Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

Combination Lock
49 Comments
porcu93 23 Oct, 2019 @ 1:40pm 
And I quote: "Add the least significant digit of each two factor code together" for the first number, "Add the most significant digit of each two factor code together" for the second number. Keyword: each.
porcu93 23 Oct, 2019 @ 1:39pm 
It's written in the manual...
Dj_Faun 23 Oct, 2019 @ 12:43pm 
What should you do if you have more than two factor codes?
Richleth 16 Jul, 2018 @ 11:54pm 
Its the two factor; make a youtube tutorial because I do it right but it just does not work, when two factor is not in play it works fine
Richleth 16 Jul, 2018 @ 11:38pm 
Ive tried many combos; there is 1 two factor code and I add the two least significant ones first; no modules are solved so i go to the second;I do the things and it does not go over 20 and i contenue; I do the third and enter it in but it does not work; ive tried counting the two double A batteries as 1 battery but nothing is working
LucasWithoutK 30 Jun, 2018 @ 4:48am 
appearently i made a mistake without another mod destroying it , not sure what i did wrong but its good now :)
Mock Army  [author] 29 Jun, 2018 @ 1:35pm 
I'm not aware of another mod that conflicts with this one but please post which one in case somebody else has this problem :)
LucasWithoutK 27 Jun, 2018 @ 6:13am 
its fine now, i had another mod installed dont know which one but now it works again . still thank you for the fast reply :)
Mock Army  [author] 26 Jun, 2018 @ 7:25pm 
Can you provide the bomb module log? Otherwise, we can't confirm if this is a bug or you entered the wrong solution.
LucasWithoutK 26 Jun, 2018 @ 10:45am 
0 two factors and 11 modules impossible
LucasWithoutK 26 Jun, 2018 @ 10:29am 
honestly tried everything but doesnt work
LucasWithoutK 26 Jun, 2018 @ 10:29am 
its bugged for me
Mock Army  [author] 7 Sep, 2017 @ 11:53am 
Yea, you've let me know about this a while ago. I haven't had time to set up my modding environment to fix it. I did test when the bomb has no Two Factor widgets so I'm not sure what's wrong there. Maybe something wrong with calculating the number of solved modules or an update broke it. Who knows.
rexkix 19 Aug, 2017 @ 1:02pm 
Did you know that the module becomes unsolvable when there are too many modules on the bomb and there are no Two Factor widgets? The module only subtracts 20. It should really do a mod 20. If there are too many modules, you can't submit a correct answer.
rubeste 23 Mar, 2017 @ 5:19am 
o right. damn im a idiot. :D
Mock Army  [author] 22 Mar, 2017 @ 3:22pm 
Did you try to move right until you're back at 0?
rubeste 20 Mar, 2017 @ 2:10pm 
i seem to have problems with it. I follow the instructions but it wont work. for example. 0-10-10 awnser should be stay on 0 move left till 10 shows up. then move right till 10 shows up. but it doesnt complete it. I do not know what went wrong. Can someone help. Thx
Lagmeister 11 Feb, 2017 @ 3:33pm 
what does it mean by "factor code"?
rexkix 23 Nov, 2016 @ 10:34am 
Did you know that Timwi is maintaining links to the source code for modules that are posted to GitHub? That way, even if an author disappears, we have a chance to maintain the module. If you have any questions how to do this, please ask me or Timwi on discord.

Please, please do this. We wouldn't want to lose your modules if you drift away. Thanks
Mock Army  [author] 29 Aug, 2016 @ 7:17am 
I made the two factor widget specifically for this module ;)
Flush 28 Aug, 2016 @ 7:10am 
Solid module. The module itself has no information for the expert on it, but since you use the two-factor code and other properties that change with time it's not that bad as with other modules that have this flaw (The complaint there is that when ony referencing static bomb properties like serial number you only need to solve the first module and all other modules of that kind have the same solution). The algorithm also is very easy to memorize which may be caused by the above point. I also think it's a bit odd that you chose to not gie strikes on mistakes, but okay... Bonus points for using the two-factor widget :)

Complexity: low
Time Requirement: moderate
Rating: 4/5
saut; 15 Aug, 2016 @ 4:44pm 
Thought it meant highest number (ex. 293857, MSD is 9)
Thanks it works now.
saut; 15 Aug, 2016 @ 4:39pm 
Thanks
saut; 15 Aug, 2016 @ 4:39pm 
oh
Mock Army  [author] 15 Aug, 2016 @ 4:39pm 
Least significant digit (LSD) - the lowest digit (ex. 293857, LSD is 7)
Most significant digit (MSD) - the highest digit (ex. 293857, MSD is 2)
saut; 15 Aug, 2016 @ 4:38pm 
i swear its not working for me.
saut; 15 Aug, 2016 @ 4:37pm 
Because either im messing up and i dont know it, or its not working for me.
saut; 15 Aug, 2016 @ 4:37pm 
Because either im messing up and i dont know it, or its not working for me.
saut; 15 Aug, 2016 @ 4:32pm 
What does it mean by "significant"
saut; 15 Aug, 2016 @ 4:29pm 
Ill give it another go, may have been a glitch.
Mock Army  [author] 15 Aug, 2016 @ 3:24pm 
@Toast, I've tested it with two factor and it's been fine for me. Remember, the code changes every 60 seconds. You'll know because of 3 soft beeps.

@rexkix The module name is 'combinationLock'.
saut; 15 Aug, 2016 @ 4:35am 
Either the twofactor breaks it or twofactor technacally isn't there.
rexkix 14 Aug, 2016 @ 8:57pm 
What is the name of this module in the ModKit? I'd like to make custom missions that use this module. Thanks,
saut; 14 Aug, 2016 @ 5:58pm 
It works fine without two factor
saut; 14 Aug, 2016 @ 5:57pm 
wait yes it does
saut; 14 Aug, 2016 @ 5:48pm 
Never mind im dumb.
saut; 14 Aug, 2016 @ 5:30pm 
Ive found that the two factor code makes this module impossable. please help!
saut; 13 Aug, 2016 @ 7:20pm 
Wow.
Mock Army  [author] 13 Aug, 2016 @ 12:32pm 
SteamLibrary\steamapps\workshop\content\341800\ is the location for all the mods.

The game generates a manual with the mods on startup and places it here: %UserProfile%\AppData\LocalLow\Steel Crate Games\Keep Talking and Nobody Explodes\Manual

You can paste that location in the location bar of Windows file explorer.
Noir Ludere 13 Aug, 2016 @ 11:22am 
Well where do I find it
Mock Army  [author] 13 Aug, 2016 @ 5:00am 
@xD00MIEx
The manual for that is bundled with the Two Factor widget mod. It's technically not required but does add more variety to the module.

I may create another module that depends on Two Factor so the manual page for that is bundled separately as well as other people may make mods that depend on it.
Rynoceros_142 12 Aug, 2016 @ 10:51pm 
@Mock Army Cheers
Mock Army  [author] 12 Aug, 2016 @ 7:35pm 
I feel that it's punishment enough to not get the correct combination. If the two factor widget is present, the player likely has to recalculate the combination. The punishment is time wasted that could have been spent solving other modules.
rexkix 12 Aug, 2016 @ 7:31pm 
Why did you want no strike on a wrong combination?
Mock Army  [author] 12 Aug, 2016 @ 6:22pm 
I like the handle idea and I may add that in a future update. No strike on a wrong combination was intentionaly though.

@Rynoceros The manual is included with the mod. It is added to the generated manual or you can find it in SteamLibrary\steamapps\workshop\content\341800\737243865
rexkix 12 Aug, 2016 @ 6:18pm 
The module needs to give strikes when you get the combo wrong. It's okay to still have a Reset button, but it should also have a handle. If you've got the combo wrong and use the handle, then it should give a strike. Additionally, a handle would look good on the module, making it look more like a safe.

I agree with luc, the module is really cool.
Rynoceros_142 12 Aug, 2016 @ 3:33am 
where is the manual for this module?
Lucoti 4 Aug, 2016 @ 4:14pm 
I love how this module, after testing and trying to solve it even with manual right in front of me, is just as compromising and neutral about gaining Strikes from itself.