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Cogmind Wizard Mode is made accessible by adding the attached file to your game directory. Please don't share this file around, it's only for patrons of the Wizard tier and higher. Note this key will also sometimes change with a new release, though in any case the version for which the latest key is applicable is noted at the bottom of this page.

There will be occasional announcements about more Wizard Mode features.

With the file in the game directory, hit Shift-Alt-d on the main UI, and then again to confirm. Welcome to Wizard Mode.

Wizard Mode gives access to the debug console, which you can pull up on the main UI with that same command. I'll be doing a more in-depth post about Wizard mode soon, but until then here are some of the main console commands to get you started (commands are not case-sensitive):

  • "i" / "m" / "e" / "c"/"h": Maximize core integrity/matter/energy/corruption/heat; follow with a number to set it to that value (ex: "i 100")

  • "g [XXX]": Give item [XXX], which is placed in inventory (or on the ground if inventory is full); [XXX] can also be an item abbreviation using the first letter of each word (e.g. "dns" for Deep Network Scanner) where the first matching item is what's given, or you can also use a substring for less typing if there is only one match (e.g. simply "g boom" will give you 12-ASH's Boomstick, since there's no other item with the string "boom" in it)

  • "as [XXX][#]": Add a new empty slot, where [XXX] is one of po/pr/ut/we, and [#] is the number to add (defaults to 1 if unspecified)

  • "rs [XXX][#]"": Remove an existing empty slot, where [XXX] is one of po/pr/ut/we, and [#] is the number to remove (defaults to 1 if unspecified)

  • "go [XXX]": Teleport to the target map, where [XXX] are generally the first three letters of that map's name (see Addendum 1)

  • "evo [XXX]": As "go," but also undergoes the proper evolution count for the target depth, including slots (which must be assigned), core integrity, and innate cooling

  • "presence": Toggle the HUD's current influence display; follow with a number to set the current influence to that value

  • "presence_popup": Toggle an influence popup that appears next to Cogmind any time the current influence level changes

  • "pe [XXX]": Specify the tag* (see Addendum 2) of an enemy to place via cursor command (supports generalized class-based naming, e.g. "pe grunt", but in that case will only chose a bot suitable for the current depth, meaning it can't be used to autoselect a Behemoth in the early game, since they can't spawn there--in such situations you need to use the precise full name, e.g. "pe g-34 mercenary") (note: attempting to spawn Artisans outside of the Subcaves will crash the game)

  • "pa [XXX]": As "pe," but the robot will be allied when placed (blue, controllable)

  • "pap [XXX]": As "pa", although when placed the ally will be a non-controllable "purple" follower

  • "paw [XXX]": As "pa", although when placed the ally will be a non-controllable "white" ally that does not follow Cogmind

  • "f [XXX]": Specify the faction* (see Addendum 4) to which to change the faction of an existing robot via cursor command ("faction")

  • "rif": Gives RIF status instantly, as if used a RIF Installer; optionally follow with the name of a RIF ability to add that one to your list (e.g. "rif alert id control")

  • "break_part": Break the first item displayed in Cogmind's inventory

  • "disable_part": Disable for 20 turns the first item displayed in Cogmind's inventory

  • "dm": Destroy all MAIN.C combat faction bots (remove them from game)

  • "km": Kill all MAIN.C combat faction bots (kills them normally)

  • "dmu": Destroy all MAIN.C combat faction bots that are not currently visible to the player (i.e. leaves only those that are in view) ("destroy_mainc_unseen")

  • "du": Destroy all bots that are not currently visible to the player (i.e. leaves only those that are in view) ("destroy_unseen")

  • "duf [#]": Destroy all bots outside range [#] from Cogmind, which defaults to a range of 10 if unspecified ("destroy_unseen_far")

  • "maim_mainc": Set all MAIN.C combat faction bots to a core integrity of 1

  • "ri": Randomize the integrity of all attached items; optional follow with a number to specify the minimum allowed integrity percentage (for example "ri 20" to randomize between 20~100% of max), or use a negative number to indicate the maximum allowed integrity percentage (e.g. "ri -20" to randomize between 1~20% of max)

  • "rii": Randomize the integrity of all inventory items; optionally use same parameters as "ri"

  • "ria": Randomize the integrity of all owned items; optionally use same parameters as "ri"

  • "rimi": Randomize the integrity of all items across the entire map (ground)

  • "destroy_part [XXX]": Destroy first item with a matching tag owned by Cogmind

  • "damage_part [XXX]": Set integrity of first item with a matching tag owned by Cogmind to 1

  • "ct [XXX]": Permanently set the data of the first weapon owned by Cogmind to have a 100% critical chance of the type [XXX] (e.g. "ct destroy")

  • "hs": Force trigger high security ("high_security")

  • "t [#]": Set the current game turn to [#]; depending on when or how you use this it could cause all sorts of weird side effects or break things, but it might come in handy sometimes

  • "pt [#]": Pass [#] turns, essentially just an easier way to use the "t" command to set the game turn to +[#], so it doesn't really "pass the turns" in a proper sense like you can do by holding the wait key

  • "ai": Toggle AI activity, which when off causes all AI-controlled bots to skip their turn

  • "show_energy": Show current energy levels of all bots across map

  • "coords": Display both the map coordinates and map console coordinates at the bottom of the map view area

  • "cc [XXX]": Specify the tag* (see Addendum 3) of a cell to place via cursor command (overrides any previously saved robot tag, e.g. the "pe" command) ("convert_cell")

  • "gal [XXX]": Add item [XXX] to your gallery permanently, as if having used it once. Specifying an item name can use the same shortcuts as the "g" command.

  • "exiles_seeds [#]": Generate an exiles_seeds.txt file containing [#] number of world seeds and the Exiles prototypes that appear in the vault for that seed

  • "p2b": Toggle the market chart in Pay2Buy mode, showing the current base price modifiers for each item subtype

  • "xp [#]": Give [#] amount of XP in RPGLIKE mode

  • "protomatter [#]": Drop [#] amount of Protomatter on the ground in RPGLIKE mode

  • "p2_inv": Player 2 mode ally loadout info includes inventory contents (in the some cases late-game loadouts with this setting on may extend outside the visible area)

  • "p2_slots": Not really useful to you, but this is a feature I used while building the Player 2 mode AI, outputting to a file lists of prospective slot evolutions, which are weighted and the values are adjusted progressively based on what they already have at the time

  • "p2_as [XXX][#] ": Syntax works as with the "as" command for adding new slots to yourself, but instead adds them to Player 2

  • "renderFilter"/"renderFilterMap": Enter filters dynamically rather than editing advanced.cfg and requiring a restart, allowing you to more quickly play with the options

  • "renderFilter"/"renderFilterMap": Enter filters dynamically rather than editing advanced.cfg and requiring a restart, allowing you to more quickly play with the options

Note the debug console has a command buffer identical to that featured in machine hacking

And here are some special non-console features that only work while in Wizard Mode:

  • Ctrl-F8: Save current game

  • Ctrl-F9: Load saved game

  • Alt-RMB: Teleport to the cursor location

  • Ctrl-Shift-Alt-LMB on a robot to destroy it

  • Ctrl-Shift-Alt-RMB on a robot to remove it from game

  • Alt-LMB to place the robot last specified specified by a "pe/pa/pap/paw" console command, or the cell last specified by a "cc" command

  • Shift-Alt-LMB on a robot to assign it the faction specified by the "f" console command

  • Ctrl-Shift-Alt-n: Immediately teleport to the next connected main complex map, skipping evolution

  • Ctrl-Shift-Alt-k: Reveal the entire map layout (adds it to player's [k]nownMap); press again quickly to also reveal all items and earth

  • Ctrl-Shift-Alt-c: Clear all map knowledge

  • Ctrl-Shift-Alt-v: Toggle FOV overlay mode highlighting that of all visible hostiles, and hovering over bots (non-hostile as well) shows their individual FOV

  • Ctrl-Shift-Alt-t: Toggle knowledge of all trap locations (doesn't give Cogmind this knowledge, simply highlights them)

  • Ctrl-Shift-Alt-i: Toggle the t[i]me queue debugger, which displays the current relative time units of every AI on the map, as well as the full turn queue at the left of the map view

  • Ctrl-Shift-Alt-r: Toggle desire path overlay for the entire map, showing full Active Sensor Suite data

Some behaviors unique to wizard mode:

  • Saves are not deleted in this mode, you'll need to do that manually in your file manager (or overwrite an old save using a new save point)

  • Self-destructing is a quick way to start a new game, though. Also there is no confirmation required for the self-destruct hotkey (Alf-F10).

  • There is no auto-saving while in Wizard Mode.

  • Once in Wizard Mode, the only way out is to close the game and restart, because all subsequent runs that session are in wizard mode.

  • Loading/starting into a Wizard Mode save also activates the mode automatically if it's not already active, so you'll also have to manually delete any existing wizard mode save (before startup) if you want to return to normal play.

Regarding your player metadata, I've tried to ensure that nothing done in Wizard Mode can affect your non-Wizard Mode data, but it was a lot to cover so there's always a small chance I missed something. So it's safest if you play with Wizard Mode using a separate copy of the game, though whether you do or not, I appreciate any feedback regarding confirmed effects on player data to ensure that it's safe for wizards to enter this mode without harming their own data.

It's extremely possible to crash your game with Wizard Mode, so there's no need to tell me about crashes or other bugs caused by this mode. Wizard Mode won't crash if you're doing stuff that's normally done in the game, just saying that obviously you can indirectly enable really weird stuff with it and the game is not set up to deal with situations outside the realm of what's usually possible.

In conclusion, here's a tribute to Cogmind and Wizard Mode by "8FPS, a science corps soldier."

Addendum 1: Map Abbreviations

The "go/evo" commands use three-letter map abbreviations, the same ones you can find used in scoresheets, and in most cases these are equivalent to the first three characters of the map name, e.g. "DEE" for Deep Caves. The only exceptions so far are either obvious, or major spoilers and can still be found in scoresheets, so they aren't currently listed here.

Addendum 2: Robot Tags

With the "pe/pa/pap/paw" commands, and internally, robots are referred to by their tag rather than name. In the game data this makes it possible to have different versions of robots which outwardly appear to be the same. In most cases a robot's tag is the same as its name, so you'll be familiar with them and able to create them as necessary, but below is a list of tags for robots that require them (this list does contain some SPOILERS, so if that bothers you consider ignoring it until you have some wins under your belt--most robots are accessible via name anyway).

  • P_Grunt (these P_ are all protovariants)

  • P_Duelist

  • P_Sentry

  • P_Demolisher

  • P_Specialist

  • P_Hunter

  • P_Programmer

  • Ranger_DRS

  • Scrapper_3

  • Elite_4

  • Scrapoid_3

  • Scrapoid_6

  • Scrapoid_8

  • Z_Courier

  • Z_Recon

  • Z_Light_5

  • Z_Light_7

  • Z_Light_9

  • Z_Heavy_5

  • Z_Heavy_7

  • Z_Heavy_9

  • Z_Experiment_8

  • Z_Experiment_10

  • Thief_5

  • Thief_7 (Master Thief)

  • Assembled_4

  • Assembled_7

  • Golem_8

  • Golem_0 (Golem with no parts)

  • Surgeon_4

  • Surgeon_6

  • Wasp_5

  • Wasp_7

  • Thug_5

  • Thug_7

  • Savage_5

  • Savage_7

  • Butcher_5

  • Butcher_7

  • Bouncer_7

  • Martyr_5

  • Martyr_7

  • Guerilla_5

  • Guerilla_7

  • Wizard_5

  • Wizard_7

  • Marauder_6

  • Marauder_8

  • Fireman_5

  • Fireman_7

  • Mutant_5

  • Mutant_6

  • Mutant_7

  • Mutant_8

  • Infiltrator_6

  • Infiltrator_7

  • Infiltrator_8

  • Zion_Hero_01 (CL-ANK)

  • Zion_Hero_02 (1C-UTU)

  • Zion_Hero_03 (AD-0RF)

  • Zion_Hero_04 (7V-RTL)

  • Zion_Hero_05 (P1-3CE)

  • Zion_Hero_06 (12-ASH)

  • Zion_Hero_07 (ME-RLN)

  • Zion_Hero_08 (NK-0LA)

  • Zion_Hero_09 (99-TNT)

  • Triborg_A

  • Fake_God_Mode

  • God_Mode

  • Warlord_B (Command variant)

  • MAINC_A (phase 1)

  • MAINC_B (phase 2)

CaptainWinky on spawning heroes: "I have them all with me now and it's like an 80s action movie with all the one-liners and explosions."

Addendum 3: Cell Tags

As with robots or any other game objects, cells are referenced by tag rather than name, and in Cogmind pretty much all cell tags are different from their actual names. You'll need to use these in combination with the "cc" command.

Simple cell tags:

  • earth

  • ground (open ground/dirt)

Most tags are a combination of the general type and the map abbreviation. This is because each map has its own wall type, for example, so that they can assign their own unique values.

Composite cell tag types:

  • floor_ (only affects appearance)

  • wall_

  • barrier_ (Reinforced Barrier)

  • door_

  • shortcut_ (hidden doors, only affects appearance)

  • phasewall_

  • stairs_ (wouldn't recommend messing with these)

The full tag for a cell is created by appending the relevant map abbreviation, for example "wall_fac" specifies the Factory wall cell.

This feature was added rather quickly and can probably cause a number of oddities or crashes since it may not apply all possible secondary requirements for manipulating some cell types, I just needed it to make a few simple map edits for screenshot purposes when releasing Beta 13, and piggybacking on the robot creation code was a relatively easy way to do that. If anything, it may be especially bad to try to spawn cells from one map onto another? Haven't tested any of that stuff, no idea :P

Addendum 4: Changing Robot Faction

Although there are already commands for adding new robots directly into "factions" via various placement commands, it's also possible to change the faction of one or more existing robots. One possible use of this feature is to create custom Botcubes that are hostile with one another.

Before doing so, you might want to first use the "f" command to set the target faction. The default is MAIN.C faction, while the others available are:

  • "C": Controlled allies

  • "A": Allies (purple, uncontrolled)

  • "MC": MAIN.C (combat/non-combat bots are put in their appropriate sub-faction by class)

  • "HD": Hostile Derelict (enemies with everyone except their own faction)

  • "W": Warlord

  • "S": Scraptown

Uncontrollable Cogmind allies will follow Cogmind, though a faction change does not otherwise reset a robot's other AI settings. However, an AI will naturally reset their own hostility memory when it's their turn in order to avoid attacking former enemies with which they're now allied, for example.

Addendum 5: Player 2 Mode

If combining Wizard Mode and the Player 2 special mode, you should exit the Scrapyard  (skipping straight there via Ctrl-Shift-Alt-n is fine) to properly spawn and team up with Player 2, since they have a special place in the game state. For the same reason, although it's possible to spawn additional "Player 2"-like allies, they will not be treated in full as the same kind of special ally, e.g. no damage mirroring, no evolution, no special AI behaviors like helping attack non-hostiles, or avoiding going after new enemies that haven't spotted Player 2 without Cogmind attacking first; also no dialogue, nor dedicated loadout window. They will basically just be allies that can manage their own parts (and limited to their basic starting slots and stats).

Note additional "Player 2" allies can only be manually spawned by using "pap" rather than "pa," because the latter type is controllable by Cogmind, which forces a different kinda of AI on them.

Teleporting to a new map always brings along the special mode's real/dedicated Player 2. Teleporting to a new location on the same map will also bring them along, but only if they're adjacent to Cogmind when left-clicking on the target.

Key!

Download the latest key below. Applicable version: Beta 15 X1 and later.

Comments

Minty.

hey, thanks so much for working on the game! I appreciate it ^^ I can't seem to understand how to use "f" command to change robot faction(ad4)

Kyzrati

Hi Minty! Thanks for the support :D The Addendum just provides additional details, for the actual commands used in combination with those features you'll have to look at the command lists. What I've done with the guide is try to keep all the commands in the main list without repeating them elsewhere, so that there aren't a lot of duplicates which can also eventually lead to inaccurate information if something is changed somewhere but not in all locations. (It's a common possibility, even if one is aware of it...) *Currently* the command list says 'Shift-Alt-LMB on a robot to assign it the faction specified by the "f" console command'

Minty.

btw if you turn certain bots to controlled allies with the use of f c going into order mode crashes the game but i guess it's expected

Kyzrati

Yeah as described in the guide above there are infinite ways to crash the game via wizard mode, no need to report them unless you find an issue that can actually be recreated in the normal game.

Plasmoid Dude

I know I'm replying late, but what is the difference between Warlord and Scraptown as factions? as if they were the same, I assumed they just be a general "friendly derelict faction"

Kyzrati

No replying late, is fine, it's a long-term guide, after all :) Also that's one of the newer features added to wizard mode only this year! From Cogmind's perspective there's not much difference, though theoretically there could be a difference in some maps and in terms of their response to certain actions, yeah? Like if you have a Warlord bot in Scraptown, they're not going to be affected by the hostility of Scraptown if you attack, since they're not supposed to be there to begin with. Gotta think from all angles on that one.

Plasmoid Dude

I assume a example of this would be KTG not caring if you attack Warlord bots in the base in the seeds where they spawn there?

Kyzrati

Doubt it, they're likely internally allied with W there so they act in concert with other bots on the map. (What I meant is *if you put one there*, because as stated that's not supposed to be a thing to begin with. It's an unnecessary complication.)