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{{Breadcrumbs|Alpha Branch}} | |||
{{Early-access-version|0|1346}} | |||
The game console allows you to modify the game experience in various ways. It is primarily useful for (and intended for) development and debugging purposes. | The game console allows you to modify the game experience in various ways. It is primarily useful for (and intended for) development and debugging purposes. | ||
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** Of particular interest is the "Level component" component under the DEV menu. This allows you to link [[Custom level creation|custom levels]] to the main map. | ** Of particular interest is the "Level component" component under the DEV menu. This allows you to link [[Custom level creation|custom levels]] to the main map. | ||
* All components are available on all levels: | * All components are available on all levels: | ||
** Indelible (red) components, such as {{Component| | ** Indelible (red) components, such as {{Component|4-bit input (dev)|4-bit input|alpha}}. | ||
** Sandbox-only components, such as {{Component|File loader||alpha}}. | ** Sandbox-only components, such as {{Component|File loader||alpha}}. | ||
** Normal components that are unlocked further into the campaign, for example placing a {{Component|ADD (word)|word adder|alpha}} in the ''Half Adder' level. | ** Normal components that are unlocked further into the campaign, for example placing a {{Component|ADD (word)|word adder|alpha}} in the ''Half Adder' level. | ||
* Indelible (red) components can also be deleted from levels. | * Indelible (red) components can also be deleted from levels. | ||
===set_component_string=== | |||
<code>set_component_string <text></code>: Sets the "component string" of the first select component to the value provided. What exactly this means depends on the component. | |||
* Level component: Set to the folder name of the level. | |||
* Registers and Delay lines: Sets the comment/name string. | |||
===complete_level=== | |||
<code>complete_level</code>: Completes the current level | |||
===complete_all_levels=== | |||
<code>complete_all_levels</code>: Marks all levels as complete with score 10k/10k/10k | |||
===save_update=== | |||
<code>save_update</code>: Does some work to update all files in the save folder. I am not sure how up-to-date this command is, I wouldn't use it unless Stuffe tells you to. | |||
===language=== | |||
<code>language <name></code>: Use the file translations/<name>.txt as the source of translations - allows you to use debug and WIP languages. No name resets to normal. | |||
===set_permanent_id=== | |||
<code>set_permanent_id <id></code> sets the "permanent_id" of a component. Note that having duplicate permant ids can have very messy side effects. | |||
===load=== | |||
<code>load <level_name></code> load a level by name (the folder name). | |||
===clear=== | |||
<code>clear</code>: Slears the console. | |||
===toggle_cache_maps=== | |||
<code>toggle_cache_maps</code>: Enables cache map display - useful to figure out the exact hitbox of components and sometimes to debug rare crashes. | |||
===set_score=== | |||
<code>set_score <component> <gate> <delay></code>: Sets the baseline score for the component by their internal ID to the corresponding gate/delay values. | |||
===save_level=== | |||
<code>save_level</code>: Saves the schematic as part of the campaign. | |||
===load_level=== | |||
<code>load_level</code>: Duplicate of load |
Latest revision as of 01:03, 20 January 2025
The game console allows you to modify the game experience in various ways. It is primarily useful for (and intended for) development and debugging purposes.
Accessing the console[edit | edit source]
To access the console, open the main menu by clicking the "hamburger" icon (☰
) in the upper left corner of the game window or by pressing Escape
, and then press q
.
☰
) as Escape
will deselect the selected component and prevent the command from functioning correctly.Available commands[edit | edit source]
dev_mode[edit | edit source]
dev_mode
has two states: dev_mode on
or dev_mode off
. When enabled, several changes to the game's interface occur:
- The component selection menu is available on the main map.
- Of particular interest is the "Level component" component under the DEV menu. This allows you to link custom levels to the main map.
- All components are available on all levels:
- Indelible (red) components, such as 4-bit input.
- Sandbox-only components, such as File loader.
- Normal components that are unlocked further into the campaign, for example placing a word adder in the Half Adder' level.
- Indelible (red) components can also be deleted from levels.
set_component_string[edit | edit source]
set_component_string <text>
: Sets the "component string" of the first select component to the value provided. What exactly this means depends on the component.
- Level component: Set to the folder name of the level.
- Registers and Delay lines: Sets the comment/name string.
complete_level[edit | edit source]
complete_level
: Completes the current level
complete_all_levels[edit | edit source]
complete_all_levels
: Marks all levels as complete with score 10k/10k/10k
save_update[edit | edit source]
save_update
: Does some work to update all files in the save folder. I am not sure how up-to-date this command is, I wouldn't use it unless Stuffe tells you to.
language[edit | edit source]
language <name>
: Use the file translations/<name>.txt as the source of translations - allows you to use debug and WIP languages. No name resets to normal.
set_permanent_id[edit | edit source]
set_permanent_id <id>
sets the "permanent_id" of a component. Note that having duplicate permant ids can have very messy side effects.
load[edit | edit source]
load <level_name>
load a level by name (the folder name).
clear[edit | edit source]
clear
: Slears the console.
toggle_cache_maps[edit | edit source]
toggle_cache_maps
: Enables cache map display - useful to figure out the exact hitbox of components and sometimes to debug rare crashes.
set_score[edit | edit source]
set_score <component> <gate> <delay>
: Sets the baseline score for the component by their internal ID to the corresponding gate/delay values.
save_level[edit | edit source]
save_level
: Saves the schematic as part of the campaign.
load_level[edit | edit source]
load_level
: Duplicate of load