This list is sorted with what I think are generally the most useful and relevant features first.
Most of these settings can be easily edited using the Mod Settings Editor found in the Mod Selector tablet. Additional ones can found in a file called “TweakSettings” in your “Modsettings” folder.
1
) - The number seconds should it take to fade in and out of scenes. If the is negative then the game default’s will not be changed.true
) - Skips the gameplay loading screen as soon as possible.false
) - Skips the delay at the beginning of a round when the lights are out.true
) - Chooses the smallest case that fits instead of a random one.false
) - Turns the Mods Only key to be on by default.false
) - Load only the modules on a bomb instead of loading all of them when starting up. See the DBML section below.false
) - Exclude modules by name from being loaded using DBML. Useful if you want to run a mission included with a module. If a mod contains multiple modules then it’ll be disabled unless all of them are excluded from DBML. Capitalization doesn’t matter and patterns can be used like in HideTOC.-1
) - Sets the limit of how many mods will be kept loaded after the bomb is over. Negative numbers will keep all mods loaded.false
) - Changes the URL that is queried by Foreign Exchange Rates since the old one is no longer operational. See the module’s manual for the new URL.false
) - Adds a HUD in the top right corner showing information about the currently selected bomb.false
) - Disables advantageous features so you don’t have to modify your settings temporarily.true
) - Shows tips about Tweaks features that you may not know about. Only tips about features that aren’t being used will be shown.[]
) - Hides table of contents entries that match the specified patterns. (See example.) Patterns can use an *
to match any number of characters and a ?
to match any single character. The pattern must match the whole entry and is case-insensitive. Patterns must be comma separated. Example:
"HideTOC": [
"Probing",
"Hexi*",
"*Translated*"
]
"Normal"
) - Sets the mode for the next bomb. Acceptable values are “Normal”, “Zen”, “Time” and “Steady”. The Bomb Creator allows you to change the current mode. See the Modes section below.-1
) - Seeds the random numbers for the mission which should make the bomb generate consistently. Useful for trying to race to see who could complete a bomb first. You’ll need to make sure things are consistent like settings and what mods are installed. A negative number means that the random numbers won’t be seeded by Tweaks.true
) - Generates a case to best fit the number of modules on the bomb which can be one of the colors defined by CaseColors
. Requires BetterCasePicker to be enabled.true
) - Controls all module related tweaks like fixing status light positions.[]
) - Colors which can be picked by the case generator. Supports: Common color names, HEX, RGB, HSV and random. Example:
"CaseColors": [
"red",
"#FF0000",
"rgb(255, 0, 0)",
"hsv(0, 255, 255)",
"red-green-blue",
"random"
]
red
, #FF0000
, rgb(255, 0, 0)
and hsv(0, 255, 255)
show four different formats but are all the same color. You can use a minus sign (-) to specify a range between colors. So red-green-blue
would pick any color between red and green or between green and blue. random
will be a random color every time.
{}
) - Swaps and hides the holdables in the setup room. Setting a holdable to false
will hide it. Setting it to the name of another holdable will swap it with the default position of that other holdable.If you enable BombHUD, ShowEdgework, use a Mode other than Normal or a MissionSeed other than -1 you won’t be able to set records on leaderboards or change your stats.
To help you identify the mode you are playing with, the timer changes to a unique color. For Normal mode the color is red, for Zen mode it’s cyan, for Time mode it’s orange, and for Steady mode it’s green. The Bomb Creator allows you to change the mode and the initial time for Time mode. Because this changes the values in the settings files, they are used regardless of how a bomb is started.
The settings for all the modes are found in a file called “ModeSettings” in your “Modsettings” folder. An editor has been created so you can modify this file easily. It can also be found on the Repository of Manual Pages, under the “More” tab. To make maintaining the ModeSettings file easier, the editor is split up into sections and allows you to sort the list of modules three ways: alphabetically, by score, or by release date.
Initially the Mode Settings Editor will be populated with the default TP point values for all modules that have them. Modules that don’t have a point value set will be outlined in red. After the point value there may be a number in parenthesis. This is the point difference that module gives when compared to the default Twitch Plays value. If it is a “?” instead of a number, then there is no Twitch Plays value for that module. If you are confused, you can always hover over it for an explanation.
The ModeSettings file contains the following settings:
0
) - The base amount of minutes to be penalized for getting a strike.0
) - The number of minutes to add to the penalty each time you get a strike after the first.0.25
) - The rate the timer speeds up when you get a strike. For example, if this value is 0.25 then the timer speeds up to 1.25x for the first strike, 1.5x for the second, etc.2
) - The maximum rate the timer can be set to. For example, 2 is twice as fast as the normal timer.
2
) - The number of minutes subtracted from the time when you get a strike.0
) - The factor of the starting time the remaining time is reduced by. For example, if this value is 0.25 and you get a strike with 10 minutes on the clock, then the timer will have 7 minutes and 30 seconds left.
5
) - The number of minutes on the timer when you start a bomb. This can be set in the game by using Bomb Creator when Time mode is enabled.9
) - The initial multiplier.10
) - The highest the multiplier can go.1
) - The lowest the multiplier can go.0.1
) - The amount added to the multiplier when you solve a module.1.5
) - The amount subtracted from the multiplier when you get a strike.0.25
) - The factor the time is reduced by when getting a strike. For example, if this value is 0.25, then after a strike the timer will have 75% it’s previous value.15
) - Lowest amount of time that you can lose when you get a strike.20
) - Lowest amount of time you can gain when you solve a module.1
) - The additional multiplier for all points earned.{}
) - The base point value for each module specified by its module ID. Example:
"ComponentValues": {
"MemoryV2": 5.0,
"HexiEvilFMN": 7.0,
"SkewedSlotsModule": 10.0,
"CheapCheckoutModule": 12.0
}
{}
) - The bonus points awarded for solving a module specified by its module ID. This value is multiplied by the number of modules on the bomb. The point value for a module is the base points plus these bonus points. This feature is especially suitable for modules like Forget Me Not or Souvenir. Unfortunately, at this time, this field can’t be changed using the Mode Settings editor. Example:
"TotalModulesMultiplier": {
"MemoryV2": 0.5,
"HexiEvilFMN": 1.5
}
Demand-based mod loading makes it so that modules are only loaded into the game once they are needed on a bomb. This means that not only is the time to start the game up reduced significantly but also the game will use less memory.
The simplest way to enable DBML is to enable both the “Demand-based Mod Loading” and the “Disable Demand-based Mods” feature then follow the prompt. Keep in mind that the second feature isn’t easily reversed without manually re-enabling these mods. Which you would only need to reverse if you wanted to not load all modules using through DBML.
The reason the second feature is recommended to be enabled along with the first is that Tweaks will only load modules on demand if they aren’t already loaded into the game. So it saves a lot of effort of having to go through and disable many modules so that they can be used with DBML.