[EXPERIMENTAL] v2025.6.1
[p]NOTE: This version is only available on the EXPERIMENTAL branch/betas. You need to manually 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]While working on the new firing system, I managed to fix and add some other things as shown below. They are not related to the firing system I can push these out already, so you don't have to wait for them until the firing system is ready.
So I now put these changes below to the EXPERIMENTAL branch/betas so you guys can help test it out. Let me know what you think and if you find any issues so I know all is good until we push this version out to all other players.[/p][p][/p][p][/p][p]### Added[/p][p]- Added "Fuse connection visibility distance" setting to decide how far away you wanna be able to see fuse connections[/p][p][/p][p] ### Changed[/p][p]- Performance improvements to Mortar scripts[/p][p]- Changed the "Create mods" button in the Workshop, so it now goes to the Mod Tools playerlist on my YouTube channel, instead of going to the github page[/p][p][/p][p]### Fixed[/p][p]- Fixed missing shot from the big middle tube on OxWannaGo cake, so it now have a finale shot from that too[/p][p][/p][p]### Known Issue - Some mods have items that writes an warning like: "The referenced script on this Behaviour (Game Object '') is missing!" in the console. This is due to some changed in NGO Unity made. Luckily its easy to fix. The mod creator just need to upgrade the mod project to latest Mod Tools (Unity 6) and rebuild the mod. Should fix this particular issue[/p][p][/p][p] YouTube | Twitch | Twitter | Discord [/p][p]- Enjoy! [/p][p][/p][p][dynamiclink][/dynamiclink][/p]
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]While working on the new firing system, I managed to fix and add some other things as shown below. They are not related to the firing system I can push these out already, so you don't have to wait for them until the firing system is ready.
So I now put these changes below to the EXPERIMENTAL branch/betas so you guys can help test it out. Let me know what you think and if you find any issues so I know all is good until we push this version out to all other players.[/p][p][/p][p][/p][p]### Added[/p][p]- Added "Fuse connection visibility distance" setting to decide how far away you wanna be able to see fuse connections[/p][p][/p][p] ### Changed[/p][p]- Performance improvements to Mortar scripts[/p][p]- Changed the "Create mods" button in the Workshop, so it now goes to the Mod Tools playerlist on my YouTube channel, instead of going to the github page[/p][p][/p][p]### Fixed[/p][p]- Fixed missing shot from the big middle tube on OxWannaGo cake, so it now have a finale shot from that too[/p][p][/p][p]### Known Issue - Some mods have items that writes an warning like: "The referenced script on this Behaviour (Game Object '') is missing!" in the console. This is due to some changed in NGO Unity made. Luckily its easy to fix. The mod creator just need to upgrade the mod project to latest Mod Tools (Unity 6) and rebuild the mod. Should fix this particular issue[/p][p][/p][p] YouTube | Twitch | Twitter | Discord [/p][p]- Enjoy! [/p][p][/p][p][dynamiclink][/dynamiclink][/p]