Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

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Crossover Modules
Modules: Regular Module
File Size
1.987 MB
Dec 31, 2016 @ 10:47am
Jul 14 @ 10:09pm
20 Change Notes ( view )

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Crossover Modules

In 1 collection by ZekNikZ
ZekNikZ's Modules
5 items
Combining multiple modules is so fun!

Current Modules:
- Complicated Buttons
- Symbolic Password
- Button Sequences

Designed and implemented by ZekNikZ.

Module IDs: complicatedButtonsModule, symbolicPasswordModule, buttonSequencesModule

Find both HTML and PDF manuals at
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elias5891 Apr 17, 2017 @ 6:46pm 
@T0aSt, since you had 0-1 batteries, and the first button was a detonate, you would want to go in the order listed in that cross-section in the manual page. Thus, the 3,1,2 order. So, you would have wanted to press the third button, then the first.
?? Apr 16, 2017 @ 8:06am 
that module being complicated buttons
?? Apr 16, 2017 @ 7:58am 
I found a bug: I was defusing the module and had 1 battery, the button order was white detonate, white press middle, and purple hold. The button order should have been: press the first, skip the second, press the third. I pressed the first and recived a strike. Why?
?? Apr 14, 2017 @ 6:52pm 
GENIUS! but, as the previous comment says, mabey a bit better asthetics? only if you are willing to do it ;)
Lt. Dan Taylor Jan 16, 2017 @ 8:16pm 
ZekNikZ. I really wishes you module had a better visual aesthetic. I have them turned off due to their poor look. But I like the rules and the mechanics behind them.
Timwi Jan 1, 2017 @ 11:17am 
Hi ZekNikZ. Thanks a ton for your contribution! I’m definitely looking forward to trying this new module! Thanks also for open-sourcing it, that will definitely ensure its longevity. :)
Flamanis Jan 1, 2017 @ 6:37am 
If you wouldn't mind good sir, adding the module id next to each module, just for simplicities sake. (It's how missions are able to use your module, module ID not module name). And something that Timwi has been pushing us to do is putting the source onto Github or something else. The reasoning behind this is so that if for some reason in the future if you leave, or die, or whatever, someone else can take over the mod so that any breaking changes in the game doesn't make the mod unplayable.
Minisablab Dec 31, 2016 @ 6:09pm 
@ZekNikZ Thanks you!
ZekNikZ  [author] Dec 31, 2016 @ 4:29pm 
@Minisablab, the manual is updated and working with the latest version. If you are on Windows, the manual can be found by opening option on the main menu and clicking 'Open Manual Folder'. If on any other OS, then click the link in the description above for the manual.
Minisablab Dec 31, 2016 @ 2:17pm 
I'm a little confused, is the manual included with the mod?