Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

Semaphore
21 Comments
Bashly  [author] 13 Feb, 2020 @ 1:42pm 
(Or amazingly it's linked above in the description of this mod, or it even downloads the PDF right to your mods folder!)
alpha8404 10 Feb, 2020 @ 4:14am 
Bashly  [author] 18 Mar, 2018 @ 5:11pm 
Good to hear @Ender :)
Anaesthetic 18 Mar, 2018 @ 11:47am 
Fantastic module, I highly recommend it.
Bashly  [author] 7 Dec, 2017 @ 12:21pm 
This has been rebuilt for the new version of KTaNE coming up. If you're having problems at time of this message being posted, either switch to the current Public Beta on Steam, or wait for the new version to drop.
Bashly  [author] 18 Apr, 2017 @ 11:17am 
@Henke37, an idea I had a while back when I was thinking about other 'cruel' variants of my modules was to introduce the 'annul' character as well, as if the module was making a mistake in the communication.
Henke37 16 Apr, 2017 @ 7:45am 
Strange that it doesn't specify semantics for the control characters other than the letter/number selector. It would have been an easy way to add some extra complexity.
Quantum Particles 10 Oct, 2016 @ 10:23am 
Awesome, found it. Thanks!
Bashly  [author] 10 Oct, 2016 @ 10:15am 
Sorry, the path should actually be <steaminstall>/steamapps/workshop/content/341800/723983165/Manual/Modules/ ('content', rather than 'downloads')
Bashly  [author] 10 Oct, 2016 @ 10:13am 
@Quantum Particles, you should be able to find it under <steaminstall>/steamapps/workshop/downloads/341800/723983165/Manual/Modules/ . If you're running on Windows, it will also be a part of the generated manual, which you can find under %UserProfile%/AppData/LocalLow/Steel Crate Games/Keep Talking and Nobody Explodes/Manual .
Quantum Particles 10 Oct, 2016 @ 7:44am 
Maybe i'm just bad at this kind of thing, but you said the manual is included in the download. Can you tell me where to look, or am I just looking in the wrong place?
Flush 31 Aug, 2016 @ 12:56pm 
Seems like you're right Bashly (of course you are, you are the creator :P). Also once you learn the codes for "letters" and "numerals" the time variance becomes a good chunk smaller. If I could edit my original comment I would correct it, but I can't, so whoever reads this please consider it when reading my "review" :)
Bashly  [author] 28 Aug, 2016 @ 4:24pm 
Yes, the final sequence would only be a maximum of 7 characters long - 6 from the serial and one random other character.

It will only ever use the unique character set from the serial as well, so if a serial contained multiple A's, it would only contain one A in the semaphore sequence.

If you believe you're getting duplicates, it'll most likely be a letter and a number that share the same signal (e.g. A or 1, B or 2, etc.). That's the reason for the letters/numbers delimiters.

And yes, I do get your point about RNG causing a wide spectrum of solve times, but I don't think there's much I can do about that without changing the entire module itself. Many other modules also suffer from the same issue (vanilla and modded alike), and I don't necessarily see it as a positive or negative point; quite often you'd find yourself doubting your decision if you think the first signal is the one to choose!
Flush 28 Aug, 2016 @ 11:35am 
oh, so the actual sequence is only 7 characters long? Interesting, it seemed like more when we played it. I also had the impression (not sure) that the same character showed up multiple times in one sequence. We didn't count, so the 20 indeed was just a (possibly exaggerated) gut feeling. I think I'll install the mod again and keep track of this stuff.
Bashly  [author] 28 Aug, 2016 @ 11:07am 
20 is an exaggeration. The worst it could be is 14 signals long, and that's if it's constantly alternating between letters and numbers. Just saying...
Flush 28 Aug, 2016 @ 2:02am 
I like the general idea and the animations are pretty good but the high RNG influence on how long this module takes ruins it for me. If you're lucky you're done within seconds but if you're unlucky you can spend more than a minute interpreting 20ish flag codes. I know some of the original modules have this "problem" too (complex wires, button, etc) but not to an extend where gets annoying.
Complexity: low
Time Requirement: low - very high (RNG varying)
Rating: 3/5
The Sojourner 15 Aug, 2016 @ 9:59am 
Nice module, not too difficult (comparable to Morse Code), but I only wish that this module wasn't so tightly engrained with the serial number. Should a player happend to know semaphore, it's all over, unlike with Morse Code where just knowing the code won't get you everything.
clutterArranger 15 Aug, 2016 @ 8:12am 
Pretty neat. I loved the animation details like error.
Mock Army 13 Aug, 2016 @ 5:08am 
I think the style of semaphores is really great. I love the little animation of switching between the signals. It's the best stylistically of Bash's modules.
Safe-Keeper 12 Aug, 2016 @ 8:27am 
I think maybe you should go for a more simple and minimalist approach? As in, instead of flag poles, just have small monitors displaying only the flags themselves?
Hendruid 7 Aug, 2016 @ 11:33am 
Thank you for creating another amazingly fun module to get my interest back in this game! Keep up the good work!