Every mod in one list
icon, version and DLL for each mod, with the ones that did not start listed apart along with BepInEx's load errors. Shared libraries sit in a folded group at the bottom.

Mod Manager adds a Mods screen to Survival Log. It lists every BepInEx mod you have installed, shows whether each one loaded, and lets you change their settings, turn them on or off and install their updates, all without opening a .cfg file. Open it with F10, or with the Mods button in the Esc menu or on the title screen.
icon, version and DLL for each mod, with the ones that did not start listed apart along with BepInEx's load errors. Shared libraries sit in a folded group at the bottom.
switches, sliders, number boxes, drop-down lists, text boxes and key capture for hotkeys. Each change is saved to the mod's .cfg file at once.
changed settings that apply at the next start are marked NEEDS RESTART. Settings a mod applies at once get no mark.
settings that hold game items or categories get a searchable picker with names and icons, instead of a box for id numbers.
find any setting across all mods, see which ones differ from the default and put them back, and spot hotkeys two mods share.
warnings and errors logged this session show up under the mod they came from, with an ERROR or WARNING mark in the list and an "Errors" filter. When an error went through game code another mod also changes, the tab names that mod. Errors from BepInEx or the game itself get their own ERRORS page beside MODS.
icon, version and DLL for each mod, with the ones that did not start listed apart along with BepInEx's load errors. Shared libraries sit in a folded group at the bottom.
switches, sliders, number boxes, drop-down lists, text boxes and key capture for hotkeys. Each change is saved to the mod's .cfg file at once.
changed settings that apply at the next start are marked NEEDS RESTART. Settings a mod applies at once get no mark.
settings that hold game items or categories get a searchable picker with names and icons, instead of a box for id numbers.
find any setting across all mods, see which ones differ from the default and put them back, and spot hotkeys two mods share.
warnings and errors logged this session show up under the mod they came from, with an ERROR or WARNING mark in the list and an "Errors" filter. When an error went through game code another mod also changes, the tab names that mod. Errors from BepInEx or the game itself get their own ERRORS page beside MODS.
one button copies every mod with its version and state, and this session's errors, ready to paste into a bug report.
a switch on each mod's page, applied at the next start. It warns about mods that need the one you turn off, and turns on what a mod needs with one button.
each mod's page lists what it needs (with the version it asks for), what it can use, what it does not work with, and which mods need or use it. A missing, off or wrong-version mod is marked red.
at each start it asks GitHub which mods have a newer release and shows one message saying how many. INSTALL UPDATE downloads the new version and puts it in place for the next start, keeping the old files. INSTALL ALL UPDATES does every mod at once and marks any update it stopped, the page shows the notes of every release since yours, and ROLL BACK puts the old version back if the new one gives you trouble. Each update is checked first: it must be the same mod, from the same GitHub repository as before, with no program files. An update that newly starts programs, loads other code or uses the registry is refused, and one that can do something else the old version could not (like connect to the internet) asks you before it installs.
each mod's page lists the other mods that patch the same parts of the game, marked LIKELY TO CLASH, MAY CLASH or PROBABLY HARMLESS, so you know where to look first when two mods misbehave together.
a mod that links its changelog gets a CHANGELOG tab that shows it right on the mod's page.
a mod can add a tab with its own page to its entry. New Loop Plus adds TALENTS, an editor for its loop rewards.
a mod not known to work on your game version gets a grey mark, which turns red if it logs errors. Mod authors can list newer game versions their mod works on without a new release.
The Mod Manager adds nothing to your save and does not edit game files. It only contacts GitHub, for update checks and installs, and needs no account or key.
Your mod shows up with no work at all. To give it a name in both languages, an icon, a banner, a category, links, item pickers, live settings, update installs and more, add a few lines of metadata to your .csproj; nothing needs a reference to the Mod Manager. The full guide is in the README.
Works in English and Chinese.
BepInEx\config\com.dev.survivallog.modmanager.cfgChange them on the Mod Manager's Mods screen, or edit the file with the game closed.[Updates]The key that opens and closes the Mods screen. The Mods button in the Esc menu and on the title screen opens it too. Set it to None to use only the buttons.
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\ModManager.dllSurvival Log\
├─ SurvivalLog.exe
└─ BepInEx\
├─ plugins\
│ └─ ModManager.dll
└─ config\
└─ com.dev.survivallog.modmanager.cfg (made on first start)Delete ModManager.dll from the BepInEx\plugins folder. Settings you changed with it stay in the other mods' .cfg files.
The Mod Manager's own settings (the key that opens it, update checks, the update message) can be changed on the Mods screen, or in BepInEx\config\com.dev.survivallog.modmanager.cfg while the game is closed (see CONFIG.md; the cfg file explains each setting in English and Chinese).
game-versions.txt in its GitHub repository, so a mod that still works after a game update is no longer marked. See "Game versions it works on" under "For mod authors" in the README.BepInEx\mod-manager\backups, and a failed install puts them back.Updates.ShowToast.RepositoryUrl when it does not name one.Updates.CheckForUpdates.BepInEx\disabled-plugins (or back) and the change applies at the next start. Turned-off mods are listed under "Off". Turning a mod off names the mods that need it.Found a bug or have an idea? Come say hi on the Core Directive Discord, or leave a comment here. For bugs, please include BepInEx\LogOutput.log and BepInEx\mod-manager.log.
To reach me directly, message exiled.dev on Discord; you can find me in the official Survival Log Discord. I'm also on X as @AnExiledDev.
Check out my Survival Log wiki for items, crafting, maps and more.