Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

31 ratings
Microcontroller
   
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Modules: Regular Module
File Size
Posted
Updated
2.382 MB
24 Sep, 2016 @ 3:57pm
1 Dec, 2016 @ 2:29pm
7 Change Notes ( view )

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Microcontroller

Description
It's called "micro"-controller yet this thing in there is pretty big. Probably because it can cause a pretty big explosion...

About
This is the first module in (hopefully) a series based on electronics. Connect the pins of the microcontrollers to the correct input. But which pin is what? And what do these colors mean?

Complexity: moderate
Time Requirement: high

Please note: We are aware that the text on the controller is glowing in the dark. Unfortunately our work-around for this doesn't work with the new version of KTANE anymore and we couldn't figure out an alternative that doesn't break the game yet. We'll update as soon as this changes.

Manual
The manual is included with the download but can also be found here: https://www.dropbox.com/s/okfs3scpw0x86c1/manual.pdf?dl=0

For Modders
The mod-ID is fnxMicrocontroller
16 Comments
alpha8404 10 Feb, 2020 @ 4:33am 
Timwi 30 Jul, 2017 @ 5:17am 
For mission makers, the ID of the module is Microcontroller , not fnxMicrocontroller.
JJ  [author] 5 Mar, 2017 @ 5:08pm 
@starwolf3325: Hi, the rule in the manual actually reads as having C,L,R,X,1 or 8. Could this be the reason for the mistake?
starwolf3325 26 Feb, 2017 @ 7:53pm 
Might want to double-check this one. I just had one that mistakenly read the bomb's serial number as having a C, L, R, X 1, or 4. Blue was correct for PWM, but it wanted Yellow for RST.
Enty 11 Dec, 2016 @ 9:12am 
You can always make it glow off-green and say the lettering is glow-in-the-dark on purpose :P
McDude73 25 Nov, 2016 @ 8:02pm 
This module needs to be updates with the latest version that the modkit can support (5.4.2p2)
cbstratton 12 Nov, 2016 @ 8:03pm 
Hey Flush, love the module. I have come across a bug with the mod.
The edgework was as follows:
5 batteries in 3 holders, a parallel and serial port, unlit FRQ, lit BOB, serial #: XN6DJ8
I had a LEDS 6-pin controller with the 3rd rule on the manual page (SN contains C, L, R, etc), according to the rule, pin 2 was a RST pin, that rule specifies RST being yellow, but when it was entered, yellow was wrong and magenta was right. Can you get that fixed please. Thanks!
McDude73 1 Nov, 2016 @ 3:58pm 
Alright, thank you. I just wanted to point it out because it was something I couldn't get out of my head after a night's defusal.
Flush  [author] 1 Nov, 2016 @ 3:29pm 
@McDude73: So am I. I encountered this bug myself while working on my upcoming second mod. I'm assuming it's some kind of shader problem with the custom background that gets triggered by something the Bulb module does, but I wasn't able to pin it down yet.

This however, does in no way influence the game logic. It looks ugly but it still works the same. I'm kind of busy lately but trying to fix it.
McDude73 1 Nov, 2016 @ 10:53am 
Ok, I'm confused. Ever since that new mod for The Bulb (or Lamp on how you like to call it), I had what looked like a strange bug that stretched the inside most part of the module. What I mean by that is when you look at the above, it's completely normal, but when I mixed The Bulb and this mod together, the circuit board background stretched out more to the right.

The mod was still functional and can answer correctly when this happened, although I am confused why this happens.