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Fireworks Mania News

Developer News - October 2025

[p]Hey!

Its been another month and time for an update from the developer - aka me 🤓[/p][p][/p][h2]Status on Firing System[/h2][p]The main focus is still on the Firing System, as I really hope to have some sort of a Firing System ready for the December release![/p][p]However, this month have been pretty hard, as I have tried a lot of different approaches, but none of them really felt right. So it feels like moving 3 steps forward and then 2 back again.[/p][p]Part of the problem, might, have been that I have too big an idea for this system, so I overthink it. [/p][p][/p][p]Therefore, I'm now focusing on making an as simple as possible implementation that works.[/p][p]Then I can push this to Experimental and get people feedback and we can take it from there.[/p][p][/p][p]So, yesterday I started, again-again, on a simple implementation that is coming a long pretty good.[/p][p][/p][p]I won't describe it now or anything, as it most likely will have been changed many times before you can try it.
Just want to share some screenshots, so you can see how it looks right now.

[/p][p][/p][p]As you can see from the screenshots, I'm going away from initial approach I had for having physically objects in the game to act as "modules", "firing system controllers" and to fuse things up.
The issue with that approach was that things were very quickly getting impossible to get an overview of, as fuses were going left and right like there was no tomorrow.

With this new UI based approach, where managing the actual firing system/sequence and the configuration of an firework item is all done in UI.
This hopefully will make it easier to make am implementation where you can get an better overview of what you are doing.

Time will tell - it's sadly still very early in progress as I'm having to keep starting over.[/p][p][/p][h2]A lot of updates[/h2][p]As you can see in the Change log section below, I have also pushed a lot of updates this month, which of cause have taken a lot of my time. [/p][p]However, these changes were needed and part of staying up to date with Unity updates to a certain extend. One of the updates for instance included the very critical security update from Unity.[/p][p][/p][p]It was a short Developer News this time, but I need to move on as December is approaching fast![/p][p][/p][p]That's all for now 🤓[/p][p][/p][h2]Change log[/h2][p]I have pushed the following updates since last Developer News.[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink] [/p][p] YouTube | Twitch | Twitter | Discord [/p][p][/p][p]- Enjoy![/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Happy Halloween 🎃👻

[p]To all who celebrates - 🎃🎃Happy Halloween 🎃🎃- to all others - Hello! 🤓 [/p][p]Again this year the community tips in with event specific stuff. I would loved to have done some Halloween content for the game, but I simply haven't had the time as all my game dev time goes into features and improvements on the core game. [/p][p][/p][p]So once again guanaco0403 saves the day with an updated version of his Halloween mod! [/p][p] [/p][p]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". [/p][p]With the mod installed you will now have some detailed spooky decorations when you go into the Town or Ranch map. [/p][p]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. [/p][p]Either I or someone else from the community (most likely Keltusar :P) will help you out.
[/p][p] YouTube | Twitch | Twitter | Discord [/p][p]- Enjoy! 👻🎃🤓 [/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v2025.10.6

[p]### Changed[/p][p]- Changed how the logic to enable particles to be affected by wind, so it is now only done to Inventory prefab objects, instead of all prefabs in the mod. The reason is this affected some prefabs and particle systems that we don't want to be affected by wind, like the flame on the custom lighters mod[/p][p][/p][p]### Fixed[/p][p]- Fixed bug where you could not use the mouse to look around after picked up object were destroyed while rotating it[/p][p][/p][p] YouTube | Twitch | Twitter | Discord [/p][p][/p][p]- Enjoy![/p][p][dynamiclink][/dynamiclink][/p]

v2025.10.5

[p]### Changed[/p][p]- Attempt to improve audio playback when many of the same sounds are played fast after each other[/p][p]- Forcing all particle systems in mods to be ParticleSystemCullingMode.Automatic, which could give a bit performance improvement in some cases[/p][p]- Upgraded NGO to 2.5.1 + in general updated a lot of internal packages to stay up to date[/p][p] [/p][p]### Fixed[/p][p]- Various attempt to fix some errors, however, some are no something I can fix as it's a mod that simple missing some stuff. However, have tried to improve the error logging and message a bit to make it easier for modders to spot that there is a problem[/p][p]- Attempt to fix what seems to be random TextMeshPro errors. I haven't been able to recreate it, therefore I shooting in the dark here, trying to fix it[/p][p] [/p][p] YouTube | Twitch | Twitter | Discord [/p][p][/p][p]- Enjoy![/p][p][dynamiclink][/dynamiclink][/p]

[EXPERIMENTAL] v2025.10.5

[p]NOTE: This version is only available on the EXPERIMENTAL beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".[/p][p][/p][p]### Changed[/p][p]- Attempt to improve audio playback when many of the same sounds are played fast after each other[/p][p]- Forcing all particle systems in mods to be ParticleSystemCullingMode.Automatic, which could give a bit performance improvement in some cases[/p][p]- Upgraded NGO to 2.5.1 + in general updated a lot of internal packages to stay up to date[/p][p]
[/p][p]### Fixed[/p][p]- Various attempt to fix some errors, however, some are no something I can fix as it's a mod that simple missing some stuff. However, have tried to improve the error logging and message a bit to make it easier for modders to spot that there is a problem[/p][p]- Attempt to fix what seems to be random TextMeshPro errors. I haven't been able to recreate it, therefore I shooting in the dark here, trying to fix it[/p][p] [/p][p]YouTube | Twitch | Twitter | Discord[/p][p]- Happy testing, enjoy! 🤓🕺[/p][p][/p][p][dynamiclink][/dynamiclink][/p]