Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

Railway Cargo Loading
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Update: 26 May, 2023 @ 7:39am

* The O button can now be pressed during the module's solve animation to mark the module as disarmed quicker.
* Fix a harmless exception that would occur when trying to write to a note that had already exploded.

Update: 13 May, 2022 @ 9:00am

Attempt to fix a CNR bug for TP. Added additional logging in case it hasn't.
Bonus: Log now quotes verbatim what it says on the note(s).

Update: 20 Sep, 2021 @ 5:06pm

Fixed a TP bug where the module would output to chat how there are no notes to flip despite there being notes to flip

Update: 3 Jun, 2021 @ 6:06pm

Fixed a bug where the module would not generate any nuclear reactor pressure vessels

Update: 25 May, 2021 @ 1:15pm

* Malaligned trains now do not show up on adjacent modules
* Perhaps reduced module's impact on framerate

Update: 22 Aug, 2020 @ 3:09am

Accidentally shup the previous update with the game effects player default module.

Update: 19 Aug, 2020 @ 4:42pm

Prepped the module for Souvenir support by fixing a typographical error in the module's internals that doesn't show up on the module itself, but would show up in Souvenir.

Update: 31 Jul, 2020 @ 6:10pm

* Toggled a setting that should hopefully now make the module VR compatible.
* Resources are removed from the list if the player strikes due to misremembering whether their freight table rule has been applied on cars 12 and beyond.
* Upon a strike, the train will now drive into position. This allows you to take a look at it in case you forgot what an earlier car was but it needs to be remembered.
* Fixed a cosmetic bug where the note would not indent lines preceded by an empty line.
* Incorrectly attached baggage cars now no longer store future passengers' baggage.
* Removed legacy code that involved edgework on whether the train was long-haul and whether the list generates a nuclear reactor pressure vessel instead of an electrical generator. This should have no noticeable effect.
* Increased the chance of electrical generators/nuclear reactor pressure vessels appearing by a bit (from 1/100 to 1/80)
* The solve of the module now happens during the ending cinematic, after the bottom screen turns off, but before the top screen does. This fits better within the module's asynchronous style of shutting off, and also allows twitch plays camera wall players to enjoy the cinematic.
* Twitch Plays:
- * Removed the unsubmittable penalty.
- * Added alternative controls: !up !down !select !cycle
- * Fixed some incorrect terminology in the help message
* Manual:
- * Using my newly learned CSS abilities, I moved some of the main car instructions closer together so it fits more on one page.
- * This leaves room on page 5 to mention some of the above changes where needed, as well as the last instruction which was previously awkwardly placed on page 6.
- * Fixed a minor spelling mistake.
- * Added some additional underlining and bolding to emphasize some things, most notably to help distinguish the eighth car's instructions from the seventh's.
No manual reprint is required, as the gameplay rules haven't changed. However, it is strongly recommended, as all but the last page have been changed significantly.

Update: 7 Jun, 2020 @ 2:40pm

* Manual: Added a bullet point to each of the car tables' instructions referring to the cargo notes section. A reprint is recommended for pages 6 and 7, but not strictly needed, as no rules have been changed.
* Twitch Plays: Block any commands coming in during a stage transition. This should avoid issues with accidental double-sending of commands, as well as overenthusiastic caboose connectors.

Update: 6 Feb, 2020 @ 9:41am

Fixed a bug that would cause the module to immediately skip to car 13's rules on car 14, without evaluating its own rules first.