Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

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Binary LEDs
Modules: Regular Module
File Size
2.198 MB
Jun 18, 2017 @ 11:47am
Dec 7, 2017 @ 4:54pm
13 Change Notes ( view )

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Binary LEDs

Binary. A time-honored method of communication via tiny blinking lights.



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SiberianShay Nov 19, 2017 @ 11:14am 
Hello I'm here to inform an update on your modules they need to be fix for the new update. Here is what you need to do recompile their mods in Unity 2017.1 and then test them in the game's new beta, which can be enabled in Steam by right-clicking the game in the library, then "Properties" and then "Betas". These are for the following that need fixed: Binary LEDs
Willowyn  [author] Jun 20, 2017 @ 1:31pm 
Hey Tim--after our chat offline I've modified the logic for people with a >3 strike bomb to what you've suggested, just setting the module to solved on a third mistake.
Timwi Jun 20, 2017 @ 4:13am 
@Willowyn Thank you for your work on this module. I hear there’s still one outstanding issue, namely that the module is unsolvable once all three wires are cut incorrectly. Are you still going to fix this? (For example, by letting it count as solved on the third wrong wire?)
Willowyn  [author] Jun 19, 2017 @ 10:50am 
I pushed the manual changes up to Github, but realize now that I needed to refresh the URLs here. Links should be updated now.

I'm not sure how the manual's supposed to go supplied as part of the module besides the link above. I see the folder structure in Unity--is it just as simple as putting the manual pages in the right folder?

If you know what to do here, feel free to send me a message and take this offline. If you're playing online, I'd love to listen in when you try the module out, too. =)
elias5891 Jun 19, 2017 @ 3:40am 
The bug fix definitely worked, and I'm liking the fact that the lights turn off after completion. I do notice that I had the second pattern (Pattern 1) just now, and the duplicate consecutive 15s were had changed to something else, I forget what. However, both links in the description here still suggest that there are back to back 15s in that sequence. I think those are perhaps in need of an update.

In addition, I am wondering if this module generates a manual page for the manual pdf that gets created by the game? I didn't see one, but with as many modules as I have, I may have missed it. Went looking there to see if the module had produced an up-to-date manual there, but it did not appear so.

Love the receptability to feedback, very excited/anxious to be able to play this one in a standard session.
Willowyn  [author] Jun 18, 2017 @ 5:35pm 
Dupes removed from sequences, and lights turned off when the module is solved.
Willowyn  [author] Jun 18, 2017 @ 5:20pm 
The sequence does remain the same after a strike. Hopefully the expert can warn the defuser of the numbers in the sequence before the one they're supposed to cut on. =) The defuser is hopefully not just told "cut red on 2", but more like "there'll be a 10, two more numbers, and then a 2. Cut red on 2".

I like the idea of just tweaking the numbers so there aren't any dupes. I'll take the module down for a bit for this, since this requires manual tweaks to go with the module.

I also like the idea of turning the lights off after a correct cut. I'll add that in. Thanks for the input!
Willowyn  [author] Jun 18, 2017 @ 4:35pm 
Hey Elias--thanks again for the bug report. Should be fixed now.

Regarding the speed being fast--I could potentially see that. The current intent is that it's supposed to be too fast for the defuser to comfortably read all the numbers in a sequence. Instead they need to rely on easy ones, and the expert needs to be flexible in searching for say, two numbers with a blank between them, or use hints about the ends of the sequence.

Regarding duplicate numbers--yeah... I've thought about blinking the LEDs off towards the end of any time interval. Alternatively I could probably just tweak the sequences to have no duplicates. Let me know if you have any thoughts on those as well.