I can confirm that the current behavior is bugged on windows.
I use a custom keyboard layout which uses DVORAK characters and AZERTY virtual keys.
To clarify on the different layers of abstractions windows provides:
* scan codes describes the physical location of keys, and should be used for ...
Search found 54 matches
- Fri Jul 10, 2026 8:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.7] Ctrl/Command + A to select all no longer works on AZERTY keyboard.
- Replies: 9
- Views: 1338
- Mon Jul 06, 2026 12:57 pm
- Forum: Ideas and Suggestions
- Topic: Add exclude/blacklist to Pump Filters
- Replies: 1
- Views: 603
Re: Add exclude/blacklist to Pump Filters
I would love this
- Fri Jun 26, 2026 11:19 am
- Forum: Modding interface requests
- Topic: request_train_path{blacklist=...}
- Replies: 2
- Views: 262
Re: request_train_path{blacklist=...}
my understanding is that this would be a performance disaster, implicitely repathing all kinds of trains by breaking rails, and also trains might be currently occupying them.
- Fri Jun 19, 2026 10:26 am
- Forum: Modding interface requests
- Topic: request_train_path{blacklist=...}
- Replies: 2
- Views: 262
request_train_path{blacklist=...}
Hi, for my use case of the `request_train_path`, I need the ability to mark certain RailEnds as impassible, disallowing the pathfinder from finding paths through them.
Thats why I propose the addition of a `blacklist = array[RailEnd]` parameter on the `request_train_path`.
In practical terms ...
Thats why I propose the addition of a `blacklist = array[RailEnd]` parameter on the `request_train_path`.
In practical terms ...
- Wed Jun 04, 2025 2:02 pm
- Forum: Duplicates
- Topic: [2.0.47] Crash: Access Violation when screenshotting (?)
- Replies: 2
- Views: 887
[2.0.47] Crash: Access Violation when screenshotting (?)
Hi,
I'm 100% consistently experiencing the same access violation crash when running an unreleased 2.0 version of the factoriomaps mod. (Little has changed compared to the 1.1 release of my mod.)
version & mods used
* Factorio 2.0.47 (build 82606, win64, steam, space-age)
* FactorioMaps ...
I'm 100% consistently experiencing the same access violation crash when running an unreleased 2.0 version of the factoriomaps mod. (Little has changed compared to the 1.1 release of my mod.)
version & mods used
* Factorio 2.0.47 (build 82606, win64, steam, space-age)
* FactorioMaps ...
- Sat Nov 02, 2024 12:01 pm
- Forum: Ideas and Suggestions
- Topic: Recycler inventory cannot be read out by signals
- Replies: 5
- Views: 1521
Recycler inventory cannot be read out by signals
Not sure whether to report this as a bug or under suggestions. Either way, the recycler behavior is currently inconsistent with other machines when it comes to circuitry, it does not allow reading out the contents of the recycler.
- Sat Nov 02, 2024 11:55 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.9] Pipette on quality concrete/brick item in assembler gives normal item ghost
- Replies: 15
- Views: 7023
Re: [2.0.9] Pipette on quality concrete/brick item in assembler gives normal item ghost
I want to confirm that I also do this all the time and consider it a bug.
- Tue Dec 26, 2023 1:31 pm
- Forum: Ideas and Suggestions
- Topic: PVP scenario: control the spawning of large and huge rocks in the starting area
- Replies: 0
- Views: 814
PVP scenario: control the spawning of large and huge rocks in the starting area
TL;DR
Guarantee spawning of huge rocks in starting area to balance PVP scenario
What ?
It would be nice if this spawning was controlled to ensure a fixed amount of large and huge rocks in the proximity of the starting area.
Why ?
Across various starting scenarios, factorio already controls ...
Guarantee spawning of huge rocks in starting area to balance PVP scenario
What ?
It would be nice if this spawning was controlled to ensure a fixed amount of large and huge rocks in the proximity of the starting area.
Why ?
Across various starting scenarios, factorio already controls ...
- Tue Dec 26, 2023 1:21 pm
- Forum: Not a bug
- Topic: PVP scenario generated perimiter walls spawn over water
- Replies: 1
- Views: 1243
PVP scenario generated perimiter walls spawn over water
With the PVP scenario default parameters, a perimiter wall is generated for you. However the landfill in this wall is one block too small: it spawns walls floating over water blocks. This causes several issues:
1. once picked up, the walls cannot be placed back
2. The walls connect to the adjescent ...
1. once picked up, the walls cannot be placed back
2. The walls connect to the adjescent ...
- Wed Apr 29, 2020 3:08 pm
- Forum: Implemented mod requests
- Topic: Allow specifying the location of the script-output directory separately
- Replies: 6
- Views: 5312
Re: Allow specifying the location of the script-output directory separately
This feature would be very much appreciated, due to changes in the way factorio handles symlinks on linux, they are now completely broken. Factorio on windows is still happy with having the base script-output be a symlink, but linux will not tolerate even that.
This has caused multiple issue ...
This has caused multiple issue ...
- Thu Feb 13, 2020 1:20 pm
- Forum: Implemented mod requests
- Topic: Allow specifying the location of the script-output directory separately
- Replies: 6
- Views: 5312
Allow specifying the location of the script-output directory separately
The proper location for this is kind of split between modding interface requests and ideas and suggestions, but my specific use case is for a mod so I'll post it here.
It would be nice if it was possible to specify a separate location for script-output. AFAIK, currently this is not possible: while ...
It would be nice if it was possible to specify a separate location for script-output. AFAIK, currently this is not possible: while ...
- Wed Dec 18, 2019 4:08 pm
- Forum: Modding interface requests
- Topic: Ability to load a game trough command line stdin
- Replies: 0
- Views: 1266
Ability to load a game trough command line stdin
Currently, the only documented way to be able to load games programmatically is by starting factorio.exe with the --load-game parameter. It would be nice if this same functionality would be possible on an already running game by sending it a command trough stdin.
Factoriomaps heavily depends on the ...
Factoriomaps heavily depends on the ...
- Tue Oct 08, 2019 2:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.69] --disable-migration-window does not disable the migration window
- Replies: 1
- Views: 3181
[Rseding91] [0.17.69] --disable-migration-window does not disable the migration window
pretty self explanatory.
Tested with command: factorio.exe --disable-migration-window --load-game luke.zip
Here is the result:
I've attached the luke.zip savefile in case it is needed.
Tested with command: factorio.exe --disable-migration-window --load-game luke.zip
Here is the result:

I've attached the luke.zip savefile in case it is needed.
- Wed Apr 03, 2019 9:22 pm
- Forum: Modding interface requests
- Topic: daytime parameter for take_screenshot
- Replies: 0
- Views: 1167
daytime parameter for take_screenshot
I (cough) propose to add a daytime parameter to take_screenshot. If not passed, the current daytime of the surface is used.
example:
example:
Code: Select all
game.take_screenshot{daytime=0.5}- Wed Mar 27, 2019 8:01 pm
- Forum: Modding interface requests
- Topic: on_updated: on_tick that works when paused
- Replies: 6
- Views: 3235
Re: on_updated: on_tick that works when paused
You can simply run a loop that counts to a billion to distract the CPU until the screenshot finishes. What OP wants, and the devs won't give, is a way to wait for exactly the right amount of time.
No, that wouldnt do anything for me I think, since all the lua stuff is ran synchronously.
Such ...
- Wed Mar 27, 2019 2:30 pm
- Forum: Won't fix.
- Topic: [0.17.18] Symlinks in script-output no longer work.
- Replies: 9
- Views: 8359
Re: [0.17.18] Symlinks in script-output no longer work.
Thanks for the report however I don't consider this a bug. I don't want scripts writing anything outside of the script output folder even if you symlink it to some other location.
Can I ask why not? In the case that the symlink was created by a user, permission is already explicitely given. In ...
- Tue Mar 26, 2019 8:44 pm
- Forum: Won't fix.
- Topic: [0.17.18] Symlinks in script-output no longer work.
- Replies: 9
- Views: 8359
Re: [0.17.18] Symlinks in script-output no longer work.
They're being paranoid about where they'll allow file overwrites by arbitrary code their engine loads? ... yup, that's some paranoia-level constraint checking.
Good. These are mod-supplied file overwrites to mod-supplied paths, they _should_ be confined.
The symlink would have to be made ...
- Tue Mar 26, 2019 1:27 pm
- Forum: Modding interface requests
- Topic: on_updated: on_tick that works when paused
- Replies: 6
- Views: 3235
on_updated: on_tick that works when paused
When using game.tick_paused, I don't understand how to unpause the game after that.
The only delayed entry points that might work that I can find are GUI or key events. Is this true, or am I missing something important?
If not, I propose to add some kind of on_updated event, which works similar to ...
The only delayed entry points that might work that I can find are GUI or key events. Is this true, or am I missing something important?
If not, I propose to add some kind of on_updated event, which works similar to ...
- Tue Mar 26, 2019 12:30 pm
- Forum: Won't fix.
- Topic: [0.17.18] Symlinks in script-output no longer work.
- Replies: 9
- Views: 8359
[0.17.18] Symlinks in script-output no longer work.
In past versions of the game, you were always able to create a symlink from script-output to another folder to explicitely allow mods to output to different locations. This is no longer possible, the game now first resolves the symlink and then realises its no longer inside script-output.
This is ...
This is ...
- Tue Feb 26, 2019 8:21 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.1] Non qwerty keyboard layouts are now shited
- Replies: 3
- Views: 2537
Re: [0.17.0] Non qwerty keyboard layouts are now shited
I think you misread the FFF-259 . They switched to scancodes from keycodes. Using the keys that would be WASD on a QWERTY layout should now be easier on an AZERTY layout. I imagine you had the keymapping changed before so that you were using the WASD equivalent (ZQSD?)? It's plausible the game ...