Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

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Foreign Exchange Rates
Modules: Regular Module
Other: Missions
File Size
1.519 MB
Aug 13, 2016 @ 1:59pm
Aug 23, 2016 @ 10:06am
7 Change Notes ( view )

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Foreign Exchange Rates

This module knows economics!


Module ID:
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Squidularity Jun 1 @ 9:58pm 
Honestly you shouldn't have to look stuff up on the internet
Quroe Jan 22 @ 2:24pm 
This module has created some of the most memorable moments of modded gameplay. This mechanics behind this are amazing in my opinion.
rexkix Nov 23, 2016 @ 10:55am 
FYI, Timwi is maintaining links to the source code for modules that are posted to GitHub. This way, even if an author disappears, we have a chance to maintain the module. If you have any questions how to do this, please ask me or Timwi on discord.

Please, please do this. We wouldn't want to lose your modules if you drift away. Thanks.
porcu93 Sep 19, 2016 @ 3:01pm 
There is a typo in the ID up there: you forgot the C in ExChange
FurbyFubar Sep 1, 2016 @ 12:00pm 
Just some feedback on updating the rules for how a mod works: I had my bomb defuser blow up because you had updated the mod and manual, and I was working from a printed out of date manual. I just figured out why.

So yeah, maybe keep that to a minimum since there's no manual version verification for mods? (Fixing typos and bugs is one thing, but change of rules should probably be kept to a minimum?)
Flush Aug 28, 2016 @ 7:23am 
I'm not a fan of the whole internet gimmick. I don't think the expert should rely on any knowledge outside the manual, which he even does if the module doesn't get a connection since the currency codes are nowhere listed in the manual. It also makes this module basically unplayable if you want to use paper manuals and are not in front of a computer. Apart from this it plays rather well.

Complexity: moderate (low in offline mode)
Time Requirement: moderate (low in offline mode)
Rating: 3/5
klomans Aug 24, 2016 @ 9:09am 
Is it possible for someone to explain this via a Youtube video? I'm really stuck on this one, although it's a cool module. We keep exploding on this one :-(
rexkix Aug 15, 2016 @ 4:38pm 
Hi Perky. This module doesn't work right with the gamepad. I think Bitstim or Ben can help you fix that.
Perky  [author] Aug 14, 2016 @ 4:43am 
@Wristwatch4 Good idea, Thematically it would make sense if the bobm has some WiFi widget as the RJ-45 port has nothing plugged in to it. But for now I'll use that in the next update.
Wristwatch4 Aug 14, 2016 @ 1:19am 
SInce the Module is connecting to the Internet, why not make it a condition that the LED's only have the ability to turn green when there is an RJ-45 port present on the Bomb? Or at least, some implementation of the RJ-45 port.