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''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.
''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:
For example, one can:
Line 23: Line 22:
== Configuring the debug mode ==
== Configuring the debug mode ==


To configure the 4 modes, press {{keybinding|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.
To configure the 4 modes, press {{keybinding|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 ({{Keybinding|ctrl|F}}) is available.


== List of debug-options and their function ==
== List of debug-options and their function ==
 
{| class="wikitable"
* <code>show_fps</code>
|-
** Will show the current frames-per-second, or FPS. Should be normally about 60.
! Option !! Description
* <code>show_detailed_info</code>
|-
** Shows the cursor position in [[Tile]]s (and subdivisions of that), [[Chunk]]s and [[Region]]
| show-fps || Will show the current frames-per-second, or FPS. Should be normally about 60.
** Current resolution and zoom
|-
** How many objects are on the screen (painted by the graphic card)
| show-detailed-info ||
** How many entities, chunks and paths are in the game and used.
* Shows the cursor position in [[Tile]]s (and subdivisions of that), [[Chunk]]s and [[Region]]
* <code>show-time-usage</code>
* Current resolution and zoom
** Many important internal statistics about the timing. [http://www.factorioforums.com/forum/viewtopic.php?f=49&t=7972 F5 debug info - how to read it?] - how to interpret...
* How many objects are on the screen (painted by the graphic card)
* <code>show-sprite-counts</code>
* How many entities, chunks and paths are in the game and used.
** The counts of each sprite rendered on screen.
|-
* <code>show-multiplayer-waiting-icon</code>
| show-time-usage || Many important internal statistics about how much time each calculation takes.
** When in a multiplayer game: if the game is currently waiting for the server to process.
|-
* <code>show-multiplayer-statistics</code>
| show-sprite-counts || The counts of each sprite rendered on screen.
** The latency information when in multiplayer.
|-
* <code>show_tile_grid</code>
| show-multiplayer-waiting-icon || When in a multiplayer game: if the game is currently waiting for the server to process.
** Quite useful to turn it on for the "always"-mode. It shows the borders of the [[Tile]]s and [[Chunk]]s.
|-
* <code>show_collision_rectangles</code>
| show-multiplayer-statistics || The latency information when in multiplayer.
** Shows the collision boxes of each entity (red).
|-
* <code>show_selection_rectangles</code>
| show-tile-grid || Shows the borders of the [[Tile]]s and [[Chunk]]s.
** Shows the a blue box over each entity, if you hover over it, it will be selected.
|-
* <code>show_paths</code>
| show-collision-rectangles || Shows the collision boxes of each entity (red).
** The calculated paths for the biters in different colors.
|-
* <code>show_next_waypoint_bb</code>
| show-selection-rectangles || Shows the a blue box over each entity, if you hover over it, it will be selected.
** Shows waypoints for biters (in green), nearly the same info as the next.
|-
* <code>show_target</code>
| show-paths || The calculated paths for the biters in different colors.
** Shows the current target of the biters (red).
|-
* <code>show_unit_group_info</code>
| show-next-waypoint-bb || Shows waypoints for biters (in green), nearly the same info as the next.
** Biter groups, which belong together (circles and lines belonging together)
|-
* <code>show-unit-behavior-info</code>
| show-target || Shows the current target of the biters (red).
* <code>show_last_path_detail</code>
|-
** The A*-algorithm at work, calculating new paths.
| show-unit-group-info || Biter groups, which belong together (circles and lines belonging together)
* <code>show_path_cache</code>
|-
** The source-positions of a path and about the length (?)
| show-unit-behavior-info ||
* <code>show-path-cache-paths</code>
|-
* <code>show_rail_paths</code>
| show-last-path-detail || The A*-algorithm at work, calculating new paths.
** Which path a train will follow.
|-
* <code>show_rolling_stock_count</code>
| show-path-cache || The source-positions of a path and about the length (?)
** Shows inserter positions
|-
* <code>show_rail_connections</code>
| show-path-cache-paths ||
** Shows rail connections.
|-
* <code>show_rail_segments</code>
| show-rail-paths || Which path a train will follow.
** Shows the segment borders and enables you to see the borders of the block.
|-
* <code>show-rail-blocks</code>
| show-rolling-stock-count || Shows inserter positions
* <code>show-rail-joints</code>
|-
* <code>show_train_stop_point</code>
| show-rail-connections || Shows rail connections.
** When a train slows down it shows the calculated point where it should halt
|-
* <code>show-train-braking-distance</code>
| show-rail-segments || Shows the segment borders and enables you to see the borders of the block.
** The distance a train will take to stop at its current speed
|-
* <code>show-train-signals</code>
| show-rail-blocks ||
* <code>show_network_connected_entities</code>
|-
** Displays the network-id of the electric network that a pole is connected to
| show-rail-joints ||
* <code>show_circuit_network_numbers</code>
|-
** Shows the number (and color) of circuit networks
| show-train-stop-point || When a train slows down it shows the calculated point where it should halt
* <code>show_energy_sources_networks</code>
|-
** Which network-id an entity is connected to.
| show-train-braking-distance || The distance a train will take to stop at its current speed
* <code>show_active_state</code>
|-
** 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-train-signals ||
* <code>show-wakeup-lists</code>
|-
** When an entity is sleeping in another entity it shows which entities it's sleeping in
| show-network-connected-entities || Displays the network-id of the electric network that a pole is connected to
* <code>show-pollution-values</code>
|-
** Shows the numeric pollution amount on each chunk.
| show-circuit-network-numbers || Shows the number (and color) of circuit networks
* <code>show_active_enemies_on_chunk_counts</code>
|-
** 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-energy-sources-networks || Which network-id an entity is connected to.
* <code>show_active_chunks</code>
|-
** Shows in the map view, which chunks are "on", unmarked chunks are not calculated
| 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.
* <code>show-polluted-chunks</code>
|-
** Shows which chunks have pollution
| show-wakeup-lists || When an entity is sleeping in another entity it shows which entities it's sleeping in.
* <code>show_enemy_expansion_candidate_chunks</code>
|-
** Where is space left to spread the brood?
| show-pollution-values || Shows the numeric pollution amount on each chunk.
* <code>show-enemy-expansion-candidate-chunk-values</code>
|-
** Which chunks the enemies will try to expand into
| 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?
* <code>show-bad-attack-chunks</code>
|-
* <code>show_tile_variations</code>
| show-active-chunks || Shows in the map view, which chunks are "on", unmarked chunks are not calculated.
** 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.
|-
* <code>show_raw_tile_transitions</code>
| show-polluted-chunks || Shows which chunks have pollution.
** Turns connected textures for land and water off, so the distinction can easily be made.
|-
* <code>show-tile-correction-previews</code>
| show-enemy-expansion-candidate-chunks || Where is space left to spread the brood?. Goes from red (nearly no space) to green (space to expand).
** When in the map editor it shows what tiles will be corrected to what variations when painting tiles.
|-
* <code>show_fluid_box_fluid_info</code>
| show-enemy-expansion-candidate-chunk-values || Which chunks the enemies will try to expand into.
** How much fluid is in a pipe/storage tank, shows flow of liquid in pipes.
|-
* <code>show_environment_sound_info</code>
| show-bad-attack-chunks ||
** Displays which sound of which entity is played and how loud.* <code>show-logistic-robot-targets</code>
|-
* <code>show-fire-info</code>
| 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.
* <code>show-sticker-info</code>
|-
* <code>show-map-generator-info</code>
| show-raw-tile-transitions || Turns connected textures for land and water off, so the distinction can easily be made.
 
|-
== See also ==
| show-tile-correction-previews || When in the map editor it shows what tiles will be corrected to what variations when painting tiles.
 
|-
* [http://www.factorioforums.com/forum/viewtopic.php?f=49&t=7972 F5 debug info - how to read it?] - how to interpret show_time_used_percent
| 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 ||
|-
| show-fire-info ||
|-
| show-sticker-info ||
|-
| show-map-generator-info ||
|-
|}

Revision as of 09:59, 17 September 2017

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

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. A search function (CTRL + F) is available.

List of debug-options and their function

Option Description
show-fps Will show the current frames-per-second, or FPS. Should be normally about 60.
show-detailed-info
  • Shows the cursor position in Tiles (and subdivisions of that), Chunks and Region
  • Current resolution and zoom
  • How many objects are on the screen (painted by the graphic card)
  • How many entities, chunks and paths are in the game and used.
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-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-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?. 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-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
show-fire-info
show-sticker-info
show-map-generator-info