Debug Menu: Difference between revisions
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Latest revision as of 01:26, 14 April 2025
The Debug Menu includes a variety game options, many of which allow the player to do things they couldn't without the menu. The debug menu is sometimes referred to as the "developer's console".
Opening the Debug Menu[edit]
- Go to the "Game Settings" option in the main tab
- Click on "Settings" in the window that opens (has the same gear icon)
- Find the burger icon (top-left of window) and click on it 11 times. File:IconBurger10x.png
- After that, you will be able to see a new icon in the top-right of your screen.
When you click on it the Debug Menu will open. Yay! Opening the Debug Menu for the first time will unlock the "God Mode" achievement.
List of functions[edit]
File:IconWorldLog10x.png General - "For general things"[edit]
Icon | Name | Function | Notes |
---|---|---|---|
File:IconFinger.png | FastSpawn | Allows you to quickly spawn creatures by holding down on the mouse button/screen | Can achieve the same effect by holding shift (PC) |
File:IconStatistics10x.png | Graphy | Shows various information such as the number of fps, RAM consumption and more | |
File:IconClockXSonic10x.png | SonicSpeed | Increases game speed 40 times | Can cause lag |
File:Icon tech army training 110x.png | ShowAmountNearArmy | Displays how many units are in an army next to army general's banner | |
File:Icon tech army training 210x.png | ShowWarriorsCityTexy | Shows the current and maximum quantity of military units in a kingdom/village/alliance after its name on the map | (Name) X/X |
File:-Army Training 3-.png | ShowCityWeaponText | Shows the number of weapons in settlements after the name of the settlement | (Name) X/X wX |
File:IconResBread scaled 10x.png | ShowFoodCityText | Shows the amount of food in villages | (Name) X/X wX fX |
File:IconBurger10x.png | RenderBigItem | Tools held by units are much larger in size | |
File:IconResBanana scaled 10x.png | RenderFavoriteFoods | Displays the favorite food of humans, orcs, dwarves, and elves above their heads | |
File:IconResWood scaled 10x .png | RenderHoldingResources | Displays a resource icon above a units head for the resource they are holding (if they are holding one) | |
File:IconFavoriteStar10x.png | DrawFavorite | Draws a star above those marked as favorites even when zoomed out |
File:IconInspect10x.png Overlay Debug Text - "Useful info for finding what's wrong with AI"[edit]
Icon | Name | Function | Notes |
---|---|---|---|
File:IconCityInspect10x.png | OverlayCity | Shows information about villages (such as how many buildings are in the village) | |
File:IconKingdomList10x.png | OverlayKingdom | Shows information about kingdoms | |
File:IconHumans scaled 10x.png | OverlayActorCivs | Shows information about intelligent beings (such as the current task the unit is performing) | Can cause lag if your world has a lot of humans, orcs, dwarves, or elves |
File:IconSheep scaled 10x.png | OverlayActorMobs | Shows information about mobs | Can cause lag if your world has a lot of mobs |
N/a | OverlayActorGroupLeaderOnly | Displays information about army generals | |
File:IconFinger.png | OverlayCursorActor | Shows information of entities you put your cursor over | |
File:IconStupid10x.png | OverlaySoundsAttached | Shows origins of sounds in-game from buildings (includes boats). Specifies the path to the sound object in the game files when the object of the same name maximizes the sound. | Can be used to find the desired sound in the game files (more precisely, to find the path to it) |
File:IconStupid10x.png | OverlaySounds | Shows orgins of sounds in-game from entities. Specifies the path to the sound object in the game files when the object of the same name maximizes the sound. Only works on objects that don't/can't attack (eg mills) | Can be used to find the desired sound in the game files (more precisely, to find the path to it) |
File:IconBoat10x.png | OverlayBoatTransport | Shows information about boats | |
File:IconHumans scaled 10x.png | OverlayUnitGroups | Shows information about armies | |
N/a | OverlayActorFavoritesOnly | Only displays extra information for favorite units | |
File:IconLivingHouse scaled 10x.png | OverlayCivBuildings | Shows information about buildings (does not include living buildings) | |
File:Icon growtrees.png | OverlayTrees | Shows information about trees (does not include living trees) | |
File:IconLivingPlants scaled 10x.png | OverlayPlants | Shows information about plants (does not include living trees) | |
File:IconBuildings 10x.png | OverlayOtherBuildings | Shows info about non-civilization buildings (like beehives and ores) |
File:IconArrowBack10x.png Arrows - "Shows what civs and units are up to Some options can be laggy if many units are visible"[edit]
Icon | Name | Function | Notes |
---|---|---|---|
File:Icon flame sword scaled 10x .png | KingdomDrawAttackTarget | Draws arrows village campfires to army target in a enemy village | Red dotted arrows orignating from dark red dots |
File:IconVillages10x.png | CivDrawSettleTarget | Draws lines toward areas kingdoms will attempt to settle at | Yellow dotted lines |
File:IconGodFinger scaled 10x.png | ArrowsOnlyForCursorCities | Will only draw arrrows from villages that your cursor is over | |
File:IconHumans scaled 10x.png | ArrowCursorUnitNavigation | When putting your cursor over a unit it draws a line in the direction they are headed | White dotted lines |
File:IconArrows10x.png | ArrowsUnitsAttackTargets | Draws what units a unit plans to attack with lines | Red dotted lines |
File:-Roads-.png | ArrowsUnitsNavigationTargets | Draws where units are going toward | Transparent white dotted lines |
File:-Roads-.png | ArrowsUnitsPaths | Draws longer lines showing the general path of a unit | Turning black lines |
File:IconFavoriteStar10x.png | ArrowsUnitsFavoritesOnly | Unit arrows only for favorite units | |
File:IconArrowBack10x.png | ArrowsUnitsNextStepPosition | Short line showing where a units next step will lead them | Blue lines |
File:Icon boots mythril.png | ArrowsUnitsNextStepTile | Locks "ArrowsUnitsNextStepPosition"^ to fit with tiles | Light Blue lines |
File:Icon boots leather.png | ArrowsUnitsCurrentPosition | Seems to display the same info as "ArrowsUnitsNextStepPosition"^^ | Green lines |
File:Boat10x.png | BoatPassengerLines | Shows incoming passengers | Yellow lines |
File:IconKingdomList10x.png Civ Cheats for debug/testing - "game mechanics/balance breaking stuff. Some City+ stuff will seriously break civ logic for unexpected weird behaviour"[edit]
Icon | Name | Function |
---|---|---|
File:IconCulture 10x.png | FastCultures | Speeds up culture growth |
File:-Better Armory 3-.png | CityInfiniteResources | Once a village obtains 1 of a resource they instantly gain 998 more of that resource. Whenever the resource is used the amount of that resource in the village is replenished back to 999 instantly. |
File:Icon hammer wood.png | CityFastConstruction | Speeds up village construction |
File:IconBuildings 10x.png | CityFastUpgrades | Speeds up village building upgrades (Example: Tier 1 House -> Tier 2 House) |
File:IconPopulation10x.png | CityFastPopGrowth | Faster reproduction in villages |
File:IconCity10x.png | CityUnlimitedHouses | Increases the house limit of villages to 9999. As a result, Houses can be built much closer together allowing for much more people to live in villages |
File:Icon tech zones 110x.png | CityFastZonesGrowth | Reduces the cooldown time of village zone expansion to 0.1 months. As a result, village borders expand much faster than normal. |
File:Icon tech zones 110x.png | CityUnlimitedZoneRange | Increases the zone range of villages to 999. As a result, Villages can expand with almost no limits across a continuous land mass |
File:SpeedStat10x.png | UnitsAlwaysFast | Units' speed are increased 20× (includes boats) |
File:IconGodFinger scaled 10x.png Cursor Highlight - "Highlight zones/regions/chunks"[edit]
Icon | Name | Function | Notes |
---|---|---|---|
File:IconWeb10x.png | CursorChunk | Translucent white box shown under cursor revealing chunks | Chunks are 16x16 tiles |
File:IconTileMountains10x.png | ChunkEdges | Shows the red edges of a chunk if you click on it | |
File:IconWorldInfo10x.png | Region | Shows land and sea territory divisions in chunks | Transparent blue |
File:-Zone Control 3-.png | RegionNeighbours | Similar to "Region"^ but also addresses chunks around the chunk you are hovering over | Transparent pink |
File:IconWorldInfo10x.png | Connections | Unknown | |
File:-Zone Control 3-.png | PossibleCityReach | Highlights what land masses a village can possibly expand onto | Transparent blue |
File:IconInspectZoneToggle10x.png | ConnectedZones | Shows land and sea territory divisions in zones | Zones are 4x4 tiles
(a chunk is made up of 4 zones) |
File:IconTileSoilGreen10x.png | RenderIslands | Highlights entire body of water or land mass | Highlighted areas turn red |
File:IconTileSand10x.png | RenderConnectedIslands | Highlights land masses that touch a body of water or a land mass that touches bodies of water | Transparent blue |
File:Icon tech culture convert chance 110x.png | RenderIslandsTileCorner | Returns edges of land masses that touch a body of water or edges of water that touches land masses | Highlighted areas turn red |
N/a | RenderRegionOutsideRegionCorners | Returns edges of corners of land masses/kingdom boreders (may need better description) | Transparent yellow
Regions seems to be made up of a 3x3 of chunks |
N/a | RenderIslandsInsideRegionCorners | Returns regions inside islands or some regions outside (may need better description) | Highlighted areas turn pink |
File:IconDebug10x.png | RenderMapRegionEdges | Renders edges of land masses/bodies of water with the region that the players cursor is over | Transparent red |
N/a | RenderIslandCenterRegions | Seems to do the same thing as "RenderRegionOutsideRegionCorners"^^ | Transparent red |
File:IconCityInspect10x.png | CursorCityZoneRange | How far a city can expand | Transparent green |
File:Accuracy10x.png | CursorEnemyFinderChunks | Puts a File:Accuracy10x.pngicon over attackers that are attacking the chunk that the player has their cursor over |
File:-Roads-.png Paths - "Visualize pathfinding. Very laggy"[edit]
Icon | Name | Function | Notes |
---|---|---|---|
File:-Roads-.png | PathRegions | Variety of chunk highlights showing path regions in use (may need better description) | Mess of yellow and blue highlights |
File:-Roads-.png | ActivePaths | Highlights paths that are currently in use | Transparent white over sea and blue lines on land |
File:-Roads-.png | LastPath | Shows old paths, does not seem to work that well | Causes a lot lag |
File:IconWorldInfo10x.png Display Map Overlay - "Laggy"[edit]
Icon | Name | Function | Notes |
---|---|---|---|
File:IconWorldInfo10x.png | Chunks | Puts a grid over the map showing all chunks | Transparent white and gray 16x16 tiles |
File:-Zone Control 3-.png | CityZones | Puts a grid over the map showing all zones | Transparent white and gray 4x4 tiles |
File:IconBuildings 10x.png | Buildings | Highlights buildings the kingdom color and trees and plants red | |
File:IconCityInspect10x.png | CityPlaces | Highlights in blue where villages can be established
Highlights in yellow where villages have already been established |
Already claimed zones are yellow
and zones where new villages can start are blue |
File:IconCityZones10x.png | CitySettleCalc | Sometimes displays a spectrum around the kingdom: red is closest, then blue, yellow and finally green. After this, settlers are sent to the green zone to create a settlement (works only if the “Kingdom Expansion” world law is enabled). This is necessary to create settlements close to other cities so kingdoms don't try to establish villages from across the map when closer options are available. | Highlights edges of landmasses for small periods of time |
File:IconPopulation10x.png | DisplayUnitTiles | Highlights tiles units are on blue | |
File:IconCityInspect10x.png | RenderCityDangerZones | Highlights territories occupied by enemies of a kingdom when they are in the kingdom | Different levels of transparent red |
File:IconCityInspect10x.png | RenderCityCenterZones | Marks the center zone of villages with a transparent red highlight | |
File:-Windmill-.png | RenderCityFarmPlaces | Highlights field-related areas with different colors:
|
|
File:IconMadness10x.png | RenderVisibleZones | Highlights all visible zones blue (which is basically the whole map) |
File:IconDeleteWorld10x.png Dirty - "visualize what just updated"[edit]
Icon | Name | Function | Notes |
---|---|---|---|
File:IconStupid10x.png | ChunksDirty | No effect in game currently | Possibly used by the developer to detect changes after updates |
File:IconStupid10x.png Other stuff - "and things"[edit]
Icon | Name | Function | Notes |
---|---|---|---|
File:IconMadness10x.png | TrunkHeads | Slowly turns all unit heads to elephant heads (File:T head trunk10x.png) | Units will slowly change back after disabling |
File:IconBurger10x.png | BurgerHeads | Slowly turns all unit heads to burger heads (File:T head burger10x.png) | Units will slowly change back after disabling |
File:IconMushSpores10x.png | ShowMushInfection | Highlights zones with units that have the MUSH Spores trait | When these units die
they turn into Mush Monsters Transparent redish pink |
File:IconPlague10x.png | ShowPlagueInfection | Highlights zones with units that have the Plague trait | Units with the plague slowly die
Transparent purple |
File:IconCurse10x.png | ShowCursed | Highlights zones with units that have the Cursed trait | When these units die
they turn into Skeletons Transparent purple |
File:IconZombie scaled 10x .png | ShowZombieInfection | Highlights zones with units that have the Zombie Infection trait | When these units die
they turn into Zombies Transparent green |
File:IconPopulation10x.png | ShowPopulationTotal | Highlights zones with different levels of white indictating population density | |
File:IconSkulls10x.png | DeadUnits | When units die a skull marks there death spot for a spilt second (even when zoomed out) | |
File:Icon bow adamantine.png | CursorUnitAttackRange | Shows the attack range of a unit when hovering over it | |
File:-Bow-.png | CursorUnitAttackChunks | No effect in game currently | |
File:IconDragon scaled 10x.png | ShowDragonTargetting | Marks various regions / targets related to dragons and zombie dragons with different colors:
|
|
File:IconTileShallowWater10x.png | ShowSwimToIslandLogic | Highlights the chunks units that are waterborne will try to swim to with a green grid |
File:Greg10x.png Greg - "Don't press this ever. Greg"[edit]
Icon | Name | Function | Notes |
---|---|---|---|
File:Greg10x.png | Greg | Allows greg to spawn |
File:IconKings10x.png Highlight Unit Professions = "WITH PIXELS"[edit]
Icon | Name | Function |
---|---|---|
File:Achievements theKing10x.png | ProKing | Places a blue highlight on the tile kings are standing on |
File:IconLeaders10x.png | ProLeader | Places a blue highlight on the tile leaders are standing on |
File:IconDebug10x.png | ProUnit | Places a blue highlight on the tile units are standing on Does not include children, kings, leaders, and warriors |
File:IconDebug10x.png | ProBaby | Places a blue highlight on the tile children are standing on |
File:Icon sword adamantine.png | ProWarrior | Places a blue highlight on the tile warriors are standing on |
File:-Weaponsmith-.png Draw Unit Citizen Jobs - "WITH ICONS"[edit]
Icon | Name | Function | Icon Notes |
---|---|---|---|
File:IconCityInspect10x.png | DrawCitizenJobIcons | Draws selected job icons. This must be enabled for any other option in this section to take effect. | |
File:IconFavoriteStar10x.png | DrawCitizenJobIconsAll | Acts as if all jobs are selected | Favorite Star |
File:IconCitizenJobFireman10x.png | CitizenJobFireman | Draws icon for firemen | |
File:IconCitizenJobBuilder10x.png | CitizenJobBuilder | Draws icon for builders | Stone Hammer |
File:IconBush10x.png | CitizenJobGathererBushes | Draws icon for bush gatherers | Fruit Bush |
File:IconCitizenJobGathererHerbs10x.png | CitizenJobGathererHerbs | Draws icon for herb gatherers | Herb Food |
File:IconSickle10x.png | CitizenJobFarmer | Draws icon for farmers | |
File:IconCitizenJobHunter10x.png | CitizenJobHunter | Draws icon for hunters | Wood Bow |
File:IconCitizenJobWoodcutter10x.png | CitizenJobWoodcutter | Draws icon for woodcutters | Steel Axe |
File:IconCitizenJobMiner10x.png | CitizenJobMiner | Draws icon for miners | Mine Tech |
File:IconCitizenJobMinerDeposit10x.png | CitizenJobMinerDeposit | Draws icon for miner deposters | Miner Trait |
File:IconCitizenJobBlacksmith10x.png | CitizenJobBlacksmith | Draws icon for blacksmiths | Mythril Tech |
File:IconCitizenJobRoadBuilder10x.png | CitizenJobRoadBuilder | Draws icon for road builders | Wood Hammer |
File:IconCitizenJobCleaner10x.png | CitizenJobCleaner | Draws icon for cleaners | Cold Aura Trait |
File:IconVillages10x.png | CitizenJobSettler | Draws icon for settlers | |
File:IconCitizenJobAttacker10x.png | CitizenJobAttacker | Draws icon for attackers | Mythril Sword |
File:-Better Armory 3-.png Highlight Other Stuff - "and things"[edit]
Icon | Name | Function |
---|---|---|
File:IconDebug10x.png | UnitsInside | Highlights buildings (not boats) with a single green pixel if they have units inside |
File:IconDebug10x.png | TargetedBy | Highlights tiles where a unit is going to next |
File:IconDebug10x.png | UnitKingdoms | Highlights the tiles units are standing on with their kingdom's color. Non-civ units are also highlighted, but based on their "hidden kingdom" color. |
File:PremiumHappyStar10x.png Mobile - "It won't remove your purchase Restart the game to get it back"[edit]
Icon | Name | Function |
---|---|---|
File:PremiumHappyStar10x.png | DisablePremium | Re-Locks premium features if purchased |
File:PremiumHappyStar10x.png | TestAds | Re-Enables ads |
File:IconGenius10x.png System - AKA SUStem - "could mess your game and crash it. We use it for finding bugs. Better move along"[edit]
Icon | Name | Function | Notes |
---|---|---|---|
File:IconCityZones10x.png | SystemRemoveZonesWhenBuildingDestroyed | Zones are removed from a village if a building within one is destroyed | |
File:-Roads-.png | SystemUnitPathfinding | Enables pathfinding algorithm of units, which helps them go around water and dangerous areas (e.g. mountains, lava) when heading towards a target. When disabled, units will move towards their target in a straight line, ignoring intervening terrain. | Pre-Enabled |
File:IconDebug10x.png | SystemZoneGrowth | Enables zone growth of villages | Pre-Enabled |
File:IconDebug10x.png | SystemBuildTick | Enables construction. In-progress constructions will be finished but new ones will not start if disabled. | Pre-Enabled |
File:IconCityInspect10x.png | SystemCityPlaceFinder | Units can detect areas to establish new villages | Pre-Enabled |
File:IconDebug10x.png | SystemWorldBehaviors | Enables various world behaviors, including the occurrence of disasters, the decaying of roads and fields, the spawning of animals, minerals and clouds.; the spreading of biomes and fires; erosion of tiles next to water, etc. If disabled, all these processes will not occur. | Pre-Enabled |
N/a | SystemProduceNewCitizens | No effect in game currently | Pre-Enabled |
File:IconDebug10x.png | SystemCheckUnitAction | No effect in game currently | Pre-Enabled |
File:IconWorldInfo10x.png | SystemRedrawMap | Allows the player to view changes of terrian when zoomed out. | Pre-Enabled |
File:IconDebug10x.png | SystemUpdateUnits | All units cannot be selected or seen when zoomed in and they will not move unless this option is enabled | Pre-Enabled |
File:IconDebug10x.png | SystemUpdateBuildings | All buildings (does not include boats) cannot be seen when zoomed in or used by units | Pre-Enabled |
File:IconDebug10x.png | SystemUpdateCities | City populations will not be updated (boreders can still be destoryed using demolish tool)(there might be more) | Pre-Enabled |
File:IconDebug10x.png | SystemCityTasks | Units will not be assigned jobs or finish constructions. Boats will become idle at docks. Kingdoms will not send armies | Pre-Enabled |
N/a | SystemUpdateDirtyChunks | When disabled, the game will not update the status of changed tiles. | Pre-Enabled |
File:IconDebug10x.png | UseGlobalPathLock | When enabled, regions traversed by units' paths will be "locked", which may affect pathfinding results and efficiency. Units will wander more into other villages - Assumed/Unknown | Pre-Enabled |
N/a | SystemCheckGoodForBoat | When enabled, regions adjacent to regions traversed by boats' paths will be "locked", which may affect boats' pathfinding results and efficiency. Takes effect only when UseGlobalPathLock is also enabled. | |
File:IconDebug10x.png | SystemSplitAstar | No actual effect in game currently | Pre-Enabled |
N/a | UseCacheForRegionPath | When enabled, the game will save units' movement paths in a cache, and use the cache for pathfinding. May affect pathfinding results and efficiency. | Pre-Enabled |
File:IconHealth10xEdit.png | ParallelJobsUpdater | Unknown | Pre-Enabled |
File:IconHealth10xEdit.png | ParallelChunks | Unknown | Pre-Enabled |
File:IconBuildings 10x.png | ScaleEffectEnabled | Enables a smooth transition animation when zooming out to the minimap. | Pre-Enabled |
File:IconMadness10x.png | UseCameraAspect | Adds shadows to trees and buildings when zoomed farther out (but still zoomed in) and allows you to stay zoomed in with the camera father away when disabled | Pre-Enabled |
File:IconPause10x.png | AddJobManagerSkips | No effect in game currently | |
File:IconDebug10x.png | MakeUnitsFollowCursor | When enabled, when you click on a point in the map, favorite units on the same island will stop their current jobs and move towards the clicked point. After reaching the targeted point, they will return to their previous jobs. | |
File:IconDebug10x.png | DrawBadLinksDiag | Unknown | |
File:Shielded10x.png | DebugIdleSounds | When enabled, reduces the cooldown time for playing idle sounds to 0.002 months in game (normal cooldown time is a random value between 1-2.4 months in game) | |
File:RightClickHand.png | PauseOnStart | When new worlds are loaded the game will be paused (disables once closing worldbox) |
Trivia[edit]
- At the bottom of the debug menu you can find a text box that says "Can't catch them all ¯\_(ツ)_/¯". You can click this text to cause it to fall off the menu. The text box is talking about the sheep around the menu which get will avoid your cursor. It gets harder to click these sheep the less there are. It seems to be impossible to get all of the sheep
- Trunk and Burger heads were added in version 0.6.187. They were called Poncho's burger heads and Glonk's trunk heads.
- Old Debug menu video: