![]() ![]() Which network-id an entity is connected to. Shows the number (and color) of circuit networks The distance a train will take to stop at its current speedĭisplay a flying "repathed" text over a train whenever it repaths.ĭisplays the network-id of the electric network that a pole is connected to When a train slows down it shows the calculated point where it should halt The source-positions of a path and about the length (?) Shows the current target of the biters (red).īiter groups, which belong together (circles and lines belonging together) Shows waypoints for biters (in green), nearly the same info as the next. The calculated paths for the biters in different colors. Shows which entities input into the selected transport line. Shows on which advanced tiles (2×2 tiles) the entity is registered. Shows the a pink box over each entity, if that is on your screen, the entity will be rendered. Shows the a blue box over each entity, if you hover over it, it will be selected. Shows the collision boxes of each entity (red). Shows the borders of the tiles and chunks. Show entity resitances in all entity tooltips instead of just tooltips of enemy entities and entities with hide_resistances set to false. Shows additional information in the tooltips of entities, items, recipes, tiles etc. The latency information when in multiplayer.Īllows to view selection rectangles of other players in multiplayer. When in a multiplayer game: if the game is currently waiting for the server to process. The counts of each sprite rendered on screen. The bottom Map Generator section relates to the map generation activity. The middle Update section relates to running the simulation for a tick. The Top section of metrics cover the wider game engines activities.Overall calculation delays (some are parallel) must be under 16.6 ms to maintain normal framerate at 1x speed with 60 ticks per second.Time is shown as average/min/max of the last 100 ticks, interval can be changed with /perf-avg-frames.Internal statistics about how long some calculations take, in milliseconds per tick.How many entities, chunks and paths are in the game and used.How many objects are on the screen (painted by the graphic card). ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |