[Hrusa][2.0.7] Player movement chokes if control was held down first
- cynicalwanderer
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[Hrusa][2.0.7] Player movement chokes if control was held down first
In 1.1 I would commonly do something like run alongside a row of chests with control held down and the mouse over the chests to loot them. This would work fine and not cause any issues, regardless of whether I pressed control before I started running or after. However in 2.0.7 now, if I press control first before moving and then press a movement key, the player will not move. Even if I release the control key while still holding down movement, the character stays frozen in place until I first release the movement key and then press it again without control. Weirdly, if I press control and then right say, but then release control and while still pressing right (and being frozen) I then press say up, then the up movement will start working but the right movement will not unfreeze until I release all movement keys and then start fresh. If starting movement before pressing control, then there is no problem with freezing.
The expected behaviour should be that when you hold down control either before or after commencing movement, there should be no prevention of the input registering and freezing up the character, and furthermore there should be no need to release frozen movement keys in order to get the movements to work again. This expected behaviour was working just fine in 1.1 previously and hence is why it feels so jarring now to be having this issue.
Use case is for Windows Steam version, and please note that in case it matters, I remap movement keys from WASD to arrows, and use the right control button (closest to arrows for thumb press) as my chest loot control key.
The expected behaviour should be that when you hold down control either before or after commencing movement, there should be no prevention of the input registering and freezing up the character, and furthermore there should be no need to release frozen movement keys in order to get the movements to work again. This expected behaviour was working just fine in 1.1 previously and hence is why it feels so jarring now to be having this issue.
Use case is for Windows Steam version, and please note that in case it matters, I remap movement keys from WASD to arrows, and use the right control button (closest to arrows for thumb press) as my chest loot control key.
- xargo-sama
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Re: [2.0.7] Player movement chokes if control was held down first
I've tried to follow your steps and recreate the issue, but on my computer when I hold ctrl and then walk it works fine.
Could you send me your files from so that I can investigate with your keybindings?
Could you send me your files from
Code: Select all
%appdata%/Factorio/config
- cynicalwanderer
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Re: [Hrusa][2.0.7] Player movement chokes if control was held down first
Thank you for looking at it, please find ini file attached
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Re: [Hrusa][2.0.7] Player movement chokes if control was held down first
I have the same problem, I have attached my config file as well in case it helps!!
Problem arises for both holding Ctrl or Shift before trying to move
(I'm also using arrow keys for movement instead of WASD)
Problem arises for both holding Ctrl or Shift before trying to move
(I'm also using arrow keys for movement instead of WASD)
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- config.ini
- (58.11 KiB) Downloaded 10 times
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- Long Handed Inserter
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Re: [Hrusa][2.0.7] Player movement chokes if control was held down first
Same for me it appears: viewtopic.php?f=18&t=116356
Only difference is I'm using ctrl for shooting.
Only difference is I'm using ctrl for shooting.
- xargo-sama
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Re: [Hrusa][2.0.7] Player movement chokes if control was held down first
Ok, I've figured out the cause. There are new bindings for nudging blueprints that have been consuming your inputs. If you search: "move blueprint" in your controls you will find them. They default to ctrl and shift + arrows and when you map your movement to arrows they consume the input action.
For now, the immediate fix is to rebind them. But I will try to see whether we can make it not fire when you aren't holding a blueprint.
For now, the immediate fix is to rebind them. But I will try to see whether we can make it not fire when you aren't holding a blueprint.
- cynicalwanderer
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Re: [Hrusa][2.0.7] Player movement chokes if control was held down first
Thank you, rebinding these as you described fixes the problem for now, as I rarely use the blueprint nudge keys anyway. The long term fix you suggest to only trigger these inside a blueprint sounds pretty good too.
- BlueTemplar
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Re: [Hrusa][2.0.7] Player movement chokes if control was held down first
This sounds like the same issue that has been around on AZERTY forever ? (Works when running in one direction, but not other.)
BobDiggity (mod-scenario-pack)
- xargo-sama
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Re: [Hrusa][2.0.7] Player movement chokes if control was held down first
I looked around some more and it's not a straightforward fix. The inputs have a lot of considerations for cases where continuous and one-time inputs meet. I don't want to pry these open right now, because the risk of some more frequently overlapping binds going wrong is high. Since this can be solved by re-binding the conflicting combinations I will consider this addressed for now.
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Re: [Hrusa][2.0.7] Player movement chokes if control was held down first
This worked great, thanks! Now I can dodge worm goo all day longxargo-sama wrote: ↑Tue Oct 22, 2024 10:01 am Ok, I've figured out the cause. There are new bindings for nudging blueprints that have been consuming your inputs. If you search: "move blueprint" in your controls you will find them. They default to ctrl and shift + arrows and when you map your movement to arrows they consume the input action.
For now, the immediate fix is to rebind them.
- BlueTemplar
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Re: [Hrusa][2.0.7] Player movement chokes if control was held down first
Ah, that had been the one :
[posila] [0.17] [FR] Unconfortable undo shortcut while running + filling
(And it did get fixed, my bad.)
[posila] [0.17] [FR] Unconfortable undo shortcut while running + filling
(And it did get fixed, my bad.)
BobDiggity (mod-scenario-pack)