Debug mode
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. F5 debug info - how to read it? - how to interpret that...
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.
See also
- F5 debug info - how to read it? - how to interpret show_time_used_percent