Mods / Land Claiming and Group GUI

Tags: #QoL
Author: Darkx
Side: Both
Created: Jul 12th at 3:38 AM
Last modified: Aug 2nd at 3:13 PM
Downloads: 6313
Follow Unfollow 46

Latest release (for Vintage Story 1.20.12, outdated):
LandAndGroupGui1.0.3-ClientSideOnly.zip  1-click install
For testers (for Vintage Story 1.21.0-rc.1, potentially outdated):
LandAndGroupGui1.0.3-rc.1.zip  1-click install


Press **I** to open the **Land Claim and Group GUI**.

Additionally, when you use daylight mode, it will change the color of the area you're currently claiming to a blue instead of the hard-to-see yellow color. 

Press **U** to toggle **Nearby Land Claims** — helpful when claiming near others.

✅ Pre-installed on the server for auto use
✅ 100 percent client-based 
✅ Not server-dependent at all. 

 

🔹 **Reminder:** Always claim **down at least 1 block** to help prevent dig-outs.

 

If you're looking for a multiplayer community, join one of the **TopGs **:
🌐 **Discord:** [TopGs ](https://discord.gg/GBNtgQmaXz)

---

💡 This mod was created as a personal hobby project. I'm a disabled player sharing tools I built for my own use — if you'd like to **tip** as a thank-you, you can do so here:
👉 https://www.paypal.com/donate/?hosted_button_id=QF9A3EAGT9CDL

⚠️ Tips are optional, never required, and go toward helping me stay creative when my health allows.


This mod has been updated to allow server owners to place it in their server files, and it will automatically push to any players who join the server. This is still a 100 percent client-side mod and does not need to be on any server to be functional. But I thought it would be a nice feature for owners who don't want to explain the land claiming process to newbies.  

There is a VS Bug Currently with the highlight system. If, for some reason, your game is showing a claim that doesn't exist, this is a VS issue, not an issue with the mod. I've reported the issue to the team, and they are looking into it. You will have to restart your game to clear it completely. If you would like to read more about the issue, please do so here. 
https://github.com/anegostudios/VintageStory-Issues/issues/6408.


I added a YouTube video to showcase the mod and act as a guide for land claiming. 
https://youtu.be/9iFZUWRSA8Q

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.0.4 368 Aug 2nd at 3:13 PM LandAndGroupGui1.0.3-ClientSideOnly.zip 1-click install

For Client Side Only- 

This version will work for the user regardless of whether the server has it installed or not. 
This is a temporary patch for client-side users.

For Server owners, download the version labeled v1.0.3. For 1.20.12


1.0.3 1076 Jul 29th at 1:46 PM LandAndGroupGui1.0.3.zip 1-click install

FOR SERVER OWNERS ONLY- 

This verison will not work unless the server Owner have it installed also

GUI
- Fix the Buttons stacked on the renaming screen.
- Moved the Confirm to delete a claim to another screen. Since you don't need to hit remove first. I feel this is a good safeguard from an accidental deletion

Syntax 
- Error with the grouping system to switch back to Everyone Can Join from Invite Only.

Preformance
-I've completely changed the way the Highlight system works, so it now pulls the information into your RAM. Instead, it will now access what it needs and immediately dispose of it once the blocks are highlighted. On larger servers with looks of cuboids, there will be a slight RAM usage improvement.

Core Bug Discovered
-Suppose I create a claim and delete it. The highlight of the claim will persist until you restart your client. This isn't game-breaking, but annoying, and I spent the better part of 2 days trying to figure out a way around it. I believe this is a VS core bug related to how the client retains certain information until an event triggers an update to the client claims list. I was able to trigger an event to reset this by creating two new claims and deleting them, but one would always persist.  If you would like to read about it, you can find more information here https://github.com/anegostudios/VintageStory-Issues/issues/6408

1.0.3-rc.1 3614 Jul 29th at 1:22 PM LandAndGroupGui1.0.3-rc.1.zip 1-click install

FOR SERVER OWNERS ONLY- 

This verison will not work unless the server Owner have it installed also

GUI
- Fix the Buttons stacked on the renaming screen.
- Moved the Confirm to delete a claim to another screen. Since you don't need to hit remove first. I feel this is a good safeguard from an accidental deletion

Syntax 
- Error with the grouping system to switch back to Everyone Can Join from Invite Only.

Preformance
-I've completely changed the way the Highlight system works, so it now pulls the information into your RAM. Instead, it will now access what it needs and immediately dispose of it once the blocks are highlighted. On larger servers with looks of cuboids, there will be a slight RAM usage improvement.

Core Bug Discovered
-Suppose I create a claim and delete it. The highlight of the claim will persist until you restart your client. This isn't game-breaking, but annoying, and I spent the better part of 2 days trying to figure out a way around it. I believe this is a VS core bug related to how the client retains certain information until an event triggers an update to the client claims list. I was able to trigger an event to reset this by creating two new claims and deleting them, but one would always persist.  If you would like to read about it, you can find more information here https://github.com/anegostudios/VintageStory-Issues/issues/6408

1.0.2 172 Jul 28th at 11:03 AM LandAndGroupGui.zip 1-click install

Changed the 1.20.12 to universal also. 
By changing to a universal mod, owners can add it to the server's mods file, and it will automatically push to the clients. 

1.0.1 627 Jul 28th at 9:06 AM LandAndGroupGui.zip 1-click install

This release is for Game Version 1.21.0-rc.1 Only.

-Updated to Net 8


The mod is now Universal instead of Client-Only. This should enable the Community Owner to add it to their server, and it will automatically push the mod to the Clients. 

1.0.0 248 Jul 12th at 3:45 AM LandAndGroupGui.zip 1-click install

Int Release


38 Comments (oldest first | newest first)

💬 Cecer, Oct 18th at 6:34 PM

Darkx Is that so? The order isn't so much the issue as much as the confusion of less than clear descriptions, 1.0.3 being for an older version of the game than 1.0.3-rc.1 and the file name for 1.0.4 being 1.0.3-ClientSideOnly without a clear description.

I agree that version naming can be kind of limited here but the file name and descriptions are far more flexible.

 

Am I correct in my understanding that these are the current latest versions for each configuration:

  • 1.21
    • Client
      • 1.0.1 (asset 26942)
    • Server 
      • 1.0.3-rc.1 (asset 26993)
  • 1.20
    • Client
      • 1.0.4 (asset 27137)
    • Server
      • 1.0.3 (asset 26994)
💬 Darkx , Oct 18th at 1:41 AM

Cecer https://news.kalataka.ru/edit/release?assetid=26942  this should be the right mod for cleint side. 1.21.1 and up. Sorry there out of order. 
Sadly, there is no good way here to hold other releases. 

💬 Cecer, Oct 17th at 3:04 PM

I've patched the client side only version of the mod s othat it doesn't crash here: [Patched] Land Claiming and Group GUI (Client Only)

 

Darkx The cause of the crash was an argument being added to the "GuiComposerHelpers.AddDialogTitleBar" method. It defaults in to null so you should be able to just compile your existing code against the latest version. Let me know if you want me to take down my unofficial patched version.

💬 TheCatDied, Oct 6th at 1:01 AM

Going to an older version of LandandGroupGui1.0.3-rc.1 fixed the crash issue. I am not sure what was causing it...

💬 TheCatDied, Oct 6th at 12:37 AM (modified Oct 6th at 12:41 AM)

Everyone in our server gets this crash after we did our last mod update round. This happens when we press I to open the gui menu.

Crash Report

Running on 64 bit Windows 10.0.26100.0 with 64599 MB RAM
Game Version: v1.21.1 (Stable)
10/5/2025 7:35:47 PM: Critical error occurred in the following mod: landclaming@1.0.3
Loaded Mods: ancientarmory@1.1.6, barkbeetle@1.0.4, buzzwords@1.8.0, buzzybees@1.1.7, canoemode@1.0.4, catchledge@0.5.8, cavesymphony@1.2.0, chiseltools@1.15.2, freelook@1.0.3, handtohand@1.0.5, manualquenching@1.0.8, overhaullib@1.12.1, packyourshovel@1.0.8, quicklimepk@1.1.1, slowwalkmod@1.2.5, sortablestorage@2.4.2, tankardsandgoblets@1.3.1, game@1.21.1, vsimgui@1.1.13, arrowbarrels@1.2.1, attributerenderinglibrary@2.3.0, betterruins@0.5.0, bloodtrail@1.1.1, butchering@1.10.6, caneconomy@1.0.8, canjewelry@0.5.8, canmailbox@1.1.1, carryon@1.12.0, cartwrightscaravan@1.7.2, commonlib@2.8.0, configlib@1.10.5, drifterlightlevel2@1.0.3, envelopes@2.0.2, tackandequipment@1.0.0, farseer@1.3.2, genelib@2.0.0, hidenametagsmod@1.21.0, jaunt@2.1.0, jopainting@1.5.0, landclaming@1.0.3, maltiezcrossbows@1.6.6, medievalexpansionpatch@1.3.3, nbcartographer@2.2.1, noticeboard@1.1.2, spearexpantion@0.3.6, playerlist@2.1.5, playermodellib@1.0.13, realsmoke@1.1.5, rebuildablebloomery@1.0.3, rpvoicechat@2.3.24, slowtox@3.0.1, smithingplus@1.8.0-rc.3, stablesurface@0.0.2, stepupadvanced@1.2.3, stonerailings@1.4.0, terraprety@7.0.6, vinconomy@5.0.3, creative@1.21.1, survival@1.21.1, webcartographercolorexporter@0.7.0, woopmotd@1.0.4, autoconfiglib@2.0.9, elkjaunt@1.2.0, equus@1.2.0-rc.8, heraldry@1.0.1, lessdurablemaltiezcrossbows@1.0.1, playercorpse@1.12.0, quiversandsheaths@0.5.1, racialequality@0.1.23, stonequarry@3.5.1, tabards@0.2.1, tabletopgames@3.0.2, heraldrybanners@1.0.0, capes@1.0.0, racialability@0.1.25, seraphtabard@0.0.2, tabatdsemblems@0.0.1
System.MissingMethodException: Method not found: 'Vintagestory.API.Client.GuiComposer Vintagestory.API.Client.GuiComposerHelpers.AddDialogTitleBar(Vintagestory.API.Client.GuiComposer, System.String, System.Action, Vintagestory.API.Client.CairoFont, Vintagestory.API.Client.ElementBounds)'.
at LandClaimandGroupGui.ModRelease.ClaimMainProgram.ComposeMainMenu()
at LandClaimandGroupGui.ModRelease.ClaimMainProgram.GoToState(AppState currentAppState)
at LandClaimandGroupGui.ModRelease.ClaimMainProgram..ctor(ICoreClientAPI capi)
at LandClaimandGroupGui.ModRelease.ClaimGUIMod.OnHotKeyPressed(KeyCombination comb)
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1841
at Vintagestory.Client.GuiScreenRunningGame.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 320
at Vintagestory.Client.ScreenManager.OnKeyDown(KeyEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 880
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 249
at OpenTK.Windowing.Desktop.NativeWindow.OnKeyDown(KeyboardKeyEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 10/5/2025 1:04:52 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.1.0, time stamp: 0x67fe0000
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x00007ffaca166f29
Faulting process id: 0x8df0
Faulting application start time: 0x1dc3621db48895e
Faulting application path: C:\Users\LWFer\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: unknown
Report Id: 90032d92-2215-4b59-9778-b0df2f2c49ba
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 9/16/2025 9:07:14 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.1.0, time stamp: 0x67fe0000
Faulting module name: KERNELBASE.dll, version: 10.0.26100.6584, time stamp: 0x0a9b38fe
Exception code: 0xe0434352
Fault offset: 0x00000000000c66ca
Faulting process id: 0x6bc8
Faulting application start time: 0x1dc277554b70011
Faulting application path: C:\Users\LWFer\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report Id: 92db0ff0-090c-476c-8238-92691500e71d
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 9/15/2025 4:09:49 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.1.0, time stamp: 0x67fe0000
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x00007ffab0028259
Faulting process id: 0x9bbc
Faulting application start time: 0x1dc26842dadafc2
Faulting application path: C:\Users\LWFer\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: unknown
Report Id: 2bd129ec-9c9a-4c82-9d2c-0b3b1d0503ab
Faulting package full name:
Faulting package-relative application ID: }

💬 AriesLR, Sep 19th at 12:28 AM (modified Sep 19th at 12:29 AM)

A small suggestion: Could you please include the "modId" field within the modinfo.json on the next update? Without it it can make things with the API unusable, for example I have a mod update tool I've released for server owners and it leverages reading the modId from the modinfo.json to find the api page, since your mod is missing it the operation fails. While it's not a breaking issue with your mod itself, it would make any server owners using your mod (which I am) have a harder time updating the mod using my tool since they would have to go out of their way to find it

💬 Darkx , Sep 13th at 8:25 PM

You should be able to change the hotkey from your control settings. 

💬 AniraSerinn, Sep 9th at 6:22 PM

OH! I thought it was a lower case L. I'm sorry

💬 Egil_Raud, Sep 9th at 9:11 AM

AniraSerinn

Press **I** to open the **Land Claim and Group GUI**.

Not **L**

💬 AniraSerinn, Sep 8th at 6:47 PM

I'm sorry to bother you, But is there a way to change the Key that opens the gui from our end? I'm not sure if it is another mod, or something base game as I just got this game to play with my wife. But when we hit L it doesn't open the land claim gui, instead it changes the Effect Hud Mode.

💬 Darkx , Sep 6th at 4:56 AM

Laimfo The one that says for testers works for 1.21

 

💬 Laimfo, Aug 26th at 6:13 PM

please upgrade to 1.21

💬 DejFidOFF, Aug 3rd at 8:40 AM

Darkx

Thank you, appreciate your hard work.

💬 Darkx , Aug 2nd at 11:30 PM

DejFidOFF, This will take some time.
I didn't think about that in the beginning, and it's all hard-coded. 
I do want to do that. Move all the translation-related information to a JSON file for people. But that will take some time, and I'm doing what I can when I feel well enough to do something.

💬 DejFidOFF, Aug 2nd at 7:29 PM

Darkx

Will be possible to leave a tranlation in json outside dll in assets/landclaming/lang please? So we can translate that? Thank you.

💬 SoulReaperz, Aug 2nd at 3:34 PM

Darkx
anytime
this is truely a great mod for helping new players, and existing player claim land way easier,
and I'll continue to suggest and advertise this great mod to anyone starting their land claiming adventures

💬 Darkx , Aug 2nd at 3:17 PM

SoulReaperz 

Thank you for pointing this out!

I've just released version 1.0.4 as a client-side fix to ensure the mod works properly even when installed on servers that don't have it. I really appreciate you catching this.


In the future, I plan to implement a hybrid version that allows full client-side independence, while also letting server owners include it in their mod list for automatic distribution — making it easier for new players to get started.

I'm also preparing to release a guide video that walks through how to use the mod and showcases its features.

Thanks again for your help!

💬 SoulReaperz, Aug 1st at 6:13 PM (modified Aug 1st at 6:16 PM)

Darkx
LandAndGroupGui1.0.3.zip
i have found recently if you only have this installed client side and not on the server it does not work on the server
i had to add this version into my server for it to work on the server

if this is not intended maybe make a seperate client only version so that those who join servers that dont have this installed are able to still use this mod

i would still keep this version for a server that wants to push this mod onto its players as it did on my server which was great because that helped me get some fresher players to setup their own claims easier than walking them through all the tedious commands

 

if its already been made then ignore this as i dont know what the rc.1 means as the changelogs are the same it appears

💬 Darkx , Jul 31st at 6:18 AM

Egil_Raud  I'm not sure if I'm asking a question or making a statement. 
But yes, if it's preinstalled on the server, it will work for all who join the server. 
I built this mod because my community rule set says. If it isn't claimed, consider it gone; many new players struggle with the claiming system.  The primary goal of this mod was to make it super user-friendly for new players to join a community and for community owners to be able to put it in their servers, and it just works. And for it to be 100 percent client-based, where it didn't need to be installed on the server at all. 

✅ Pre-installed on the server for auto use
✅ 100 percent client-based 
✅ Not server-dependent at all. 

💬 Egil_Raud, Jul 31st at 4:16 AM (modified Jul 31st at 7:06 AM)

The mod does not work in multiplayer unless it is pre-installed on the server.

💬 Darkx , Jul 29th at 4:47 PM (modified Jul 29th at 4:48 PM)

SoulReaperz His mod has the same bug. It's incredibly difficult to recreate with commands that no one has ever discovered. But with the GUI, it's really easy to create and delete land claims, which is how I discovered it. I also tested the claims radar mod, and it does the same thing. I know it's not the mod, because I spent two days going through and recreating the entire system, and then creating a debugging process for the mod to see what was going on.

Ensorcelled What really sucks about this is i tested and put it on my community server and tested. with zero issues. 
I didnt change anything give it a shot now and see if its working. I am wondering if there is a bug with the DB.

 

 

💬 SoulReaperz, Jul 29th at 2:32 PM

Darkx
not sure if your communicating with the Claims Radar guy but his mod the claims disappear when deleted immediately
could ask him how he did it? or if his is open source look into it to see what he did

like you said not game breaking but a bug none the less

💬 Ensorcelled, Jul 29th at 2:13 PM (modified Jul 29th at 7:17 PM)

RC1 version of the mod can't be reached. Either directly or via 1-click. We meet again.  LOL 

/EDIT, all good now.  Thanks.

💬 Darkx , Jul 29th at 1:56 PM

Liiw There is currently no way to do that. VS would need to rewrite the land claiming systems to incorporate that feature. This mod makes it easy to add to claims, or, in the worst case, to delete them and restart. 

💬 Liiw, Jul 29th at 6:49 AM

Hello! This mod looks very promising. Good job!

How hard would it be to implement a function that allows you to modify an already saved claim? From what I understand it is not possible to load up an existing claim and grow/shrink it. It is possible to add new cuboids to it, but sometimes I would just want to edit the existing claim without deleting and recreating it.

💬 Darkx , Jul 29th at 5:26 AM

SoulReaperz Yeah it will remind a client side mod. I worked hard to keep it that way. But if a server says. I want everyone to have this mod. It makes it super easy to say 'press I' there's a GUI, then ask them to download it; they can now. Drop it into the server mods folder, and when they join the server, it will be automatically pushed to them. And it still works as a standalone client-side mod for servers that don't have it. 

I could add another feature to create Owner-Colored claims blocks, and that could be a third key press. It's... probably an additional 50 lines of code to do so. However, I feel that Claims Radar is doing such a good job with this, and I don't want to detract from their work. So i design my mod to work around theirs. 
DarkThoughts I'm not very skilled with Photoshop or photo editing. I'll probably do something after I fix a few bugs that I've found and release the YouTube video on how to use this mod and the internal claiming system. 

💬 SoulReaperz, Jul 28th at 5:30 PM

Darkx

the red is fine
i just prefer the multi colors so i can see whats mine and whats someone elses
if its all one color it makes it harder to identify whats mine if we are all building in same area is all
the simplifing of the claiming is in my opinion perfect as it is already, if someone doesnt do that +1 D+ to claim downwards(which they shouldnt be claiming only +1 down they should be doing no less than a +10 down in my opinion for their cellar) then its on them for not claiming that extra down, it shows you the preclaim before adding anyways, and it makes it easy to remove the claim aswell so they can just try again if they mess up

and the automatically claim 1 block might mess with other people aswell as there are claim volume restrictions and if they are at their limit and click add then save it might fail since it adds an extra layer that could in some cases be a +50000 to the claim volume or even more which would put them outside of their claim allowance

its not a problem on my server as im not restricting my players, but ive played on other servers that you only get a small volume to play with for protecting your stuff and the owners wont budge from it

its not like they are using the /land claim commands like i had to back in 1.19.8 lol, thats a pain but was doable especially when you get it all done and add and name and all that then you have to command to delete it and restart because you didnt get that extra down or you missed one of your side walls because you got lazy and didnt go to the other end of your build lol

also id prefer the mod to remain client side as alot of my players cant join the server if more mods become serverside
16GB RAM can barely join as it is right now lol

💬 DarkThoughts, Jul 28th at 1:56 PM

Yep, was wondering when someone would do this. I'd upload some higher res screenshots though, as the text is not really readable.

💬 Darkx , Jul 28th at 10:33 AM

Ensorcelled Fixed. Thank you for pointing that out. and i confirm that it works also if you put it on a server everyone will get it.

 

💬 Ensorcelled, Jul 28th at 10:22 AM

version for 1.21 cannot be found. Either direct download or 1-click install.  6:20AM EST

/EDIT Thank you very much for the quick response, will install it now.

Installed and working like a champ Thank you again.

💬 Darkx , Jul 28th at 9:17 AM

I'll see what I can do about the language pack. I would also like to add a feature that will automatically claim one block when a new claim is created. This appears to be a universal problem when people forget to claim the extra block that prevents a digout. No promises. 

And yeah, I didn't want to take away from claims radar. I like being able to use both. However, sometimes the radar colors become hard to see. So, I chose a color that was fairly universal to see, regardless of the background. But the red is hard on the eyes. Maybe a different color?

💬 SoulReaperz, Jul 27th at 4:21 PM

for anyone wondering
this mod is pairable with the claims radar mod
if your wanting to keep the collorful claims radar claim fields and not have them all just up and red they can be paired

i definitly would recommend using this mod for new players that are new to playing multiplayer/or even singleplayer as it for sure simplifies land claiming by a ton
you dont need to type in the commands for claiming land if your using this, just pull open the overlay and click away at making your claim, even simplifies adding people into your claim aswell for coop builds/living

💬 Dheon, Jul 17th at 9:23 PM

Would it be possible for you to leave the language pack outside so we can translate locally?

💬 Skif_97, Jul 13th at 1:23 PM

Sorry, I didn't immediately realize that you also provide a menu for convenient claiming of the territory.

💬 Skif_97, Jul 13th at 1:21 PM

What didn't you like about this mod? https://news.kalataka.ru/claimsradar

💬 C4BR3R4, Jul 12th at 3:55 PM

Can you add a localization support?
+1

💬 Egil_Raud, Jul 12th at 5:34 AM

Can you add a localization folder?

💬 WhiteDwarf, Jul 12th at 5:06 AM

I can already see how this mod is becoming one of the most popular and downloaded!
Don't give up development, please. Such a mod is very necessary.
Let's hope Tyron adds your mod to the game!😄

 (edit comment delete)
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