If I start the game on Linux with no window manager, all mouse input is ignored.
The attached game log is identical other than timestamps with or without a window manager and the bug being reported.
PS: Also the game claims to be fullscreen when it isn't without a wm.
PPS: Also GUI elements get clipped at the screen edges in that scenario because the game thinks its window is larger than it is.
[2.0.77] Mouse input ignored with no window manager
[2.0.77] Mouse input ignored with no window manager
- Attachments
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- factorio-nowm-mouse-ignored.log
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Re: [2.0.77] Mouse input ignored with no window manager
What do you mean "no window manager"? Are you starting the game directly from a TTY? If so, then that is an unsupported usecase - please use a window manager.
Don't forget, you're here forever.
Re: [2.0.77] Mouse input ignored with no window manager
e.g. startx factorio (or the equivalent through startup scripts), such as for a kiosk or console.
My actual use case is for head-ful integration tests. I did just add a wm to the session in question, so the workaround wasn't hard, but I thought it worth reporting just in case.
My actual use case is for head-ful integration tests. I did just add a wm to the session in question, so the workaround wasn't hard, but I thought it worth reporting just in case.
Re: [2.0.77] Mouse input ignored with no window manager
We don't deal directly with system-level components such as X11, Wayland, or Pipewire - that is all handled by SDL. I would try a small SDL test application, and if that has the same issue, feel free to report it to the SDL developers. (though I expect they will give you a response similar to mine)
Don't forget, you're here forever.
Re: [2.0.77] Mouse input ignored with no window manager
I'll head upstream for the SDL situation.
For what it's worth, here's a mod to demonstrate the piece of the GUI problem that I think is on Factorio.
This will show that Factorio is telling the mod that the resolution is 1920x1080 (always? hardcoded?) for about 5 frames before telling the mod the resolution has "changed" to what it actually was all along.
For what it's worth, here's a mod to demonstrate the piece of the GUI problem that I think is on Factorio.
Code: Select all
local function probe(tag)
local p = game.players[1]
if not p then log("RESPROBE " .. tag .. " no player") return end
local r = p.display_resolution
log(string.format("RESPROBE %s display_resolution=%dx%d display_scale=%s",
tag, r.width, r.height, tostring(p.display_scale)))
end
script.on_event(defines.events.on_tick, function(event)
if event.tick == 120 then probe("tick120") end
if event.tick == 300 then probe("tick300") end
end)
script.on_event(defines.events.on_player_display_resolution_changed, function() probe("changed") end)
script.on_event(defines.events.on_player_created, function() probe("created") end)
Last edited by sparr on Thu Sep 17, 2026 8:35 pm, edited 2 times in total.
Re: [2.0.77] Mouse input ignored with no window manager
The display_scale and display_resolution being incorrect in on player created is expected and documented: https://lua-api.factorio.com/latest/cla ... play_scale
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

