Debug Menu

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Revision as of 19:04, 15 December 2024 by imported>AvoidBored
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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".

File:IconDebug10x.png

Opening the Debug Menu

  1. Go to the "Game Settings" option in the main tab
  2. Click on "Settings" in the window that opens (has the same gear icon)
  3. Find the burger icon (top-left of window) and click on it 11 times. File:IconBurger10x.png
  4. 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

File:IconWorldLog10x.png General - "For general things"

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"

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"

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"

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"

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"

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"

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:
  • Places where fields can be placed are highlighted in blue
  • Places where field tiles have been placed are highlighted in cyan
  • Field tiles with wheat planted are highlighted in green
  • Field tiles with mature wheat are highlighted in yellow
File:IconMadness10x.png RenderVisibleZones Highlights all visible zones blue (which is basically the whole map)

File:IconDeleteWorld10x.png Dirty - "visualize what just updated"

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"

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:
  • Dark green highlights the dragons' land attack area
  • Light green highlights the dragons' slide attack areas to the left
  • Magenta highlights the dragons' slide attack areas to the right
  • Red highlights the dragons' current movement target
  • Light blue highlights the dragons' current attack target
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"

Icon Name Function Notes
File:Greg10x.png Greg Allows greg to spawn

File:IconKings10x.png Highlight Unit Professions = "WITH PIXELS"

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"

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"

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"

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"

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

  • 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:
File:DebugMenu.gif
How to enter to the debug menu. (outdated)