Editing Development mode
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− | {{Rewrite|reason=Development mode massively changed in 1.4, with the menus overhauled, a bunch of options shifted to other menus | + | {{Rewrite|reason=Development mode massively changed in 1.4, with the menus overhauled, a bunch of options shifted to other menus when god mode is turned on etc.}} |
{{Image wanted|reason=See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options (e.g. the +/- options on the mood bars when its activated}} | {{Image wanted|reason=See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options (e.g. the +/- options on the mood bars when its activated}} | ||
[[File:Dev mode.png|300px|thumb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]] | [[File:Dev mode.png|300px|thumb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]] | ||
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=== Search bar === | === Search bar === | ||
Allows you to find items on the current map and will scan through all the items in the event of multiples. Does not work on map. In menus it can be used at any level to quickly find any action or setting through to narrowing item search results when spawning. | Allows you to find items on the current map and will scan through all the items in the event of multiples. Does not work on map. In menus it can be used at any level to quickly find any action or setting through to narrowing item search results when spawning. | ||
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== Debug Action Menu == | == Debug Action Menu == | ||
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==== Understanding the Buttons ==== | ==== Understanding the Buttons ==== | ||
− | Not every command can be listed all at once and frankly would overwhelm nearly anyone so many of these options are multi-level. More than one of these options can appear on a button and, for example, to change an items quality select the "T:set quality..." option and then select the quality you want to make the item. Special note that the game will only apply settings to objects that allow that effect or descriptor and will attempt to | + | Not every command can be listed all at once and frankly would overwhelm nearly anyone so many of these options are multi-level. More than one of these options can appear on a button and, for example, to change an items quality select the "T:set quality..." option and then select the quality you want to make the item. Special note that the game will only apply settings to objects that allow that effect or descriptor and will attempt to effect everything in every layer under the mouse. Beware T:Kill, T:Delete, and T:Discard! To cancel any tool at anytime just right click or press escape. |
− | Commands prefaced with with "T:" are applied to a target. Upon selection the menu will close and leave a T attached to the cursor with either the name, action, or instructions beside it. Some pawns may be between cells and you may need to toggle pause to let them move into a targetable position. Beware target tools will | + | Commands prefaced with with "T:" are applied to a target. Upon selection the menu will close and leave a T attached to the cursor with either the name, action, or instructions beside it. Some pawns may be between cells and you may need to toggle pause to let them move into a targetable position. Beware target tools will effect every valid object in the selected cell. |
Commands ending with an ellipsis "..." denote the items with submenus usually offering options such as quality level, quantity, difficulty level, or what item you want to spawn to name a few of the most common. Being presented with no option within a submenu usually means there is nothing available to do in the gamespace you are currently in. (e.x. spawning a pawn on the main menu) | Commands ending with an ellipsis "..." denote the items with submenus usually offering options such as quality level, quantity, difficulty level, or what item you want to spawn to name a few of the most common. Being presented with no option within a submenu usually means there is nothing available to do in the gamespace you are currently in. (e.x. spawning a pawn on the main menu) | ||
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Commands ending in (rect) will require you to select two points to create a rectangle selection area for the selected task. Examples of this would be "Edit Roof (rect)..." which would allow you to remove or place specific roof types. | Commands ending in (rect) will require you to select two points to create a rectangle selection area for the selected task. Examples of this would be "Edit Roof (rect)..." which would allow you to remove or place specific roof types. | ||
− | Commands ending in (Map) will | + | Commands ending in (Map) will effect the current map in whatever way they normally would otherwise. Example would be "Do Incident (Map)..." to generate a caravan, visitor, or passing thrumbo heard. |
===Incidents=== | ===Incidents=== | ||
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! Add [[techprint]] to project {{RoyaltyIcon}} | ! Add [[techprint]] to project {{RoyaltyIcon}} | ||
− | | Allows you to select a | + | | Allows you to select a tech pring and which pawn will receiver credit for it's use. |
|- | |- | ||
! Apply [[techprint]] on project {{RoyaltyIcon}} | ! Apply [[techprint]] on project {{RoyaltyIcon}} | ||
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=== Autotests === | === Autotests === | ||
{| class="wikitable" | {| class="wikitable" | ||
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! Action !! Effect | ! Action !! Effect | ||
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| When tested in dev mode, it spawned 26 colonists, this command simulates a full colony with all tech researched. Included with everything unlocked, like buildings and items that can be placed. For example items/buildings added by mods are shown as well. You can use this as a test to see what consumables, buildings, workbenches, apparel, weapons and other available stuff is added when reaching endgame. All buildable buildings, props and decor, from the architecture tab will be spawned on an electric power grid shown in the picture below. As an addition all the items like consumables like food, drugs and raw resources will be shown in the other photo. | | When tested in dev mode, it spawned 26 colonists, this command simulates a full colony with all tech researched. Included with everything unlocked, like buildings and items that can be placed. For example items/buildings added by mods are shown as well. You can use this as a test to see what consumables, buildings, workbenches, apparel, weapons and other available stuff is added when reaching endgame. All buildable buildings, props and decor, from the architecture tab will be spawned on an electric power grid shown in the picture below. As an addition all the items like consumables like food, drugs and raw resources will be shown in the other photo. | ||
<gallery> | <gallery> | ||
− | + | Screenshot 2023-05-18 163244.png| make colony (full) command | |
− | + | Screenshot 2023-05-18 150933.png| make colony (full) command | |
</gallery> | </gallery> | ||
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