Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

Multiple Bombs
22 Comments
Potkan 27 Jul, 2023 @ 2:51pm 
lol
elias5891 5 Aug, 2017 @ 4:53pm 
@thomas066 There is in the portal room
The Nightmare Squid 11 Jun, 2017 @ 5:19am 
If only there was a way to set needy modules to only activate when the bomb is first picked up. That would make needy-dominant missions with multiple bombs more tolerable.
Jofoyo 25 May, 2017 @ 11:59am 
This + quadruple decker bus
censorship = death :( 8 May, 2017 @ 12:55pm 
truely the freshiest hell
Kikicat123 15 Jan, 2017 @ 2:06pm 
what about 6 double decker bombs filled with needy modules and extremely complicated modules from the workshop, all while driving a bus that cant go slower than 50 and will blow up when the gas runs out? why the fuck not?
Quroe 9 Jan, 2017 @ 11:36am 
Oh, boy. This adds a new element to the game. I always wondered why there were 2 bombs in the tutorial but not any of the levels. This puts another hilariousy fun challenge on the diffuser to juggle multiple jobs, like knowing which bomb (s)he is handling and what ports or serial number to work with, and also juggling the needy modules is a whole new fun thing to think about. Thumbs up all around!
darrius1828 7 Jan, 2017 @ 6:46am 
This makes the game a little bit more chaotic, but it adds that extra little bit of your gonna die because this is impossible!
TiTO 31 Dec, 2016 @ 6:03am 
What if you could defuse 3 bombs..?
Noir Ludere 10 Dec, 2016 @ 8:30am 
I defused a 46 module c:
Lupo511  [author] 10 Dec, 2016 @ 5:16am 
At the moment it's just two, it might increase in the future if there aren't any problems whit it.
porcu93 9 Dec, 2016 @ 2:11pm 
Just out of curiosity: what is the max amount of bombs allowed?
Noir Ludere 8 Dec, 2016 @ 12:06am 
are you telling me i can do 46 modules at once? ._.
Doomedrpgthesuperking 2 Dec, 2016 @ 1:39pm 
More fun to blow up with😎
McDude73 26 Nov, 2016 @ 7:34am 
Alright, thanks @Lupo511
Lupo511  [author] 26 Nov, 2016 @ 5:35am 
The current time doubling is based on the number of Bombs, not on the number of modules.
The total max time is the sum of the maximum times the single Bombs would have, so two regular Bombs would be 2x10=20 minutes.
Of course I could change it to module based if people like that better.
caitsith2 26 Nov, 2016 @ 4:58am 
One thing to note, is that Doubling the time does NOT follow the developers formula for max time. The max time is (N-1) minutes, where N is the maximum total possible modules solvable. In the case of 2x bombs, (22 modules), the max timer should be max of 21 minutes. For 2 double decker bombs (46 modules), the max timer should be 45 minutes.
Lupo511  [author] 26 Nov, 2016 @ 2:39am 
@McDude73: The mod doesn't affect missions, only free play. Missions will still have one bomb as normal.
Kapsyloffer 26 Nov, 2016 @ 12:45am 
This mod + double decker bomb = Madness.
Emtu 25 Nov, 2016 @ 8:16pm 
Gee Bill! How come your mom lets you disarm two bombs?
caitsith2 25 Nov, 2016 @ 4:47pm 
This totally could be fun for Clown Car.
McDude73 25 Nov, 2016 @ 3:19pm 
So, I know you may not be able to answer this question I have, but HOW would this affect missions upon being played?