Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

52 ratings
Mr. Porcu's “Module Training” Missions
Other: Missions
File Size
1.197 MB
Sep 21, 2016 @ 8:03am
Jun 24 @ 6:36am
686 Change Notes ( view )

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Mr. Porcu's “Module Training” Missions

Version 7.60.2
The "Infinite Bombs" sections in each Table of Contents REQUIRES both the "Multiple Bombs" mod and the "Factory" mod, and remember to enable the "Factory" room.
The "Mod selector" mod is a useful tool, I suggest you to read the mod's description and install it.
The other mods "required" to use this mission pack are tweaks and addons to the gameplay or that can be used by some modules. I suggest you to install these too, but if you want you can skip them.
This version of the pack requires you to use v 1.9.4 or higher of the game, else you will end up with your game stuck on loading.

If you are a new player making the first step into the world of modded modules or a veteran looking for more practice then this mission pack is what you're looking for. You'll find at least a mission for every module present in the base game and available on the workshop, and new missions will be added whenever I'm able to. Lots of time to play around, learn and understand how every module works and what it does, even if you are doing the role of both the expert and the defuser at the same time.

I suggest you to use only the vanilla bomb casing because I made these mission to have at most 11 modules per bomb and text written in the modules may be too small with large bomb casings. If you still want to use a different bomb casings then install the "Camera Zoom" mod, as it let you zoom on the module you selected, but make sure to not use the 2x2 bomb casings as there are issues with "front face only" bombs.

As for right now, the mission pack is divided into 30 Tables of Contents:
1) Regular Vanilla Modules, containing a mission for every Vanilla solvable module;
2) Regular Modded Modules - 0-9 and Symbols, containing a mission for every Modded solvable module which name starts with one of those numbers indicated or with a character like % and &;
3-28) Regular Modded Modules - [Letter], containing a mission for every Modded solvable module which name starts with the letter indicated, excluding the word "The";
29) Lookalike Modules, containing a mission for those modules that look almost identical between each other;
30) Needy Modules, containing a mission for every Vanilla AND Modded needy module.

Tables 1 to 28 are further divided in 2 sections each:
1) Single Bomb;
2) Infinite Bombs.

Tables 29 and 30 will only have a "Single Bomb" section simply called "Missions", but I'm open to suggestions for this. The order of these tables in-game is going to be "29, 2, 3-28, 30, 1" because the game is sorting them alphabetically.

AS A LAST IMPORTANT NOTE: if there is a problem with any mission on the Official KTaNE Discord server. Remember that I live in the GMT+1 timezone (BST+1 in case of daylight saving time). And keep an adequate behavior while writing, or you'll be ignored (this is the internet after all). And please be specific on what the problem is. In other words: don't write stuff like "mod broken u suck fix plz".
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AwesomePants Mar 11 @ 2:04pm 
thank you!
porcu93  [author] Mar 11 @ 11:06am 
They all are in the same mission called "Vanilla Needy Modules", that's why.
AwesomePants Mar 11 @ 9:46am 
vanilla needy modules are missing for me.
any idea why?
Dark Heresy Dec 30, 2019 @ 9:52am 
The Prime Checker mission appears to be broken, the modules always show the number 634, and the buttons do nothing. I'm not sure the problem is with the module or the mission.
ObjectsCountries Aug 18, 2019 @ 1:35pm 
also snakes and ladders seems to have been deleted from the workshop, and the missions for the fortnight and yoinking e-bucks are inaccessible (possibly because of an incorrect module id)
porcu93  [author] Jun 13, 2019 @ 4:48pm 
Again: the sections are ordered to have all the solvable modules first and then the needy modules, so no.
ObjectsCountries Jun 13, 2019 @ 3:52pm 
can you at least put needies before inf bombs because clicking
porcu93  [author] Jun 13, 2019 @ 8:20am 
There is no need for such section, else I would have to do one for all wires and so on. Also the sections are ordered to have all the solvable modules first and then the needy modules.
ObjectsCountries Jun 13, 2019 @ 7:39am 
i mean you could put them all in one new section, "similar modules" for mods that are close to each other but easily distinguishable, also PLEASE move infinite bomb missions to the last pack, i hate having to spam click a fuck ton just to get to a needy
porcu93  [author] Jun 12, 2019 @ 2:00am 
There's no need to, the modules are differend between each other, unlike the various "Colored Squares" variations or the "Ordered Keys" variations.