Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

Not enough ratings
Turn the Key
 
Rate  
Favorite
Favorited
Unfavorite
Modules: Regular Module
File Size
Posted
Updated
1.710 MB
Aug 20, 2016 @ 9:57am
Aug 25, 2016 @ 1:52pm
6 Change Notes ( view )

Subscribe to download
Turn the Key

Subscribed
Unsubscribe
Description
Just turn the key.

Note with Advanced turn the key it is not mandatory you have the mods listed in the manual.

Manual:
https://www.dropbox.com/s/b92mfrad49rmixm/TurnTheKey.pdf?dl=0

Module ID:
TurnTheKey
TurnTheKeyAdvanced
< >
16 Comments
elias5891 Aug 25, 2018 @ 8:41am 
Still works for me, @Banana Shark. If it does go head, you can go to ktane.timwi.de for copies of all the manuals.
Graham Aug 25, 2018 @ 2:38am 
Manual link is dead
SiberianShay Mar 19, 2018 @ 1:56pm 
It is to benefit module so hope you consider doing so.
SiberianShay Mar 19, 2018 @ 1:55pm 
@perky Timwi is wanting to have permission to access your codes. As you giving us permissions to edit we still would be crediting you for creating the modules. The community has planned some things so the community would appreciate it if you gave permission to Timwi to see the code.
elawesomeguy May 5, 2017 @ 8:38am 
Is it possible to have the Turn the Key module never set for <1 minute left (unless the bomb only had 1 minute to start with anyway)? I had a fairly large bomb with a Turn the Key module and a Souvenir module on it, except the Souvenir module didn't want to ask most of its questions until the key had been turned (which would've been the final module). Problem was, the Turn the Key was set for 15 seconds left, and it's pretty much impossible to answer 8-10 Souvenir questions in 15 seconds
elias5891 Apr 16, 2017 @ 4:56am 
A question on Turn the Key that came up and I didn't know the answer...are they any safeguards built into this module for if there are multiple occurances, to keep timers from being too close together and preventing proper speed in moving from one to another.
Related question, in relation to the amount of starting time, what is the earliest that this module can trigger?
skydiamand Jan 31, 2017 @ 9:13am 
2 problems:
1) waiting to turn the key if you already disarmed all the modules.
2) Once you missed to turn the key your strikes keep adding even if you turn the key aftherwards.

For the rest its a really nice concept.
rexkix Nov 23, 2016 @ 10:38am 
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
clutterArranger Sep 4, 2016 @ 8:42am 
Well I have 2 problems.

1) I only want the standard key. But they are togather so if subscribe ill get both.

2) When youre done with all other modules you have to wait like 2-3 mins just for key. This is my idea but any fix about that unwanted waiting time will do: When everything else is disarmed this module's timer should disable itself (show the current time maybe? or a red X) and give you the chance of turning the key anytime you want.

I truely enjoyed the main idea but can't play properly if these aren't fixed.
Koops Sep 2, 2016 @ 11:06am 
I understand now. Maybe it's better as a regular module, because it only has to be solved once. I apologize for that. ^^"