# Timed bombs issue

**URL:** https://discourse.cataclysmdda.org/t/timed-bombs-issue/11685
**Category:** The Garage
**Created:** [April 10, 2016, 9:33am UTC](https://discourse.cataclysmdda.org/t/timed-bombs-issue/11685 "2016-04-10T09:33:01Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![Marte](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/marte/32/1224_2.png) [@Marte](https://discourse.cataclysmdda.org/u/Marte)
#### Post date: [April 10, 2016, 9:33am UTC](https://discourse.cataclysmdda.org/t/timed-bombs-issue/11685/1 "2016-04-10T09:33:01Z")

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I’ve found an anormal mechanic correlated with timed explosives (tested with “dynamite” and “smoke bomb”…).

This is my observation: in last builds, if the .JSON defines the bomb using «“target\_charges”: X» (in basic item) and a simple «“turns\_per\_charge”: Y» (in active bomb), than the bomb explode in 1 turn, ignoring “X” charges from parent object.

If the object is defined using «“target\_charges”: X» AND «“max\_charges”: Y, “initial\_charges”: Z, “turns\_per\_charge”: K» (as for “pipe bomb”/“active pipe bomb”), the timer is correct ('cause redefining charges in active object is logiclly a “fail safe” approch… 😉 ).
