![]() You'll also accrue a debt that must be paid off before you can erect another Building. Then, you'll have to supply construction materials in order for the shop to be built. ![]() This will allow you to place John's shop anywhere on the island. ![]() This will be needed for most Buildings and some Crafting throughout the game.Īfter John agrees to move in, you'll have to get the Deed from Fletch. Part of that process is getting a Table Saw, a workbench that can turn Logs into Planks. Fletch will give you some more Tasks with the ultimate goal of getting John to Build a shop in town. On the second day, your focus will shift to making money (a currency called "Dinks.") Pretty much all of your money will be earned by selling random things to John. Late Time, however, is perfect for smelting ore or Cooking since you don't need to use Energy for those tasks. Once it hits midnight, the time will change to "Late." This is a perpetual state where your Energy is capped at about 10-20% of your normal, making it very difficult to do any meaningful work. Shopkeepers will open and close at different times of the day, Fletch included - there's no 24/7 service with this ol' gal. A day in Dinkum starts at 7:00 AM and ends at midnight. If your Energy hits zero, you pass out and the day ends.įinally, there's the element of Time. When your Energy gets low, you will move slower and the screen will begin to turn grey. You can restore Health with most Food.Įnergy is consumed when you do actions such as mining for ore or swinging your Bug Net. If your Health reaches zero, you pass out and have to end the day. Health is pretty straightforward - take damage, and your Health goes down. Three key elements to a day are Health, Energy, and Time. You'll also get your first item of food - most likely, you'll find a Bush Lime since those are typically close to the starting location. Doing Favors for a person and buying items in their shop will let you get a Deed for their own unique Building.
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