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Debug mode

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Revision as of 21:05, 26 October 2014 by TheWombatGuru (talk | contribs)
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The debug mode is perhaps mainly thought for debuging the game from developer sight, but can be used to see much more interesting information when you play the game.

For example you can

  • see the path, the Biters are coming from and where the like to target
  • see an grid-overlay for the Tiles and Chunks,
  • see the blocks in your railway network,
  • see some more information, which are not game relevant, but will quite interesting looking. :)

Activate the debug mode

You have 4 debug-levels:

  • always - this is the default mode, if you choose nothing
  • basic - you are here by pressing F5
  • detailed - press F6
  • full - press F7

To switch back to "always" you need to press the previous key again. Example: Press F5 to go to "basic", then press F6 to watch "detailed" and then press F6 again to switch back to "always".

Configuring the debug mode

To configure the 4 modes you need to press F4. This open up a menu with many options. You can move this menu with the mouse, if it hides some interesting underlaying thing.

You can switch between 4 folders, which reflects the option for that debug-mode ("always", "basic", "detailed", "full"). The options are for each mode the same. You can switch now for every mode the options on or off, as you like.

List of debug-options and their function

  • show_fps
Will show the current frames-per-second. Should be normally about 60. See Lua/Game#speed.
  • show_detailed_info
Shows the cursor position in Tiles (and subdivisions of that), Chunks and Region
Current resolution and zoom (see Lua/Game#takescreenshot)
How much objects are on the screen (painted by the graphic card)
How much entities, chunks and paths are in the game and used.
  • show_time_used_percent
Many important internal statistics about the timing. (TODO: more details)
  • show_tile_grid
Quite useful to turn it on also for the "always"-mode. It shows the borders of the Tiles and Chunks.
  • show_collision_rectangles
shows the collision boxes of each entity (red).
  • show_selection_rectangles
shows the a blue box over each entity, if you hover it, it will be selected.
  • show_paths
the calculated paths for the biters in different colors.
  • show_next_waypoint_bb
shows waypoints for biters (in green), nearly the same info as the next.
  • show_target
shows the current target of the biters (red).
  • show_unit_group_info
biter groups, which belong together (circles and lines belonging together)
  • show_unit_stuck_info
should show stuck enemies (?)
  • show_last_path_detail
The A*-algorithm at work, calculating new paths.
  • show_path_cache
The source-positions of a path and about the length (?)
  • show_rail_paths
which path a train will follow.
  • show_rolling_stock_count
shows inserter positions
  • show_rail_connections
is every rail really connected?
  • show_rail_segments
shows the segment borders and enables you to see easier the borders of the block
  • show_train_stop_point
when a train slows down it shows, where it should halt
  • show_network_connected_entities
displays the network-id of the electric network, which a pole is connected to
  • show_circuit_network_numbers
shows the number (and color) of circuit networks
  • show_energy_sources_networks
which network-id an entity is connected to.
  • show_blocked_by
Shows items, which are blocked (see for example full belts)
  • show_active_state
inserters, fishes, turrets are turned to passive, if not used
  • show_active_enemies_on_chunk_counts
not 100% clear: displays in the map view, how much biter nests (blue) are targetting to which are (red for the number of biters?), green: unknown?
  • show_active_chunks
shows in the map view, which chunks are "on", unmarked chunks are not calculated
  • show_enemy_expansion_candidate_chunks
where is space left to spread the brood?
  • show_tile_variations
shows, which tile-variation (1, 2 or 4 tile sized) is painted for which area of the map quite confusing, zoom in to see the meaning.
  • show_raw_tile_transitions
turns the overlapping edges off, you see now clearly where is land and where is water
  • show_fluid_box_fluid_info
how much is in a pipe/storage tank, for long pipes you see the flow, if the pipe is empty
  • show_environment_sound_info
displays, which sound of which entity is played and how loud.