Release of "multiplayer" is getting close!

Avatar selection UI
If you played the beta you know that we use to change character/avatar with the END and HOME buttons. This was made because it was fast to do as I then didn't had to spend time on UI for changing character. As the game soon will hit a lot of players it of cause need to be more obvious how to do that. Therefore I have now added a new tab, "Avatar", from where you can see all the avatars to pick from. The avatars you see here is determined on what mods is enabled on the host.
Size filtering
Since Shells and Mortars became a part of the native game, you guys have been asking to get some way of filtering as it can be pretty hard to find the right size you are looking for. Therefore I have added size filtering in the top of Shells and Mortars in the Inventory.

Happy Halloween
[previewyoutube=HN2qoFjg4M4;full][/previewyoutube] Again this year, Halloween is saved by the community! As you can understand I'm spending all my time actually making the game, so I don't have the time right now to do content stuff like this. So again, the community saves the day - namely guanaco0403 and Keltusar this time.


Community Shout-out
The community keeps surprising me. Fireworks Mania is of cause about fireworks, but some players also have fun making nice looking decorations and setup of firework shops in various maps. Saw these made by 1Princess in my Discord and thought it looked awesome.




Workshop switching
This section is really for the hardcore ones! You can skip this section, unless you want a slight insight into what goes into making a game setup like this that you most likely never thought about. ..if you are still here, lets go! Some of you might have have noticed "odd" things happening in the Workshop recently, both in the currently released "Singleplayer" version and in the "Multiplayer" version of the game - this is where I try to explain what and why. Maybe it's too much info, as its irrelevant for 95% of you I guess, but here goes. Before we continue you have to know that the game uses mod.io as it's backend service for hosting and handling mods. On mod.io you can create multiple public or hidden "games" that you can use to host and structure mods under. So, until recently this was how the connection between the game and mod.io was:


