You simply find the mod in the in-game workshop. To make it easier to find you can filter mods to only see Halloween mods or search for "Halloween".
With the mod installed you will now have some detailed spooky decorations when you go into the Town or Ranch map.
You can always disable the mod or unsubscribe if you want the scary decorations to go away again.
If you run into trouble with this mod or the game in general, remember you can always ask for help in the Community section here on Steam or in my Discord. Either I or someone else from the community (most likely Keltusar :P) will help you out.
Added "Wind effect" to all fireworks and various smoke in the game. The wind effect is very subtle and mainly affect smoke, but it adds a nice little touch to the game. It is dependent on the weather in the map, so the wind is a bit stronger in Ranch than in City and Town. For now the wind direction is always the same, but that might change in the future
Added a "dev console" (opens via key '½', on my keyboard, but it's the one right above TAB and left to 1 key. The classic console key ;) ). This is primarily for modders and more advanced users, as it have various commands to change things in the game. However, for regular players it provides a quick way to see the log of the game, instead of having to look in the player.log. Type in 'help' to get started, what you might be mostly interested in are the commands prefixed with "fm-" as that is Fireworks Mania specific commands, for instance for playing a sound, respawn the player etc. More commands will be added over time
Added feature to allow mods to have "StartupPrefab"(s). This means mod creators can now have logic run when map is loaded and also run in the background. I will create a video about this for mod creators on how to use this
Added version number to loading scene and ingame menu, so its easier to see what version you are on
Changed
Changed the sky and lighting of the environment in maps a little to make it look a bit better
Changed the explosion effect of propane tanks to have a lot more smoke and a better looking effect (smoke just add a nice touch to the feeling of mayhem)
Removed the (hopefully) last 4th of July decorations that I missed. Thanks JoGaming for letting me know
Fixed
Fixed spelling/gramma mistake in City billboard
Fixed bug that have hunted me for a long time where fog color wouldn't update correctly as time of day changed
Fixed throwing force UI getting stuck on screen if holding item was despawned
Fixed missing ambient sound after Enviro Sky fix
For the nerds
Upgraded to Unity v2021.3.9f1. As a regular player you don't have to care about this, but for more techy players, it might the interesting to know as upgrading the engine itself often comes with bug fixed and better performance for the game. The reason I haven't upgraded Unity version for a long time is due to a GPU/Particle bug, where particles would flicker and it looked awful. Unity fixed that now. I try to update Unity version as often as possible, as it gets harder and harder to do if you wait and long term we will miss out on new Unity features etc
Upgraded various asset packages
Known issues
The glowing yellow box that indicates where a fuse is connected, is not so glowing in mods build with older version of the Mod Tools. I have tried to figure out how to fix this, but it haven't been possible so far, so we have to live with this for now. It works for all build-in fireworks and fireworks build with the new version of the Mod Tools
- Removed 4th of July decorations - Added new feature where a backup of blueprints are saved on each save, so you can restore an older version in case you overwrites it. You find the backups in the blueprints folder by clicking the "Open Folder" button in the Blueprints UI in the Inventory. This is only working going forward, so you have to save at least one blueprint/quicksave with this version (v2022.8.1) to see the "Backups" folder in there. To restore, you simple copy the backup file you want back into the "Blueprints" folder and press the "Refresh" button in the Blueprint UI.
As mentioned on my YouTube Channel and in the Roadmap, 2022 is mainly about improving the quality of the game to make it "better" in general.
Todays update, v2022.6.3, brings various improvements to the game, some minor, some larger, but all to make the game better.
Mod Loading
Shortly after the Workshop was added to the game in December 2021, it became clear that players loves mods. Mod creators also loves creating them, resulting in players having a lot of mods installed.
This is really a positive thing, except, the way the game originally loaded mods, wasn't optimal.
I have changed that now.
You can now see progress of mods loading and the game should not really "freeze" anymore.
To spice it even more up, I have added new loading backgrounds (Thanks to Keltusar for creating these screenshots) and some ads for various mods. So now there is something interesting to look at while loading :)
Oh, and mods loads a bit faster now too.
Settings
I have added various settings that have been requested by the community.
Camera shake
Turns on/off camera shake. It adds to the feeling of mayhem to have it on, but some players don't what all that shaking, so now it can be turned off. I have later been asked if I could make this a slider, so you can turn it up and down to fit your needs. I'll consider it.
Auto despawn fireworks
Per default used fireworks disappears after a while for performance reasons. However, some players (not mentioning any names) really like to see all their used fireworks stay in the map. This is now possible by turning this off. Be aware that it will have an impact on the performance and of cause only works for fireworks that doesn't explode completely (firecrackers as example).
Explosion forces
Turns on/off if explosions have an physics force effect on other objects. By turning this off you might get a bit better performance as objects will not fly around due to explosions. Good for when making shows.
Ignition forces
Turn on/off if explosions can ignite other objects. Turning this off will stop chain reactions of explosions igniting other fireworks etc. Good to turn off when making shows.
Settings UI is starting to get a little cramped, but I didn't wanted to spend too much time on adding the UI for these new settings right now, as I'm planning to do a total UI rework later this year.
Pick-up and Throw
For a long time a very requested feature has been to be able to pickup objects and throw them. I have added this mechanic to the game now, but on top of picking up and throwing, you can also ignite it (if it's something that can be ignited of cause).
So go have fun with that - now don't do anything stupid, ok?
Workshop
One note about this update is that some mods might break and thereby not work properly. Most mod creators have already fixed their mods and are ready to push updates to the Workshop now that this update is out for all. So give them a few days.
Pro Tip: You can force the game to download an update by unsubscribing and then subscribing to it again.
...and more
There are a ton of other minor changes. Most of them internal stuff you won't see.
However, one thing you will see, is the new "Codys Fireworks" store. This building have been empty since game was released and now was the time to put something a bit more interesting there.
I got a new update ready, but as the title indicates ONLY on the EXPERIMENTAL branch for now.
Changes
- Improved "Throwing Force" UI a tiny bit - Updated various translations
Bugs
- Attempt to fix resolution issue where resolution would suddenly be at a minimum. I have not yet seen a Player.log from where this happens and have not been able to reproduce the bug myself. So if you experience any resolution related bugs, please take a copy of your Player.log and reach out to me (Laumania) on my Discord (https://discord.gg/SzZD77p)
Developing a game is both a technical and creative challenge. Both takes time and multiple iterations to get "just right".
Therefore, its often a good idea to get feedback and help for testing from players. This is what the EXPERIMENTAL branch is for. It's a way for me to put up an new version of the game to a specific EXPERIMENTAL branch on Steam, so only the players who active select to get this version gets it.
Smart, right?
So, if EXPERIMENTAL stuff is not for you, just stop reading and wait for an official update of the game.
If you want to help test out new stuff by providing feedback like bugs, ideas etc, (with the disclaimer of it being more buggy), you are welcome to switch.
I got a new update ready, but as the title indicates ONLY on the EXPERIMENTAL branch for now.
Changes
- Added option for "UseableBehavior" to have a custom text besides "Use" so modders have a possibility to inform a bit about what will happen - Added two new categories "Shells" and "Mortars" - the native game still do not have any fireworks of these types, but a lot can be found in the Workshop. As mod creators update there mods, Shells and Mortars should start showing up in these new categories in the inventory. Be aware that the categories are not shown unless there is at least one item of that type
Bugs
- Fixed bug where "Karls Son" effect where following the model, looked all weird
Developing a game is both a technical and creative challenge. Both takes time and multiple iterations to get "just right".
Therefore, its often a good idea to get feedback and help for testing from players. This is what the EXPERIMENTAL branch is for. It's a way for me to put up an new version of the game to a specific EXPERIMENTAL branch on Steam, so only the players who active select to get this version gets it.
Smart, right?
So, if EXPERIMENTAL stuff is not for you, just stop reading and wait for an official update of the game.
If you want to help test out new stuff by providing feedback like bugs, ideas etc, (with the disclaimer of it being more buggy), you are welcome to switch.
I got a new update ready, but as the title indicates ONLY on the EXPERIMENTAL branch for now.
Changes
- Added new impact sound on "WasteBags" in Town - Simplified MainMenu background by removing a lot of objects in the scene so its a bit easier to load - Added new setting to enable/disable explosions forces (meaning if explosions have a physics impact on surrounding objects) - Added new setting to enable/disable auto remove used fireworks - Added new setting to enable/disable ignition force (meaning if explosions can ignite other stuff) - Added new setting to enable/disable camera shake - Changed logic to IgniteTool so it wont recognize used fireworks as being ignitable - Replaced the "Hardware Store" in Town with "Codys Fireworks" - Updated map thumbnail in map selection to indicate that the maps have been updated - Added some new loading background to promote the Workshop and mods from there to players as I think some players haven't noticed the Workshop :)
Bugs
- Fixed bug where Null Reference errors where logged in Ignite method and FireworksManager
For Mod Creators
Nothing changed in the Mod Tools, so therefore no new version.
Developing a game is both a technical and creative challenge. Both takes time and multiple iterations to get "just right".
Therefore, its often a good idea to get feedback and help for testing from players. This is what the EXPERIMENTAL branch is for. It's a way for me to put up an new version of the game to a specific EXPERIMENTAL branch on Steam, so only the players who active select to get this version gets it.
Smart, right?
So, if EXPERIMENTAL stuff is not for you, just stop reading and wait for an official update of the game.
If you want to help test out new stuff by providing feedback like bugs, ideas etc, (with the disclaimer of it being more buggy), you are welcome to switch.
New version out on EXPERIMENTAL - Let me know what you think.
Changes
- Completely changed how maps and mods are loaded - this is a big deal and a big change! It is now loads mods faster and with a minimum of freezing :) - Changed loading screen to dynamically change background and tip at timed intervals - Added new loading screen backgrounds - [EXPERIMENTAL] Testing out having the big fires emit some smoke to add to the feeling of mayhem if things catch on fire. What do you think? - Added "Ambient volume" to settings so you now have the option to control the volume of the ambient sound in the game. You are welcome mod creators ;)
Bugs
- Fixed bug where some items made you fly around when pickedup - Fixed bug where a lot of errors where logged in some cases when the UI is hidden - Fixed bug where some object jumped around while picked up
For Mod Creators
Nothing changed in the Mod Tools, so therefore no new version.
New version out on EXPERIMENTAL - Let me know what you think.
Changes
- Changed pickup distance so you now need to be a bit closer before you can pickup objects - Changed pickup hand to the left hand (why? See below) - Added new logic so if you pickup an object that can be ignited, the Torch will show up in your right hand, to indicate that you can ignite it - Added visual indicator to show how much throwing force you are currently applying to the object you are holding. At this moment the visuals are very simple, hope to come up with something a bit better looking in the future
Bugs
- Fixed bug where blue "placeholder" felt through the ground - Fixed bug where "E: Pickup" UI stayed on screen if you loaded an blueprint - Fixed bug where fence post, as the only fence part, could be picked up
For Mod Creators
There is a matching Mod Tools version on the 'experimental' branch on Github too: https://github.com/Laumania/FireworksMania.ModTools/tree/experimental