Debug mode
Debug mode is used mainly by developers and modders to analyze the running state of the game. It can be enabled to show detailed information about the game world, and its information varies based on which level is active. The keys to enable debug mode are f5 through f7.
For example, one can:
- See the path the Biters are coming from and where they plan to target,
- See the position / coordinates of the cursor,
- See a grid-overlay for the Tiles and Chunks,
- See the blocks in a railway network,
- See additional non-game related information, such as Updates Per Second and FPS.
Activate the debug mode
You have 4 debug-levels:
- Always - This is the default mode, if no mode is active. Keep very few things active here.
- Basic - The first mode, accessed by pressing F5. What power users often use.
- Detailed - The second mode, accessed by pressing F6. The most commonly used for modders and developers.
- Full - The third mode, accessed by pressing F7. Shows literally everything, tends to be unreadable.
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, press F4. This opens up a menu with many options. You can move this menu with the mouse, if it hides some interesting underlying thing. You can switch between 4 folders, which reflects the option for that debug-mode ("always", "basic", "detailed", "full"). The options are the same for each mode. Each mode can be configured to the user's liking, the different modes are only for convenience.
List of debug-options and their function
show_fps
- Will show the current frames-per-second, or FPS. Should be normally about 60.
show_detailed_info
show-time-usage
- Many important internal statistics about the timing. F5 debug info - how to read it? - how to interpret...
show-sprite-counts
- The counts of each sprite rendered on screen.
show-multiplayer-waiting-icon
- When in a multiplayer game: if the game is currently waiting for the server to process.
show-multiplayer-statistics
- The latency information when in multiplayer.
show_tile_grid
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 over 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-behavior-info
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-path-cache-paths
show_rail_paths
- Which path a train will follow.
show_rolling_stock_count
- Shows inserter positions
show_rail_connections
- Shows rail connections.
show_rail_segments
- Shows the segment borders and enables you to see the borders of the block.
show-rail-blocks
show-rail-joints
show_train_stop_point
- When a train slows down it shows the calculated point where it should halt
show-train-braking-distance
- The distance a train will take to stop at its current speed
show-train-signals
show_network_connected_entities
- Displays the network-id of the electric network that 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_active_state
- Inserters, fish, turrets are turned to passive, if not used; Red = inactive, Purple = inactive until enemies aren't around (turrets etc), Green = inactive until player isn't around (fish). Passive entities consume less CPU power.
show-wakeup-lists
- When an entity is sleeping in another entity it shows which entities it's sleeping in
show-pollution-values
- Shows the numeric pollution amount on each chunk.
show_active_enemies_on_chunk_counts
- Not 100% clear: displays in the map view, how much biter nests (blue) are targeting 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-polluted-chunks
- Shows which chunks have pollution
show_enemy_expansion_candidate_chunks
- Where is space left to spread the brood?
show-enemy-expansion-candidate-chunk-values
- Which chunks the enemies will try to expand into
show-bad-attack-chunks
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 connected textures for land and water off, so the distinction can easily be made.
show-tile-correction-previews
- When in the map editor it shows what tiles will be corrected to what variations when painting tiles.
show_fluid_box_fluid_info
- How much fluid is in a pipe/storage tank, shows flow of liquid in pipes.
show_environment_sound_info
- Displays which sound of which entity is played and how loud.*
show-logistic-robot-targets
- Displays which sound of which entity is played and how loud.*
show-fire-info
show-sticker-info
show-map-generator-info
See also
- F5 debug info - how to read it? - how to interpret show_time_used_percent