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Debug mode

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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. The default key to enable debug mode is F5.

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.
  • Debug - Toggled by pressing F5. Allows to toggle the debug overlays.

Configuring the debug mode

To configure the 2 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 2 folders, which reflects the option for that debug-mode ("always", "debug"). 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 and updates per second, short FPS and UPS. Should be normally about 60.
show-detailed-info
  • Shows the cursor position in tiles (and subdivisions of that).
  • 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
  • Internal statistics about how long some calculations take, in milliseconds per tick.
  • Time is shown as average/min/max of the last 100 ticks, interval can be changed with /perf-avg-frames.
  • Minimum values exclude zeroes (e.g. from ticks where no mod hooks were run).
  • Overall calculation delays (some are parallel) must be under 16.6 ms to maintain normal framerate at 1x speed with 60 ticks per second.
show-gpu-time-usage
show-sprite-counts The counts of each sprite rendered on screen.
show-lua-object-statistics
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-debug-info-in-tooltips Shows additional information in the tooltips of entities, items, recipes, tiles etc.
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-entity-positions
show-entity-velocities
show-selected-entity-advanced-tiles
show-selected-input-transport-belts
show-paths The calculated paths for the biters in different colors.
show-path-requests
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-joints
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-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 when enemies aren't around (turrets etc), Green = inactive when 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-transport-lines
show-transport-line-gaps
show-pollution-values Shows the numeric pollution amount on each chunk.
show-active-entities-on-chunk-counts

Shows counts of active entities per chunk. They are devided into three categories:

  • Red = active (e.g. furnaces)
  • Blue = active when a player is around (e.g. fish)
  • Green = active when enemies are around (e.g. turrets)
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-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-logistic-robots-on-map
show-player-robots
show-fire-info
show-sticker-info
show-map-generator-info
show-decorative-names
show-decorative-collision-rectangles
allow-increased-zoom