, and what they drop.

Hordes

story hordes always at full strength, and more or less horde loot.

Neighbour and companion

they never die, or the rescue deadline comes later. They can also drop condition more slowly, pull through near death more often, and lose less affinity for food they dislike; the basket can come back sooner with more gifts, and crises can come less often.

Strangers you support

how much trust they lose, how often mishaps hit them, and which mishaps can happen.

Commissions

how often new commissions and Aid Platform requests arrive.

Thoughts, morale, crafting and reach

how often your character thinks out loud, morale from music and perfect harvests, the vase morale limit, full crafting proficiency from lower-level recipes, and how far away you can pick up items.

Whole-floor heat

running heaters, AC units and stoves can warm the Indoor zone and the Sunroom together, and the Terrace and the Basement can join. This is the Whole Floor Climate mod, moved in here. Its settings are copied over the first time Game Rules starts; then delete WholeFloorClimate.dll.

Game Rules adds no data of its own to your save, and you can remove it at any time. Areas opened by Start with all areas open stay open in that save after the mod is removed, the same as areas opened in the game.

Works in English and Chinese.

Settings 75

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

Areas

[Areas]
StartWithAllAreasOpen
On / offRestart
Default Off
Every area you would open with a key or a repair is open as soon as the disaster hits: the second floor and basement for the Wage Slave and the Student; the second floor, cold storage, garage and both side rooms for the Warehouse Manager. You can walk there and build there right away. The story events that would open them are skipped, along with their rewards. Before the disaster they stay locked: the pre-disaster house is a separate map with no way onto the other floors. Also opens them in a save already past the disaster.
所有原本需要钥匙或修理才能打开的区域在灾难发生时立即打开:打工仔和大学生的二楼和地下室;仓库管理员的二楼、冷库、车库和两侧的小屋。可以直接走过去并在那里建造,原本用来打开这些区域的剧情事件及其奖励会被跳过。灾难前这些区域仍然锁着。对已经过了灾难的存档同样生效。下次启动游戏时生效。

Climate

[Climate]

The Indoor zone is always the anchor, and each setting adds its zone to it. Cold storage never joins. The greenhouse on the terrace counts as the Sunroom in the game, so IndoorAndSunroom covers it, not Terrace.

The first time Game Rules starts, it copies these three from Whole Floor Climate's config if that file exists.

IndoorAndSunroom
On / off
Default Off
Running AC units, heaters and stoves in the Indoor zone or the Sunroom warm both. Off: each warms only its own zone, as in the game.
室内或阳光房中运行的空调、电暖器和暖炉会同时温暖这两处。关闭后各自只温暖所在的区域,与游戏原本相同。
Terrace
On / off
Default Off
The Terrace shares heat with the Indoor zone. The game gives the Terrace no device heat at all; on, it gets the device heat of every zone sharing with Indoor, and devices on the Terrace warm those zones too.
露台加入室内的共享范围。游戏本身不给露台任何设备热量;开启后露台获得整个共享范围的设备热量,露台上的设备也会温暖共享范围。
Basement
On / off
Default Off
The Basement shares heat with the Indoor zone: its devices warm the zones sharing with Indoor, and their devices warm the Basement. Off: the Basement keeps its own heat, as in the game.
地下室加入室内的共享范围:地下室的设备温暖共享范围,共享范围的设备也温暖地下室。关闭后地下室保持自己的热量,与游戏原本相同。

Cold

[Cold]
ColdWaveStrength
Number
Default 1
How cold cold waves, frosty days and cold rain are, times the game's, rounded to whole steps. 0 to 3. The weather and forecast are unchanged. Also changes whether strangers you support count the day as cold.
From 0 to 3
「寒潮」、霜晴、寒晴、凛晴和寒雨的寒冷程度,为游戏原本的倍数,取整到游戏的等级:0 为与温和的日子一样,2 为两倍寒冷。影响你感受到的寒冷、植物生长,以及你支援的陌生人是否算作寒冷天。天气和天气预报与游戏原本相同。1 为游戏原本的数值。
ColdResistBonus
Number
Default 0
Extra levels of Personal Cold Resistance. 0 to 3.
From 0 to 3
角色额外获得的「个人抗寒」等级,与天赋给予的相加:每一级让寒冷的感受减轻一档。0 为游戏原本的数值。

Commissions

[Commissions]
CommissionChance
Number
Default 1
How likely a new commission is to arrive each day, times the game's chance. 1.4 is close to every day. 0.1 to 1.4.
From 0.1 to 1.4
每天收到新委托的几率,为游戏原本的倍数:0.5 为一半。1 为游戏原本的数值;1.4 接近每天都有。
AidPlatformChance
Number
Default 1
How likely a new request is to appear on the Aid Platform each day, times the game's chance. 1.4 is close to every day. 0.1 to 1.4.
From 0.1 to 1.4
「救助平台」每天出现新求助的几率,为游戏原本的倍数:0.5 为一半。1 为游戏原本的数值;1.4 接近每天都有。

Companions

[Companions]
NeverDie
On / off
Default Off
The neighbour and your companion never die. When the game would let one die, she stays at her weakest instead and can still be rescued.
邻居和同行者不会死亡。游戏原本会让她死去时,她会停留在最虚弱的状态,仍然可以被救助。
RescueDeadline
Number
Default 21
The day after the disaster on which the neighbour and your companion die if you have not started helping them. 21 to 120.
From 21 to 120
灾难后的第几天,如果还没开始帮助邻居和同行者,她们就会死去。21 为游戏原本的数值。
DeclineTime
Number
Default 1
How long the neighbour and your companion take to drop one condition level when you send nothing, times the game's 48 game hours. 0.5 to 5.
From 0.5 to 5
不送物资时,邻居和同行者的状况下降一级所需的时间,为游戏原本的倍数(48 游戏小时):2 为下降慢一倍。1 为游戏原本的数值。
BasketReturnTime
Number
Default 1
How long the basket takes to come back after you send it, times the game's time (16 to 18 game hours, less when she is weak). 0.5 to 3.
From 0.5 to 3
送出后「篮子」回来所需的时间,为游戏原本的倍数(16 到 18 游戏小时,虚弱时更短):0.5 为快一倍。1 为游戏原本的数值。
CrisisChance
Number
Default 1
How likely the neighbour is to ask for help with a crisis after two days without a basket, times the game's 25%. 0 to 3.
From 0 to 3
两天没有收到「篮子」后,邻居遇到「危机」向你求助的几率,为游戏原本的倍数(25%)。0 为永不发生。1 为游戏原本的数值。
DislikePenalty
Number
Default 1
Affinity the neighbour and your companion lose when you send food they dislike. 0 to 5.
From 0 to 5
送去邻居和同行者不喜欢的食物时失去的好感度。0 为不减少。1 为游戏原本的数值。
StruggleCount
Number
Default 3
How many times the neighbour and your companion can pull through when near death, if you send enough food in time. 0 to 10.
From 0 to 10
邻居和同行者濒死时,如果你及时送去足够的食物,她们能挺过来的次数。0 为没有。3 为游戏原本的数值。
ReturnGifts
Number
Default 1
How many gifts the neighbour sends back in the basket, times the game's one gift per 10 value sent. 0.5 to 5.
From 0.5 to 5
邻居放在「篮子」里回赠的礼物数量,为游戏原本的倍数(你送出的每 10 点价值回赠一件):2 为大约两倍。1 为游戏原本的数值。

Crafting

[Crafting]
FullCraftingXp
On / off
Default Off
Recipes below your crafting level still give full proficiency. Off: the game gives less for recipes one to four levels below yours.
低于你生产等级的配方仍然给予全部「熟练度」。关闭后,比你低一到四级的配方给予的熟练度会减少,与游戏原本相同。

Food

[Food]
RawFoodSickChance
Number
Default 1
Chance that eating raw food makes you ill, times the game's. 0 is never. 0 to 5.
From 0 to 5
生吃食物后生病(「腹泻」等)的几率,为游戏原本的倍数。0 为永不生病。1 为游戏原本的数值。
NoFoodFatigue
On / off
Default Off
Eating the same food never causes Appetite Loss, and Appetite Loss you already have clears.
反复吃同一种食物不会再导致「厌食」,已有的厌食也会很快消除。关闭后与游戏原本相同。
FoodFatigueLength
Number
Default 1
How long Appetite Loss lasts and how much each repeat meal adds to it, times the game's. 0.1 to 5.
From 0.1 to 5
「厌食」持续的时间以及每次重复进食增加的时间,为游戏原本的倍数:0.5 为一半。1 为游戏原本的数值。
FoodFatiguePenalty
Number
Default 1
How much Appetite Loss cuts what a food gives, times the game's cut (half). 0 is no cut, 2 means the food gives nothing. 0 to 2.
From 0 to 2
「厌食」时食物效果减少的程度,为游戏原本的倍数(游戏原本减半):0 为不减少,2 为食物没有任何效果。1 为游戏原本的数值。

House

[House]
NoStormLeaks
On / off
Default Off
Heavy rain never leaks in through the windows (no Heavy Rain event).
暴雨不会再从窗缝渗入(「暴雨侵袭」事件不会出现),不需要处理漏雨。关闭后与游戏原本相同。

Mold

[Mold]
StopMoldSpread
On / off
Default Off
Mold no longer spreads to the food next to it. Mold that is already there still clears as usual.
霉菌不再蔓延到旁边的食物。已有的霉菌仍会照常消退。
MoldSprayRadius
Number
Default 1
How many cells around the sprayed cell the Disinfectant Spray also cleans. 0 to 5.
From 0 to 5
「消毒喷雾」除了喷洒的格子外,还能清理周围多少格。0 为只清理喷洒的格子。1 为游戏原本的数值。
MoldSprayCost
Number
Default 1
Disinfectant Spray uses needed to clean one moldy item. 1 to 5.
From 1 to 5
清理一件发霉物品需要消耗「消毒喷雾」的次数。1 为游戏原本的数值,也是最低值。
MoldyFoodSpoilSpeed
Number
Default 1
How fast moldy food spoils, times the game's speed. 0.2 is about the speed of fresh food. 0.2 to 2.
From 0.2 to 2
发霉食物的腐坏速度,为游戏原本的倍数。游戏中发霉食物本来就比新鲜食物腐坏得快得多;0.2 约等于新鲜食物的速度。1 为游戏原本的数值。
MoldSpreadInterval
Number
Default 1
Time between mold spreads, times the game's time: 2 is half as often. 0.5 to 4.
From 0.5 to 4
「霉菌」两次扩散之间的时间,为游戏原本的倍数:2 为扩散频率减半,0.5 为两倍频率。1 为游戏原本的数值。
MoldSpreadItems
Number
Default 2
The most items mold spreads to each time (severe mold adds more). 1 to 6.
From 1 to 6
「霉菌」每次扩散最多感染的物品数量。霉菌严重时游戏会再增加。2 为游戏原本的数值。
MoldSeedsDay1
Number
Default 3
Items that turn moldy when mold first appears (severe mold adds more). 1 to 10.
From 1 to 10
「霉菌」刚出现时发霉的物品数量。霉菌严重时游戏会再增加。3 为游戏原本的数值。

Morale

[Morale]
MoraleGains
Number
Default 1
Morale from finishing a song on the music player and from a perfect harvest, times the game's. 0 gives none. 0 to 5.
From 0 to 5
听完一首歌和完美收获带来的「心态」,为游戏原本的倍数。0 为不增加。1 为游戏原本的数值。
VaseMoraleCap
Number
Default 1
The limit on morale from vases, times the game's: 2 lets twice as many vases count. 0.5 to 5.
From 0.5 to 5
花瓶带来的「心态」上限,为游戏原本的倍数:2 为可以计入两倍数量的花瓶。1 为游戏原本的数值。

Power

[Power]
BatteryMultiplier
NumberRestart
Default 1
Batteries hold this many times the game's power. 0.1 to 10.
From 0.1 to 10
蓄电池的容量为游戏原本的这么多倍:2 为两倍。1 为游戏原本的数值。下次启动游戏时生效。
NoBlackoutPanic
On / off
Default Off
Power cuts at night no longer bring Blackout panic; a panic already running clears within ten in-game minutes.
夜间停电不会再带来「停电恐慌」及其心态下降。已有的停电恐慌会在游戏内十分钟内消除。关闭后与游戏原本相同。
DevicePowerUse
Number
Default 1
Power that switched-on devices use, times the game's. 0 to 3. Cooking and shredding jobs, the compressor, defenses firing and the signal station are unchanged.
From 0 to 3
开启的电器消耗的电量,为游戏原本的倍数:0.5 为一半。烹饪和粉碎工作、压缩机、防御设施开火和信号站的耗电与游戏原本相同。1 为游戏原本的数值。
PowerCutDelay
Number
Default 0
Days later than in the game that the city power is cut. 0 to 100.
From 0 to 100
市电被切断(剧情事件「停电开始」)比游戏原本推迟的天数。0 为游戏原本的数值。已经停电的不会恢复。
NoPowerCut
On / off
Default Off
The city power is never cut. The events that follow the cut, and the diesel generator start, never come. A cut that already happened is not undone.
市电永远不会被切断(剧情事件「停电开始」不会出现),房子整局都有市电。停电之后的剧情事件不会出现,柴油发电机也无法启动。已经停电的不会恢复。关闭后与游戏原本相同。

Rats

[Rats]
RatVisitChance
Number
Default 1
Daily chance of a rat visit, times the game's, including the stored-food bonus and its cap. 0 is never. 0 to 3. Does not apply during a Rat Infestation.
From 0 to 3
每天老鼠来访的几率,为游戏原本的倍数,储存食物带来的额外几率及其上限也一同调整。0 为老鼠永不来访。1 为游戏原本的数值。「鼠患」期间游戏仍会让老鼠光顾每一处存放食物的地方。
RatEscapeTime
Number
Default 1
How long a visiting rat stays before it escapes, times the game's time. 0.5 to 5.
From 0.5 to 5
来访的老鼠逃走前停留的时间,为游戏原本的倍数:2 为有两倍的时间抓住它。1 为游戏原本的数值。

Reach

[Reach]
PickupReach
Number
Default 1
How far away you can pick up dropped items, times the game's distance. 1 to 5.
From 1 to 5
拾取掉落物的距离,为游戏原本的倍数:2 为两倍远。1 为游戏原本的数值。

Restarts

[Restarts]
NoRestartLimit
On / offRestart
Default Off
Restarts never run out: however many you use, the game's full number stays available.
重生次数不会用完:无论用了多少次,始终保留游戏原本的全部次数。关闭后使用游戏原本的次数上限。下次启动游戏时生效。

Sickness

[Sickness]
NoPlague
On / off
Default Off
The Outbreak crisis never comes. One already running gets no worse and still ends.
「疫病」危机不会到来:不会出现「身体不舒服」、疫病发作和「疫病加重」。如果存档中疫病已经开始,它不会再加重,并照常在「疫病消退」时结束。关闭后与游戏原本相同。
NoPlagueWorsening
On / off
Default Off
The Outbreak still comes but never reaches Disease Worsens.
「疫病」危机仍会到来,但即使放任老鼠不管,也不会出现「疫病加重」。关闭后与游戏原本相同。
WindChillChance
Number
Default 1
Chance of Wind Chill in a cold wave without heating, times the game's. 0 is never. 0 to 2.
From 0 to 2
寒潮中没有取暖时患上「风寒」的几率,为游戏原本的倍数。0 为永不患上。1 为游戏原本的数值。已经患上的风寒照常持续到结束。
FeverChance
Number
Default 1
Chance of a High Temperature in a cold wave without heating, times the game's. 0 is never. 0 to 2.
From 0 to 2
寒潮中没有取暖时「发烧」的几率,为游戏原本的倍数。0 为永不发烧。1 为游戏原本的数值。已经发烧的照常持续到结束。

Solar

[Solar]
SolarMultiplier
Number
Default 1
Solar panels make this many times the game's power. 0.1 to 10.
From 0.1 to 10
太阳能板的发电量为游戏原本的这么多倍。1 为游戏原本的数值。
BadWeatherOutput
Number
Default 0
In storms and heavy rain the game's panels make nothing. This gives them a share of a cloudy day's power: 0.5 is half, 1 is a full cloudy day. 0 to 1. The multiplier applies on top.
From 0 to 1
在暴雨等恶劣天气中,游戏原本的太阳能板不发电。此项让它们发出阴天发电量的一部分:0.5 为一半,1 为与阴天相同。0 为游戏原本的数值。

Spoilage

[Spoilage]
SpoilageSpeed
Number
Default 1
How fast food spoils, times the game's speed: 0.5 is half as fast, 2 is twice as fast. 0.1 to 5. A powered fridge that keeps food slower than the room keeps its own speed. Food already lying somewhere picks up the new speed the next time it is moved or stored.
From 0.1 to 5
食物腐败的速度,为游戏原本速度的倍数:0.5 为一半速度,2 为两倍速度。1 为游戏原本的数值。比房间保鲜更好的冰箱保持自己的速度。已经放好的食物在下次移动或存放时才会换成新的速度。

Strangers

[Strangers]
TrustLoss
Number
Default 1
Trust that strangers you support lose each day when they go hungry or their letters go unanswered, times the game's. 0 means trust never drops. 0 to 3.
From 0 to 3
你支援的陌生人在挨饿或来信没有回复时每天失去的「信赖」,为游戏原本的倍数。0 为信赖永不下降。1 为游戏原本的数值。
MishapChance
Number
Default 1
How likely strangers you support are to suffer a mishap each day, times the game's chance. 0 is never. 0 to 3.
From 0 to 3
你支援的陌生人每天「遭灾」的几率,为游戏原本的倍数。0 为永不遭灾。1 为游戏原本的数值。
NoRatMishap
On / off
Default Off
Rats never get into their food.
你支援的陌生人不会遭遇这种灾祸:老鼠偷吃食物。关闭后与游戏原本相同。
NoFireMishap
On / off
Default Off
A fire never burns their materials.
你支援的陌生人不会遭遇这种灾祸:「失火」烧掉材料。关闭后与游戏原本相同。
NoTheftMishap
On / off
Default Off
Nobody steals their materials.
你支援的陌生人不会遭遇这种灾祸:材料被人偷走。关闭后与游戏原本相同。
NoFacilityMishap
On / off
Default Off
Nothing in their shelter breaks.
你支援的陌生人不会遭遇这种灾祸:住处的设施损坏。关闭后与游戏原本相同。
NoPestMishap
On / off
Default Off
Pests never eat their seeds.
你支援的陌生人不会遭遇这种灾祸:虫害吃掉种子。关闭后与游戏原本相同。
NoInjuryMishap
On / off
Default Off
They never get hurt and use up medicine.
你支援的陌生人不会遭遇这种灾祸:受伤并用掉药品。关闭后与游戏原本相同。

Thoughts

[Thoughts]
ThoughtFrequency
Number
Default 1
How often your character thinks out loud and the guide chats, times the game's rate: 2 is twice as often. 0.1 to 4.
From 0.1 to 4
角色自言自语和引导随机闲聊的频率,为游戏原本的倍数:0.5 为一半,2 为两倍。1 为游戏原本的数值。

Visitors

[Visitors]
NoDoorSmasher
On / off
Default Off
The angry neighbour's "Midnight Door Pounding" never happens.
愤怒的邻居不会在深夜来砸门(「深夜砸门」)。
NoDebtCollector
On / off
Default Off
The loan shark never comes to collect: no warning texts, no "Midnight Visitors", no revenge or stalking nights, no feeding task. Best turned on before the first visit; a visit already under way finishes as usual.
放贷人不会上门催收:没有警告短信,没有「深夜来客」,也没有报复的夜晚。借来的钱不用还。最好在第一次上门前开启。

Waves

[Waves]
NoAdaptiveWaves
On / off
Default Off
Story hordes always come at full strength. The game would otherwise send a weaker horde to an unready house, so this makes hordes harder.
剧情「尸潮」总是以全部强度来袭。游戏原本会在你的防御还没准备好时派来较弱的尸潮。关闭后与游戏原本相同。
WaveLoot
Number
Default 1
Horde loot for the zombies killed, times the game's, limits included. 0.5 to 5.
From 0.5 to 5
「尸潮」按击杀数量留下的「战利品」,为游戏原本的倍数:2 为同样的击杀获得更多种类和数量的物品,上限为游戏原本的两倍。1 为游戏原本的数值。

Weather

[Weather]

The chances are shares, 0 to 100 each, so they need not add up to 100; 0 means never. The defaults are the game's own mix once cold waves are set aside. Each stretch of one weather within a day gets one roll, so the weather does not flicker hour to hour.

RandomWeather
On / offRestart
Default Off
Rolls new weather for the 100-day story from the chances below. Cold waves and the story's fixed-weather days stay as in the game, and the difficulty still makes weather milder or harsher. Endless mode is not changed. Takes effect at the next game start, from the first hour played; the forecast follows it.
按下方的概率为 100 天剧情重新生成天气,取代游戏固定的天气。寒潮和剧情固定天气的日子与游戏原本相同,难度仍会让天气变好或变差。无尽模式不受影响。下次启动游戏时生效,从进入游戏后的第一个小时起,天气预报也会随之改变。
WeatherSeed
NumberRestart
Default 1
Any whole number. The same number always rolls the same weather; change it for different weather.
任意整数。相同的数字总是生成相同的天气,所以读档后保持不变;换一个数字即可得到不同的天气。下次启动游戏时生效。
ClearChance
NumberRestart
Default 34
Share of Clear weather.
From 0 to 100
开启 RandomWeather 后「晴天」的概率。各项概率按比例分配,加起来不必等于 100;0 表示从不出现。下次启动游戏时生效。
CloudyChance
NumberRestart
Default 28
Share of Cloudy weather.
From 0 to 100
开启 RandomWeather 后「阴天」的概率。各项概率按比例分配,加起来不必等于 100;0 表示从不出现。下次启动游戏时生效。
RainChance
NumberRestart
Default 20
Share of Rainy weather.
From 0 to 100
开启 RandomWeather 后「雨天」的概率。各项概率按比例分配,加起来不必等于 100;0 表示从不出现。下次启动游戏时生效。
HeavyRainChance
NumberRestart
Default 4
Share of Heavy Rain.
From 0 to 100
开启 RandomWeather 后「暴雨」的概率。各项概率按比例分配,加起来不必等于 100;0 表示从不出现。下次启动游戏时生效。
ContinuousRainChance
NumberRestart
Default 9
Share of Continuous Rain.
From 0 to 100
开启 RandomWeather 后「持续阴雨」的概率。各项概率按比例分配,加起来不必等于 100;0 表示从不出现。下次启动游戏时生效。
SmogChance
NumberRestart
Default 5
Share of Heavy Smog.
From 0 to 100
开启 RandomWeather 后「大雾霾天」的概率。各项概率按比例分配,加起来不必等于 100;0 表示从不出现。下次启动游戏时生效。

Zombies

[Zombies]
NoStrayZombies
On / off
Default Off
Stray zombies never come between hordes.
零散丧尸不会在「尸潮」之间游荡到房子附近。尸潮照常来袭。关闭后与游戏原本相同。
StrayZombieStartDay
Number
Default 7
The day stray zombies start coming. 1 to 100.
From 1 to 100
零散丧尸开始游荡到房子附近的天数。7 为游戏原本的数值。
In-game hours between stray zombie visits. 0 to 48.
From 0 to 48
一次零散丧尸来访后,到下一次可能来访之间的游戏内小时数。4 为游戏原本的数值。
StrayZombieMaxPerDay
Number
Default 3
Most stray zombie visits in a day. 1 to 10.
From 1 to 10
一天内零散丧尸来访的最多次数。3 为游戏原本的数值。
StrayZombieMaxAlive
Number
Default 3
Most stray zombies around the house at once. 1 to 20.
From 1 to 20
房子附近同时存在的零散丧尸最多数量;在击杀一些之前不会再来。3 为游戏原本的数值。
Chance a crawler leads a visit, times the game's 30% from about day 15. 0 to 4.
From 0 to 4
零散丧尸来访时由「爬行者丧尸」带领的几率,为游戏原本的倍数(大约第 15 天起为 30%)。0 为永不出现。1 为游戏原本的数值。
StrayZombieLoot
Number
Default 1
What a killed stray zombie drops, times the game's one item. 0 drops nothing; 1.5 gives one or two. 0 to 5.
From 0 to 5
击杀零散丧尸掉落的物品,为游戏原本一件的倍数:2 为两件,1.5 为一件或两件。0 为不掉落。1 为游戏原本的数值。

Install

  1. Install BepInEx (if no other mods were installed before, start the game once so BepInEx finishes setup, then quit).
  2. Optional, to change settings without a restart: install Exiled's Toolkit the same way. Download its zip and extract it into the game folder.
  3. Download the zip from the Files tab on Nexus.
  4. Extract it into the game folder (the folder with SurvivalLog.exe). The zip holds a BepInEx folder, so the DLL lands in the right place. When asked, merge the folders. The result should be:
    C:\Program Files (x86)\Steam\steamapps\common\Survival Log\BepInEx\plugins\GameRules.dll

Where it goes

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

Uninstall

Delete GameRules.dll from the BepInEx\plugins folder.

Settings

To change settings, edit BepInEx\config\com.dev.survivallog.gamerules.cfg while the game is closed, or do it in game on the Mod Manager's Mods screen, where changes take effect at once, all but NoRestartLimit, BatteryMultiplier, StartWithAllAreasOpen and the Weather settings, which take effect at the next game start (see CONFIG.md for every setting; the cfg file explains each setting in English and Chinese). Without Exiled's Toolkit installed, changes made on the Mods screen take effect at the next game start instead.

Changelog 10 versions

  1. 0.6.2On NexusGame 1.1.19611
    • Less stutter with shared device heat, solar panel settings and the other rules turned on.
    • Made for Survival Log 1.1.19611.
  2. 0.6.1Game 1.1.19611
    • Less stutter with shared device heat on: each zone's heat is read from the game once per frame instead of dozens of times, and the once-a-second checks no longer all run on the same frame.
    • Made for Survival Log 1.1.19611.
  3. 0.6.0Game 1.1.19131Game 1.1.19611
    • Neighbour and companion: how fast they drop a condition level, how long the basket takes to come back, the neighbour's crisis chance, the affinity lost for disliked food, how many times they can pull through near death, and how many gifts come back in the basket.
  4. 0.5.0Game 1.1.19131
    • Food: raw food sickness chance, and Appetite Loss from eating the same food can be turned off, made shorter or longer, and made milder or harsher.
    • Mold: Disinfectant Spray radius and cost, how fast moldy food spoils, how often mold spreads, how many items it spreads to, and how many items start moldy.
    • Rats: rat visit chance, and how long a rat stays before it escapes.
    • Sickness: turn off the Outbreak crisis or only its worsening, and set the Wind Chill and High Temperature chances in a cold wave.
    • Power: how much power devices use, a later city power cut or none at all, and no Blackout panic.
    • House: no heavy rain leaks.
    • Cold: how cold cold waves are, and extra levels of Personal Cold Resistance.
    • Stray zombies: turn them off, or set their start day, the time between visits, visits per day, how many at once, how often a crawler leads them, and what they drop.
    • Hordes: keep story hordes at full strength, and scale horde loot.
    • Companions: the neighbour and your companion can be kept from dying, or given a later rescue deadline.
    • Strangers: how much trust strangers you support lose, how often they suffer mishaps, and which mishaps can happen.
    • How often new commissions and Aid Platform requests arrive.
    • How often your character thinks out loud, morale from music and perfect harvests, the vase morale limit, full crafting proficiency from lower-level recipes, and how far away you can pick up items.
  5. 0.4.2Game 1.1.19131
    • With Start with all areas open, a Repair Stairs task or other area task that was already on the task list (from a saved run) is ended once its area is open.
    • After a game update, Mod Manager can tell you if this mod may need an update.
  6. 0.4.1
    • Start with all areas open now opens the areas when the disaster hits, not before. Before the disaster the house is a separate map with no way onto the other floors, so opened floors could not be reached there. Building spots on those floors are no longer opened before the disaster.
  7. 0.4.0
    • Mod Manager's Mods screen links to this changelog.
    • On the Mods screen, a setting that only matters while another one is on stays hidden until that one is on.
    • Settings changed on the Mod Manager's Mods screen take effect at once, except NoRestartLimit, BatteryMultiplier, StartWithAllAreasOpen and the Weather settings, which take effect at the next game start.
    • Mod Manager's Mods screen shows the mod's name, description, category and links.
    • Exiled's Toolkit 0.4.0 or newer is optional. With it, settings you change on the Mods screen take effect right away. Without it, they take effect the next time you start the game.
  8. 0.3.0
    • Start with all areas open: the second floor and basement, or the Warehouse Manager's second floor and locked rooms, are open from the start and can be built on before the disaster. Works on a save already under way. The events that would open them are skipped. Off by default.
  9. 0.2.0
    • Battery multiplier: batteries hold 0.1x to 10x the game's power.
    • Turn off the door-smasher ("Midnight Door Pounding") and the debt collector (the loan shark's visits and texts).
    • Random weather: roll the weather from chances you set, with a seed. Cold waves and fixed story days keep the game's weather.
    • Every new setting defaults to the game's own rule.
  10. 0.1.0
    • First release.
    • No restart limit.
    • Mold can be stopped from spreading.
    • A solar multiplier, and solar power in bad weather.
    • Food spoilage speed.
    • Heat shared across a whole floor, from Whole Floor Climate.
    • Every setting defaults to the game's own rule.

Help

Known issues

  • Start with all areas open only opens areas after the disaster. Before the disaster, the house is a separate map with no way onto the other floors or into the locked rooms, so the areas open when the disaster hits.
  • Start with all areas open skips the story events that would open those areas (finding the keys, clearing the stairs and the cellar), so their rewards and story are skipped too. An event already under way in a loaded save stays in the event list. Opening both floors may unlock the matching achievement.
  • Spoilage speed: a powered fridge that keeps food slower than the room keeps its own speed. Food already lying somewhere picks up the new speed the next time it is moved or stored.
  • Solar in bad weather has no effect at night, and none on a panel that no light reaches.
  • Random weather changes the weather from the next hour on, and the forecast shows the new weather. The same seed always rolls the same weather, so a reload keeps it.
  • No debt collector works best turned on before the loan shark's first visit. A visit already under way finishes as usual.
  • Rat visit chance does not apply during a Rat Infestation.
  • Device power use does not change cooking and shredding jobs, the compressor, defenses firing or the signal station.
  • No power cut also means the events that follow the cut, and the diesel generator start, never come. A cut that already happened is not undone.
  • Cold wave strength also changes whether strangers you support count the day as cold.

[img]https://sldb.core-directive.com/img/mods-banner.jpg[/img]
Get Mod Manager to set up all your mods in game | Open the Survival Log wiki for items, recipes and maps[/size]

Found a bug?

Found a bug or have an idea? Come say hi on the Core Directive Discord, or post in the Posts tab on Nexus. For bugs, please include BepInEx\LogOutput.log and BepInEx\game-rules.log.
To reach me directly, message exiled.dev on Discord; you can find me in the official Survival Log Discord. I'm also on X as @AnExiledDev.