More rewards to choose from
set how many rewards the end of the day offers, from the game's 3 up to 20. A refresh draws that many too.

At the end of each day, Survival Log offers 3 rewards you can buy with survival points, and a refresh for 2 points draws 3 new ones. More Rewards lets you raise that to any number up to 20, from the same reward pool the game draws from, lock several, ban the ones you do not want, and open an optional shop. The refresh cost goes up with the number of rewards on its own, or you can make it free or set any cost you like. The interest your survival points earn each day goes from 5% to 10%, and can go up to 20 instead of 10.
set how many rewards the end of the day offers, from the game's 3 up to 20. A refresh draws that many too.
the extra rewards come from the same groups the game picks that day's rewards from, never repeat a reward already on offer, skip the rewards the game has on cooldown just as its own picks do, and are bought like any other.
by default the cost goes up by 1 survival point at 4, 6, 8 rewards and so on (3 rewards cost 2, 4 or 5 cost 3, 6 or 7 cost 4, 10 cost 6). Or make every refresh free, or set a fixed cost of your own.
when a day ends, the game pays interest on the survival points you hold, 5% of them, at most 10. The mod raises the rate to 10% and the limit to 20, so saving up to 200 points pays off. Set your own rate and limit up to 100, or keep the game's. The Savings Plan reward keeps paying its own bonus on top.
set MaxLocked and lock up to 1 less than the number of rewards. Locked rewards stay through a refresh and are still there the next day.
a Ban button swaps a card for another and keeps it away for the rest of the run, for 2 survival points by default, and can ban every level of the same reward.
set how many rewards the end of the day offers, from the game's 3 up to 20. A refresh draws that many too.
the extra rewards come from the same groups the game picks that day's rewards from, never repeat a reward already on offer, skip the rewards the game has on cooldown just as its own picks do, and are bought like any other.
by default the cost goes up by 1 survival point at 4, 6, 8 rewards and so on (3 rewards cost 2, 4 or 5 cost 3, 6 or 7 cost 4, 10 cost 6). Or make every refresh free, or set a fixed cost of your own.
when a day ends, the game pays interest on the survival points you hold, 5% of them, at most 10. The mod raises the rate to 10% and the limit to 20, so saving up to 200 points pays off. Set your own rate and limit up to 100, or keep the game's. The Savings Plan reward keeps paying its own bonus on top.
set MaxLocked and lock up to 1 less than the number of rewards. Locked rewards stay through a refresh and are still there the next day.
a Ban button swaps a card for another and keeps it away for the rest of the run, for 2 survival points by default, and can ban every level of the same reward.
a Bans button in the footer lists this run's bans. Removing one lets its rewards come back and gives back half of what the ban cost (configurable).
a Settings button in the footer changes every More Rewards setting right there, and the change takes effect at once.
each card says whether its reward is permanent, one-time, or lasts for a time, such as 3 DAYS.
the footer shows the interest you will get when the day ends.
a refresh shows rewards you have not seen that day, and survival points left when you leave the screen turn into cash.
a Shop button opens a searchable list of every reward you can get, by category and by permanent, one-time or temporary. Prices are 25% above card prices and go up 15% with each purchase until the next day, with 2 purchases a day, all configurable. Rewards you cannot buy now are greyed out with the reason, or hidden.
up to 5 rewards sit in one row. More are spread over even rows with smaller cards, and the area scrolls if they still do not fit.
with the default settings you get the game's 3 rewards and its own refresh cost.
No new keys. The new buttons are Ban on each card, and Shop, Bans and Settings in the footer. Settings is always there; the others are switched by their settings. More Rewards does not edit game files; extra locks, bans and shop purchases are saved with the run. Your save keeps the game's own interest rate. You can remove it at any time.
Works in English and Chinese.
BepInEx\config\com.dev.survivallog.morerewards.cfgChange them on the Mod Manager's Mods screen, or edit the file with the game closed.[Cards]The buttons show only on cards you can still act on: not bought and not locked. The footer also shows the interest you will get tomorrow, and with CashOut on, how much cash leaving the screen gives. With BanButton on, a 「Bans」 button in the footer lists this run's bans; removing one lets its rewards come back. A ban made with BanWholeLine comes off as one, and its refund is a share of what it cost when it was made.
true makes a refresh show rewards you have not seen yet that day, while the day's groups still have others to give.0 makes it free.true makes a ban also ban every level of the same reward.0 is off and keeps your points.[General]false leaves the end-of-day rewards, the refresh cost and the interest on survival points as the game has them.[Interest]When a day ends, the game pays interest on the survival points you hold: the points times the interest rate, rounded down, at least 1 while you hold any points, and at most the limit. The game's rate is 5% and its limit is 10; InterestRate and MaxInterest change them. InterestRate is the whole rate for every character: it replaces the game's 5% and is not added to it. The interest shows on the end-of-day page as its own card.
| Points held | Game (5%, limit 10) | InterestRate 10, MaxInterest 0 | Defaults (10%, limit 20) |
|---|---|---|---|
| 50 | 2 | 5 | 5 |
| 100 | 5 | 10 | 10 |
| 150 | 7 | 10 | 15 |
| 200 or more | 10 | 10 | 20 |
So with the defaults, holding more than 200 points earns no more interest. Raise MaxInterest to let it grow further.
The Savings Plan reward does not change the interest rate. It pays its own bonus on the same card: on a day you earned survival points, 5% of them, rounded down, at least 1 and at most 10. Its limit of 10 is the reward's own, and MaxInterest does not change it.
The tip on the end-of-day page still says the rate is 5% and the limit is 10. The interest you are paid follows InterestRate and MaxInterest.
The mod sets the rate a moment after a game is loaded, long before the day ends. Your save keeps the game's own rate, so without the mod the interest is back to 5%.
0 keeps the game's rate of 5%, and any number from 1 to 100 sets a new rate. The interest still stops at MaxInterest.0 keeps the game's limit of 10, and any number from 1 to 100 sets a new limit.[Locks]With MaxLocked above 1, the footer shows how many locks are in use (for example 2/3 next to a lock), and the lock button on a card adds or removes a lock. When every lock is in use, unlock a card first.
1 is the game's own number; it can go up to 1 less than OptionCount, so a refresh always has a card to change.[Rewards]With RefreshCost at -1, a refresh costs the game's own cost with 3 rewards, going up by 1 at 4, 6, 8 rewards and so on. In numbers: the game's cost, minus 1, plus half of OptionCount rounded down.
With the game's usual cost of 2 survival points:
OptionCount | Refresh cost |
|---|---|
| 3 | 2 (the game's own) |
| 4 | 3 |
| 5 | 3 |
| 6 | 4 |
| 7 | 4 |
| 8 | 5 |
| 9 | 5 |
| 10 | 6 |
| 20 | 11 |
Halves always round down, so an odd number of rewards costs the same as one fewer.
If you want the game's cost with more rewards, set RefreshCost to the game's cost (2).
A refresh that finds no new rewards at all costs nothing, whatever RefreshCost is.
3 is the game's own number, and you can set any number from 3 to 20.-1 is automatic: the cost goes up with OptionCount (see below). 0 makes every refresh free, and any number from 1 to 99 is the cost of every refresh, whatever OptionCount is.[Shop]A shop price is the card price times (100 + ShopMarkup + ShopIncrease x purchases since the last reset) / 100, rounded up. With the defaults, a reward that costs 8 on a card costs 10 in the shop, then 12 after one purchase, then 13 after two. The shop lists rewards by category, with a search box, a filter for permanent, one-time or temporary rewards, and a switch to show only what you can buy now. Rewards you cannot buy say why: you own it, it needs another reward first, it is banned this run, not available yet, and so on.
Day, Week (every 7 days) or Never.0 is no limit.true lets the shop sell a reward before the reward it needs first, at double the price.Up to 5 rewards sit side by side in one row. More than 5 are spread over even rows (6 rewards are 2 rows of 3, 10 are 2 rows of 5, 20 are 4 rows of 5), and the cards get smaller so more of them fit. If they still do not all fit on the screen, the reward area scrolls.
There are no keys to set. The buttons on the rewards screen are set with the settings above.
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\MoreRewards.dllSurvival Log\
├─ SurvivalLog.exe
└─ BepInEx\
├─ plugins\
│ └─ MoreRewards.dll
└─ config\
└─ com.dev.survivallog.morerewards.cfg (made on first start)Delete MoreRewards.dll from the BepInEx\plugins folder.
Edit BepInEx\config\com.dev.survivallog.morerewards.cfg while the game is closed, or do it in game with the Settings button on the rewards screen or on the Mod Manager's Mods screen (see CONFIG.md for every setting and the full cost table). Changed in game, every setting except Enabled takes effect at once; Enabled takes effect at the next game start. Without Exiled's Toolkit installed, changes made on the Mods screen take effect at the next game start instead; changes made on the rewards screen still take effect at once.
OptionCount (default 3): how many rewards to choose from, 3 to 20.
RefreshCost (default -1): -1 scales the cost with OptionCount, 0 makes every refresh free, and 1 to 99 is the cost of every refresh.
InterestRate (default 10): the daily interest rate on your survival points, in percent. 0 keeps the game's 5%; 1 to 100 sets a new rate.
MaxInterest (default 20): the most interest your survival points earn in a day. 0 keeps the game's limit of 10; 1 to 100 sets a new limit.
MaxLocked (default 1): how many rewards you can lock at once.
BanButton, Labels (default true): the Ban button and the label. BanCost (default 2) is what a ban costs; BanWholeLine (default false) bans every level of a reward; UnbanRefund (default 50) is the percent of the cost given back when a ban is removed.
NoRepeatOnRefresh (default false) and CashOut (default 0, cash per point left).
ShopEnabled (default false) turns the shop on. ShopMarkup (25), ShopIncrease (15), ShopReset (Day), ShopPerDay (2), ShopUnavailable (Grey) and ShopLocked (true) set its prices and rules.
Enabled (default true): false turns the whole mod off.
UnbanRefund, 50% by default). A ban made with BanWholeLine comes off as one.Enabled takes effect at once, with or without Exiled's Toolkit.MaxInterest works again on Survival Log 1.1.19611; since that update the game's cap of 10 applied whatever it was set to. It now also takes effect at once instead of at the next game start.NotInterested setting are gone. Use 「Ban」 instead, and remove the ban from the list when you want the reward back.ShopPerDay) and rewards can be bought before the one they need (ShopLocked). A setting you already saved keeps its value.MaxLocked sets how many; locked rewards stay through a refresh and are still there the next day. The footer shows how many locks are in use.BanCost sets its price in survival points, and BanWholeLine bans every level of the same reward.Labels).NoRepeatOnRefresh makes a refresh show rewards you have not seen yet that day.CashOut turns the survival points left when you leave the rewards screen into cash.ShopEnabled, off by default): search every reward you can get, sorted by category, and buy it for survival points. Shop prices are above card prices (ShopMarkup) and go up with each purchase (ShopIncrease) until they reset (ShopReset). Rewards you cannot buy now are greyed out with the reason, or hidden (ShopUnavailable). ShopPerDay limits purchases a day, and ShopLocked lets you buy a reward before the one it needs, at double the price.First public release. Choose from more rewards at the end of the day, up to 20 instead of 3, with a refresh cost that scales to match, and earn 10% daily interest on your survival points instead of 5%.
[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 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\more-rewards.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.