Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

Tweaks
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Update: May 30, 2020 @ 10:55pm

DBML: Fix a bug where modules would swap on top of each other
Add a null check when looping over components. Added by Andrio.

Update: May 28, 2020 @ 11:41am

Actually make the Show Tips setting do something. Thanks to Timwi for spotting this.

Update: May 28, 2020 @ 11:30am

Fix crash bug and add Show Tips setting

Update: May 26, 2020 @ 8:42pm

Many minor modifications making much merriment

- Save the logfile to output_log_2.txt when quitting the game to prevent losing the previous logfile.
- Show tips to help make features more visible.
- Fix the status light and highlight of several modules.
- Add a VR back button to Mod Settings app.
- Allow TP to control the emergency lights if it's loaded.
- Added new shared modding API that can do things like explode the bomb when in Zen mode.
- Removed Switches logging now that it's been added to the module itself.
- Fix minor memory issue where certain module objects being were kept around.

Demand-based Mod Loading:
- Add Russian Adjacent Letters and Polish Colour Flash.
- Fix the game locking up if a module fails to load. Leaderboards will be disabled instead.
- Fix modules being missing after leaving the Mod Manager.
- Fix modules that need timer face visibility not swapping with empty slots on the bomb.
- Fix module textures unloading too early.

Update: Mar 19, 2020 @ 3:46pm

1.9.10 and VR:
- Rebuilt the mod for 1.9.10
- Fixed CaseGenerator cases not being able to be picked up and rendering incorrectly in VR
- Fixed the pluralization in the demand based mod loading message
- Fixed the mod settings editor breaking if a file is missing an expected key
- Added a timestamp to the logging

Update: Feb 9, 2020 @ 10:40pm

Tweaks: Follow-up update
- Fix Geometry Dash not getting loaded correctly with demand-based loading
- Add more logging
- Add ModuleTweaks setting

Update: Feb 8, 2020 @ 4:58pm

Major update: Added demand-based mod loading, logging, and fixes.

Demand-based mod loading makes it so that modules are only loaded into the game once they are needed on a bomb. This means that not only is the time to start the game up reduced significantly but also the game will use less memory. To enable the feature, enable both the "Demand-Based Mod Loading" and the "Disable Demand-Based Mods" feature then follow the prompt.

Update: Oct 30, 2019 @ 8:59pm

Major changes to Time Mode:
- Default module point values are now read from a spreadsheet. Your ModeSettings.json file will override these values.
- Go give them some feedback on the point spreadsheet. They worked very hard on it, but need input to make it better. It can be found here: https://docs.google.com/spreadsheets/d/16lz2mCqRWxq__qnamgvlD0XwTuva4jIDW1VPWX49hzM/edit
- The HUD shows points and time gained when solving module, time lost when striking.
- A new Point Multiplier field can be used to make it easier or harder to suit the defusing team.

Additional changes:
- Show Edgework now displays edgework visually instead of as text.
- A warning message is displayed when starting a mission with any advantageous features enabled saying that leaderboards are disabled. Features include Bomb HUD, Show Edgework, etc.
- Added a setting that disables all advantageous features.
- Fixed a bug in BetterCasePicker when missions use unique bombs from Multiple Bombs.

Update: Jul 28, 2019 @ 6:44pm

Logging update:
- Update the additional logging to log anchor positions instead of cases
- Support getting the IDs for modules that have logging implemented by Tweaks
- Fix logging IDs being global and not per module
- Change the padding on the HUD a bit

Update: Jul 2, 2019 @ 9:15pm

A debugged update:
- Added Sea Shells logging by Timwi
- Fixed SkipGameplayDelay stopping the timer from showing in the factory
- Fixed the additional logging reporting IDs incorrectly
- Fixed the settings editor not showing the correct initial value in the keyboard