
It will show which actions are currently being considered and which action is currently running. To use the AI inspector, select a living entity from inside the game, and open the AI inspector by clicking on it. If you need tougher raids than the initial ones, use other debug tools to increase your net worth or try with other methods (e.g.: preparing a test world with the Microworld mod). The fastest way to spawn enemies when debugging combat-related stuff is triggering the raiding parties from the ambient threats campaign. There's a trigger next to the close button:ĭon't forget to unpause the game when you test the encounters, some of them might need it to finish triggering. You can also start the game master from within the campaign browser if you're in a test world that hasn't initialized it. If you get any UI errors while using this debug tool, press F5 to reload the UI. Close and reopen the campaign browser in order to refresh it. If the encounter is a generator, has some unmet start requirements or has the chance to not spawn a child node, the timer may reset without spawning anything.Ĭampaigns might delete some encounters or chains of encounters once they finish, but if the campaign browser is open when that happens, these encounters will still be shown, so you will get UI errors if you try to click / trigger them. You can try to trigger them with "Trigger Now" or let the game play at a higher speed to wait until the timer expires. Some encounters will have a timer on them. Other might have requirements that can't be skipped by triggering them with this tool, but you can cheat with the rest of debug tools in order to meet them, and then try to trigger them again. Some encounters might have extra options in the contextual menus. This is useful because we can trigger directly the encounter that we want to debug, instead of a randomly chosen one: If the encounter can spawn more than one encounter, you will see a list of the options available as well as the default trigger. Clicking on them will show / hide extra information in the contextual menu when applicable (sometimes there will be no private variables to show). One is "Toggle Raw View" (a gears icon) and the other one is "Toggle Private Variables View". There are a couple of buttons in the contextual menus. If the encounter has already been triggered you will see info about it in the contextual menu: If the encounter hasn't been triggered yet, you will see an option to trigger it. Useful when the tree feels too cluttered.Ĭlick on the name of a node to open a contextual menu. Some tips for using the campaign browser:Ĭlick on the white dot of a parent node to collapse / expand that branch or sub-branch. You can use this tool to debug your own modded campaigns, see if their flow is correct and spawn them at any given time.

You can see (and trigger) encounters with it, and check the ones that are currently active. The campaign browser shows the current status of the game master in terms of campaigns, in the form of a horizontal tree with nodes. It will return to its original position once you close the other UI view. If a debug tool is open while you open any other in-game UI view, the tool's UI might move around the screen. You can drag around the UI of any of these tools. Some general info: Any blue text in the various debugtools is a link to other information or to trigger something. Click on "Quit to Main Menu", and accept to reload so that the changes will take place.ĭebugtools is a set of 10 tools located in the upper-right corner of the screen:.In the "Local Mods" list, check the box for 'debugtools'.
#Stonehearth game mac mods#

#Stonehearth game mac mod#
Debugtools is a mod used by the developers to help debugging the game.
