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Unofficial Translation Project
This mod allow Dinkum to have translation to multiple languages. The translations are crowdsourced with Weblate
- 4KB
- 0
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Unofficial Translation Project
This mod allow Dinkum to have translation to multiple languages. The translations are crowdsourced with Weblate
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Awesome Pickup (Breezy Autumn Fixed Auto Pickup)
This is just a bandaid fix of the amazing original mod https://www.nexusmods.com/dinkum/mods/2 until Snaitf is back up and running again and fixes simple pickup.All credit goes to the original author Arwent as per the above link. Literally all I have done is the most bare basic conversion to make it run properly and not duplicate
- 5KB
- 3
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Awesome Pickup (Breezy Autumn Fixed Auto Pickup)
This is just a bandaid fix of the amazing original mod https://www.nexusmods.com/dinkum/mods/2 until Snaitf is back up and running again and fixes simple pickup.All credit goes to the original author Arwent as per the above link. Literally all I have done is the most bare basic conversion to make it run properly and not duplicate
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Slows down progression by increasing the costs of progression goals.
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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.
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Fixed the scaling issues.
Added the ability to only show bugs/fish that need a donation. ... -
Free and nice dinkum price mod...
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If you like this module, please donate to me. donate_page: https://redrainy.github.io/...