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  • Italian translation almost done

    The Italian translation is almost completed! I've translated every strings that uses I2.Loc and now I'm reviewing my own translation.

    Now it comes the hard part: patch every hardcoded strings. This kind of string need to be treated each one individually and it will be PAINFUL. I will make it, I promise

    For now every dialogue and item string have been extracted and translated in Italian (and are available for translation in otherl languages. I now need to handle the various menu ingame, the journal, some tooltip, partially the bulletin board and some other stuff

    Still, I can confidently say that the game is playable in Italian by someone that barely knows English

    Meanwhile, some amazing people joined the project and started translating into Ge...

  • First translations release. Only Italian for now

    Hi all! Today I have released the very first part of translation files. For now, only a very small amount of strings have been translated (only about 40% of Item Names)

    This is due to the fact that I had to spend most of the time understanding how the game store some strings, so more changes will probably come later

    As a way to beta test this mod, I'm doing a very early release so other people can try it and check if everything works properly. Feel free to join or post about this mod...

  • Creating A New World Generator

    Creating a new world generator is just like creating any other Dinkum mod, except you are interacting with my mod instead of Dinkum. (You can still interact with Dinkum, of course, but you should ABSOLUTELY NOT be messing with the actual world data in the live Dinkum game, because your world generator must work in preview mode as well as live mode, and if you do it right, it will work in both modes with the exact same code. It is perfectly fine to use Dinkum data if you are only reading it, however, such as reading biome spawn tables, loot tables, tile type data, and tile object settings data. Just don't change anything.)

    Create your mod project in whatever IDE you prefer, and add a project reference to "gmishaolem.CustomWorldGenerator.dll" "Snaitf.Dinkum.SeedyMcSeedFace1" jus...

  • Creating A New World Generator

    Creating a new world generator is just like creating any other Dinkum mod, except you are interacting with my mod instead of Dinkum. (You can still interact with Dinkum, of course, but you should ABSOLUTELY NOT be messing with the actual world data in the live Dinkum game, because your world generator must work in preview mode as well as live mode, and if you do it right, it will work in both modes with the exact same code. It is perfectly fine to use Dinkum data if you are only reading it, however, such as reading biome spawn tables, loot tables, tile type data, and tile object settings data. Just don't change anything.)

    Create your mod project in whatever IDE you prefer, and add a project reference to "gmishaolem.CustomWorldGenerator.dll" just like you do for the Dinkum DLLs....

  • Introduction of EC_AllinOne mod (Preview)

    A collection of game enhancement mods. (Preview)
    1. Games can be manually saved anytime, anywhere, including the player's current location and tasks of the day. (N)
    2. The fish collection book can be opened at any time and kept on the game interface, the fish will not struggle when fishing.(F10)
    3. Get and delete all rewards and emails in your mailbox with one click from anywhere.(L)


    Quicksave: Save your whole world and daily task anywhere.



    Easyfish: Show the fish collection book and cancel struggling.



    Mailgrabber: Get and delete all rewards and emails from mailbox in one click.

    
    ...

  • Update 1.1

    Fixed the scaling issues. 

    Added the ability to only show bugs/fish that need a donation. ...

  • BirdyMod

    Free and nice dinkum price mod...

  • Dinkum Mod Plus

    If you like this module, please donate to me.  donate_page:   https://redrainy.github.io/...