The 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 default 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
There are 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. A search function (CTRL + F) is available.
List of debug-options and their function
|show-fps||Will show the current frames-per-second and updates per second, short FPS and UPS. Should be normally about 60.|
|show-time-usage||Many important internal statistics about how much time each calculation takes.|
|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-multiplayer-selection-rectangles||Allows to view selection rectangles of other players in multiplayer.|
|show-tile-grid||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 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-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||Shows rail connections.|
|show-rail-signal-states||Shows signal color on map view.|
|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-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.|
Shows counts of active entities per chunk. They are devided into three categories:
|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?. Goes from red (nearly no space) to green (space to expand).|
|show-enemy-expansion-candidate-chunk-values||Which chunks the enemies will try to expand into.|
|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.|