Mods / Spinning Wheel

Tags: #Crafting
Author: HeadPilgrim
Side: Both
Created: Oct 30th at 5:20 AM
Last modified: 4 days ago
Downloads: 3341
Follow Unfollow 306

Recommended download (for Vintage Story 1.21.0 - 1.21.5):
hpspinningwheel_1.0.5.zip  1-click install


Optional ConfigLib implemented as of 1.0.4+ !

 

RATIO NERF IMPLEMENTED AS OF 1.0.1+

First Mod Release – Spinning Wheel Mod!

 

Wow! My first mod is out how neat is that? :^) I’d love your feedback on the output! Should it produce ? Should it be faster? Slower? Let me know your thoughts below!


Features & Mechanics

  • Access the Spinning Wheel GUI while mounted by pressing F (configurable in keybinds).
  • Craft a Spinning Wheel to output flax-twine at a 2:1 ratio (2 fiber = 1 twine), making it more efficient than the crafting grid.
  • Future Update: Once the Drop Spindle is added, the crafting grid recipe for twine will be disabled entirely!
  • Configurable Class Requirements in ModConfig file

Spinning Wheel Recipe

(Check your in-game handbook for details!)

  • Chair
  • Mother of All
  • Drive Wheel
  • Spinning Wheel Frame

"Take her for a spin around the block!" ?


Compatibility

  • Wool & Moor and Tailors Delight: Wool Fiber 2:1 Wool Twine | Wool Twine 2:2 Thread
  • Floral Zones of the Caribbean: Adds Cotton support.
  • Long Term Food Storage: Adds Papyrus and Algae Fibers support.

Future Features (Possibly!)

  • Drop Spindle for super early-game twine making.
  • Animated ropes on the spinning wheel.
  • Custom seat attachments (e.g., chiseled seats in QPChisel style).

Known Issues

  • When mounting a spinning wheel for the first time after logging in, the player won’t always face the correct direction (unless facing south).

Configuration

Config Info

Use ConfigLib requiring ImGUI  for easy configuration!

 

 

Manual Config

Open the file located at: VintagestoryData\ModConfig\spinningwheel.json

RequireTailorClass: Can be true or false (CASE SENSISTIVE)
"AllowedClasses": Comma-delimited EX: "tailor", "clockmaker"


Credits

  • Huge thanks to kessir on freesound.org for the amazing spinning wheel sound effect!
  • Captanredbeard for their advice and guidance when I started this project! 
  • Ruddi the maker of Medieval Fashion, for rexturing the spinning wheel!
  • DeanBro: Ukrainian Translation

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.0.5
1.21.0 - 1.21.5
1401 4 days ago hpspinningwheel_1.0.5.zip 1-click install

fixed lang files for payrus and algae from Long-term Food

Ukrainian translation from DeanBro

1.0.4
1.21.0 - 1.21.5
480 5 days ago hpspinningwheel_1.0.4.zip 1-click install

Server > Client ModConfig should sync now to players who join.

ConfigLib support for: class requirement toggle, spin time, input #, and and output #. See screenshot for more details

Improved Tooltip.

Nerfed spin times globablly.

1.0.3
1.21.0 - 1.21.5
862 Oct 31st at 5:10 AM hpspinningwheel_1.0.3.zip 1-click install

Wool & More + Tailors Delight Patch

Wools fibers get the same ratio 2:1 twine

Twine can be turned into thread at a 2:2 ratio increased craft time to 8 seconds

1.0.2
1.21.0 - 1.21.5
161 Oct 30th at 11:47 PM hpspinningwheel_1.0.2.zip 1-click install

Z-fighting visual fix

1.0.1 39 Oct 30th at 10:55 PM hpspinningwheel_1.0.1.zip 1-click install
  • Updated Texture
  • 2:1 Ratio now (2 Flax = 1 twine) 
  • ModConfig generated for optionally requiring a class! add a class name to the AllowedClasses field to customize
    Example:
    "AllowedClasses": [
    "tailor", "classname"
    ]
  • Fixed certain directional CollisionSelectionBoxes
1.0.0 398 Oct 30th at 6:48 AM hpspinningwheel_1.0.0.zip 1-click install

Initial Release


73 Comments (oldest first | newest first)

💬 HeadPilgrim , 12 hours ago (modified 12 hours ago)

The_Revisionist

It's intentional that you don't need to hold down anything but I suppose I could think about changing this in the future.
Also you can rebind the spinning wheel key in controls which is why I highlighted in red under features and mechanics...

💬 The_Revisionist, 13 hours ago

Pretty cool mod! Always nice to see a new mechanic that lets you move away from the crafting grid. I welcome the plan of disabling the crafting grid recipe eventually.

Can I suggest two improvements?

  • Could you bind the GUI key to "toolmodeselect" instead of hard-coding it to F? Currently if the user has their tool mode select button set to a different key, and they have something else bound to F, they can't open the spinning wheel GUI. You could also include the <hk>toolmodeselect</hk> tag in the tooltip (Sit and spin fibers (F to open GUI)), so that it shows the correct key instead of always saying F.
  • I'm not 100% if this is working as expected, but I don't need to hold down any key for the machine to operate, it just goes on its own as long as I'm sitting, which is slightly immersion-breaking. It would be great if you needed to hold down a button (e.g. right click) to spin the machine. Kind of like in the Simple Pottery Wheel mod, if you're familiar with that. Like this, it would also be a bigger incentive to upgrade to power the machine mechanically, once you added that feature.
💬 Blizzzardofoz, 1 day ago

I love this mod! The only thing I have to say is - when you add the Drop Spindle, please allow the disabling of the crafting grid recipe for twine to be set in the config :) I enjoy this stuff, and play on a server, but some of my friends would rather just craft it in the crafting grid. Hopefully that's not too much of a pain!

💬 HeadPilgrim , 1 day ago

Ellawyn_ The plan for the drop spindle is just to have it be a downgrade to the spinning wheel. It won't replace the tailor's delight drop spindle and that crafting recipe will stay the same. The drop spindle I plan to implement will have durability and will take 4 seconds total to craft 1 twine from 4 fibers. So you'll hold right click for 2 seconds which will do 50% of the craft and then again 2 seconds to complete 1 twine, 4 seconds total. 
This will make the spinning wheel a big upgrade because it takes the manual input out of the equation but still gives people a way to craft twine early on before getting a rusty gear or copper for nails & strips. 
I'm open to suggestions if that doesn't sound like a good way to implement it though!

💬 Ellawyn_, 1 day ago

I love this so much, in case nobody else has mentioned it though since you plan on adding a drop spindle please keep in mind tailor's delight as it has  a spindle for the tailor that gives a better craft so it may cause compatibility issues and as a hard tailor main that sits at home spinning yarn and baking pies tailor's delight is a big mod for me since it adds logical and quality recipes for uncraftable clothes as well as good balance changes to clothing creation and items in general

 

💬 ParallelPenguins, 1 day ago

Ok I love this mod!! I love the spinning wheel! This is amazing! Now all we need is a loom of some kind and we got the whole deal! Oh this is perfect!

💬 Faeldray, 1 day ago

Absolutely love this mod! And for your first one too, it's very impressive. I'm really looking forward to the loom as well :D

💬 HeadPilgrim , 3 days ago

RaptorKhan

 

While it is the universal dismout key, I'm not sure how I could better intuitively convey that to the player :/

💬 RaptorKhan, 3 days ago

Love the mod. I did struggle to intuit that "Shift" is how I get out of the chair. I wasn't sure if I was supposed to hit the sit key again, or ESC, or something else. I ended up slamming pretty much my entire keyboard to figure out how to get up. 

💬 HeadPilgrim , 3 days ago (modified 3 days ago)

CKitt

Yeah I gotta figure out how to get moving UV's to work to simulate motion

Joulz

Yeah it won't cause issues, I did fix it for whenever I release the next update though. It's honestly more of a bogus warning as the textures paths declared in the shape files are really only relevant to VSMC from what I understand.

💬 CKitt, 3 days ago

I really enjoy this mod so far! My one tiny little complaint is the thread around the drive wheel doesn't look like it's moving. With everything else, I can happily ignore that and heartily recommend this mod to anyone! 👍

💬 Joulz, 3 days ago

Hello, doesn't affect gameplay but your mod generates the follow warnings in our logs: 

3.11.2025 11:20:32 [Client Warning] Texture asset 'spinningwheel:textures/block/wood/crudechair/oak.png' not found (defined in Shape file spinningwheel:item/moaitem).
3.11.2025 11:20:32 [Client Warning] Texture asset 'spinningwheel:textures/block/wood/debarked/oak.png' not found (defined in Shape file spinningwheel:item/moaitem).
3.11.2025 11:20:32 [Client Warning] Texture asset 'spinningwheel:textures/block/linen.png' not found (defined in Shape file spinningwheel:item/moaitem).

💬 WarBarista, 4 days ago

Amazing mod! I hope that it will appear in Crowdin for translation

💬 Corbie, 4 days ago

Thanks for great mod! 

💬 SpookyJ, 4 days ago

ShaeTsu

At the very least it should be able to be automated using mechanical power. 

💬 HeadPilgrim , 4 days ago

DeanBro

Appreciate you taking the time! It made me realize that some of my language entries for algae and papyrus spin times weren't correct so hopefully I have them translated corrctly for papyrus and algae spin time!

💬 DeanBro, 4 days ago

HeadPilgrim  Hello! I have made a translation for this mod

💬 HeadPilgrim , 5 days ago

LunaMaris

If a number of people really find it an issue I'll change it but you can change it yourself by going to your mods -

 

hpspinningwheel\assets\spinningwheel\recipes\grid

Open up the file hpmoaitem.json and changing: "code": "game:gear-rusty" to something like "game:resin" or "game:fat"

💬 ShaeTsu, 5 days ago

SpookyJ That would make zero sense, spinning wheels are hand operated machines.

💬 SpookyJ, 5 days ago

the spinning wheel should require mechanical power once you add the drop spindle. A hand loom and powered loom for linen making would be cool as well

💬 LunaMaris, 5 days ago

Would it be possible to add an alternative recipe in regards to the rusty gear currently used for the 'Mother of All'? I play in Homo Sapiens mode almost exclusively and rusty gears are unobtainable in that mode, but I'd really love to use the spinning wheel since I'm a huge fiber arts nerd. I'm really happy you made this mod though, I love stuff like this!

💬 HeadPilgrim , 5 days ago

Karmauh

You just made me think of a great idea to add the Hotkey in parenthesis into the tooltip that shows up when you look at the spinning wheel!
So for example it'll be "Sit and spin fiber! (F to open GUI)"

Also I'm getting ready to release Config Lib support so people can easily modify spin time, input # required and output # including compatibility with these mods!

💬 Karmauh, 5 days ago

I think this mod is a really cool idea. I drop spin IRL, and I think the motion of it provides a similar cozy crafting vibe like using the quern. I really appreciate the Wool & More compat, because now I can shear sheep, wash my fleeces, spin my yarn, and knit my own clothes. :)

I did have to come back to the mod page to check how to use it again, but once I'd built it and placed it down, I didn't immediately know what to do. I saw the hotkey earlier, forgot, and turned back. I think it'd be neat if the pop-up also prompted the hot key for the actual GUI. If you do mess around with this more, maybe you could consider a specfic input location like the quern base?

This is, I gotta reiterate, really cool and I definitely think any bugs or raw edges you can find and smash will make it even better.

💬 LunaTheFox, 6 days ago

Now we just need a loom for turning flax twine into the linen sheets!

💬 FatRefrigerator, 6 days ago

This will combo super well with Art of Flax!

💬 SpidersGeorg, 6 days ago

Looking at this mod and smiling like the grinch, nothing has ever catered to me and my agenda so perfectly. Life changing mod for the irl spinners that are also big into vintage story, which I can't imagine is a lot of people but there are at least two of us and we're thrilled about this.

💬 HeadPilgrim , 6 days ago

tankmissile

Yeah that was my fault in the latest udate it SHOULD be defaulting to F now my bad I had it in the code set to E but had changed it to F in my game so I forgot I never fixed it when I was testing :|

💬 tankmissile, 6 days ago (modified 6 days ago)

I also had the issue with the GUI access button - it seems that it defaults to E instead of F on initial installation.  I didn't have any textures break though.

💬 RikuKlayton, 6 days ago

I haven't tested the mod yet but just the sound of it sounds amazing!
Love having more craftingstations and stations to process items. Waaaay more immersive and interesting than the 3x3

-Riku

💬 HeadPilgrim , 6 days ago (modified 6 days ago)

Comax87, Tulikettu

You have to press F while mounted on the spinning wheel to access the spinning wheel!

Also as it concerns to breaking textures, that's really strange as no one else has reported that! I don't touch tools at all with this mod!

 

VincentMorgan I'm starting to agree I think I'm leaning too heavy into processing time and so instead of something be a fun new way to craft it's more just tedious and time consuming which is not the goal. Hopefully I get an accessible config working today otherwise I'll throw out an update just changing the spin times for default and all mod patches. 

In the meantime you can edit the spin times in the files like so:


...hpspinningwheel_1.0.3.zip\assets\spinningwheel\patches\ and edit the file "game-flaxfibers.json" - you can open it witn notepad++

💬 Tulikettu, 6 days ago

My tool textures broke after installing this mod + the same problem "Someone is already using that!"

💬 Comax87, 6 days ago

made the spinning wheel and sat on it, but no matter what i do it says "Someone is already using that!" and can't get it to do anything.

💬 Yootah, 6 days ago

Loom when? /j

💬 VincentMorgan, 6 days ago

I'd say processing speed is going to depend on what you plan on doing in the future.

If you're going to be adding more machines or making use of mechanical power, the current loom could mirror the quern in terms of speed. If there are no plans for further speed increases with windmills or better looms, then it'd be nice to have it be faster than the vanilla quern.

The idea is that the game makes mechanical power more desirable by having the quern be relatively slow. Having the spinning wheel follow the same principle would be good.

💬 purple8cloud, 6 days ago

the modeling of machine
it is super cool

💬 HeadPilgrim , Oct 31st at 7:49 AM

tankmissile

Now that I got what I deem the essential mod compatibility patches out the way, Config is next up on the list! 

Feedback on the duration of spinning is definitely what I need more of.

💬 Blazha, Oct 31st at 7:45 AM

tankmissile you can easily change both input/output and speed, all you need is to open the zip file:


...hpspinningwheel_1.0.3.zip\assets\spinningwheel\patches\             and edit the file "game-flaxfibers.json" - you can open it witn notepad++

 

current input/output value is 2/1, you can change it to 4/2 to double the processing speed, or just lower the spin time to process faster

💬 tankmissile, Oct 31st at 7:30 AM

Cool mod!  I'm using it now, and boy does it take a long time to wind up 8 stacks of fiber.  Maybe some configs for the crafting speed?  It's a little too immersive for me lol

 

Also, might as well make the ratio configurable.  I think 2:1 is about right but since it's a point of contention i don't see why not.

 

As for the animated string, you can cycle the texture's UV position instead of moving the entire block.  Should be a lot easier than animating the whole thing by hand

💬 HeadPilgrim , Oct 31st at 7:26 AM

wojtek16 I'm not sure what compatibility is needed, at the end of processing the flax you still get flax-fibers which can still be used in the spinning wheel. I tested this with art of growing installed.

💬 RiverTheSheep, Oct 31st at 6:31 AM

Please tell me a mechanically powered wheel is planned/already in? I always need more stuff to use mechanical power for, barely anything in vanilla

💬 BraniyaKz, Oct 31st at 5:40 AM

This game truly needs more immersive crafting methods, moving farther away from and hopefully eventually replacing the crafting grid. Job well done!

💬 sputim, Oct 31st at 4:56 AM

HeadPilgrim Totally understandable, that's a great solution! Looking forward to your future work on this mod and hopefully other great mods!

💬 HeadPilgrim , Oct 31st at 3:45 AM

sputim I have a feeling balance is going to be an ongoing issue with a plethora of opinions. I talked briefly with the creator of Tailor's delight and Wool & More and since the spindle from tailor's delight already lets you get a 3:1 ratio I think 2:1 is a fair upgrade. I'm going to work next on adding more easily accessible configs though probably through ImGUI lib that way you can customize to your hearts content even individual patches. 

I'm almost done with the Tailor's delight and Wool & More patches though. Wool fibers will be the same 2:1 ratio and for tailor's delight it'll be like an upgrade to the needles which will no longer be consumed. So it'll be like plying twine into thread. For tailors delight it'll be the same 2:2 ratio but I'm going to increase the crafting time from 6 seconds per to 8 I think. Open to opinion and suggestions though!

💬 sputim, Oct 31st at 3:28 AM

Really nice work you did there, love it! But it needs still a bit of balancing. I would love to see Wear and Tear support as well! Like Velaroz said, the ratio could be lowered a tad bit more and/or maybe add a stick to the recipe? It would be a good stick sink and the twine model has a visible stick in the middle already, but the vanilla recipe doesn't use one. (Which i find funny)

Tailor's Delight actually has already an alternate recipe for twine which is 6 fiber, a spindle and a stick for 2 twine. So maybe a 5:2 ratio with a stick on the spinning wheel would actually be a good compromise. After you implement your own spindle you could deactivate the TD recipe along with the vanilla one!

💬 Velaroz, Oct 31st at 1:09 AM

Looking at this mod and keeping in mind that vanilla has it be a 4:1 initially, and thinking that such a mechanic might get added to the base game later, I can imagine that it might get either a 3:1 or 10:3 sort of ratio for somewhere between a 16.67%~25% discount.

Either way, love the concept and work put into making it look as nice as it does.

💬 Calisto, Oct 31st at 12:58 AM

HeadPilgrim Thank you. That was the culprit. It chaged to E. 

💬 HeadPilgrim , Oct 30th at 11:33 PM

Calisto 

Check if your keybind reset with the latest version?

💬 Calisto, Oct 30th at 11:26 PM (modified Oct 30th at 11:26 PM)

Is anyone else having trouble opening the GUI in the latest version? 

💬 ArmoredStone, Oct 30th at 11:04 PM

You should have a youtube video showing what the mod actually does :D

💬 HeadPilgrim , Oct 30th at 8:42 PM

Eulela I'm glad you think so! I'd like to think that I did proper research on how the spinning wheel looks and functions! The only thing that may be slightly innaccurate is the footman is on the same side as the pedal but that was more of an issue of me just not being a good enough designer to figure out how I could get the pedal to line up properly...

💬 Germwarfare, Oct 30th at 8:36 PM

outstanding mod works well with age of flax

💬 wojtek16, Oct 30th at 8:21 PM

Not sure if you heard of the art of growing mods, but do you think you might ever add compatibility to that mode and the process of twine to fiber? Love the model and design!

💬 purple8cloud, Oct 30th at 7:49 PM

1:2 ratio is too overpowerd

 

💬 Eulela, Oct 30th at 7:19 PM

I LOVE YOU! I LOVE YOU! I LOVE YOU! I LOVE YOU! I LOVE YOU!! This is so Awesome! As someone who spins yarn in real life I'm so happy there's now a mod to do it in game. The model you made for the spinning wheel looks fantastic! The distaff is adorable and it's all so accurate too. I can't wait to try it out and see what future updates you'll have for it. Amazing work! :DDD

💬 HeadPilgrim , Oct 30th at 6:34 PM

ItsAnny I'll try to work that in as a configurable option!

💬 ItsAnny, Oct 30th at 6:32 PM

One of the tailor classes strengths is that it has a more efficient craft turning twine into thread.

I am personally a fan of letting all the classes be a little bit better at what they do, and this mod gives one of the biggest strengths of tailors to every class.

Thats why it would be nice if there was a config option to enable or disable the tailor class as a requirement to interact with/spin on the wheel!

 

(I am talking about actually requiring the tailor class to be able to spin the thread/interact with the wheel, not just to craft the spinning wheel, which might be really hard to code)

💬 Teagan, Oct 30th at 5:00 PM

OMG i have been wanting a spinning wheel and a loom in game for soooo long! Thanks for this and please consider adding a loom into this awesome mod

💬 HeadPilgrim , Oct 30th at 4:46 PM

I've looked at everyones comments and I'm definitely going to modify the ratio/made it configurable probably implementing config lib in some capacity! 
Also i'll be working on adding Wool&More as well as making sure it plays nice with Tailor's Delight if there are any issues!

💬 Nartaga, Oct 30th at 3:18 PM

Ratio definitely needs to be nerfed. 2 fiber to 1 twine so it's half of doing it vanilla so it's not so OP. Or a way to configure the mod.

💬 XyrVexus, Oct 30th at 3:01 PM

That's pretty neat!

💬 oneil, Oct 30th at 1:46 PM

Awesome mod ! Just what we needed to revamp the tailor Gameplay ! compat with Wool&More and Tailor's Delight  and configurable would be Prime ^^ 

💬 Wixard, Oct 30th at 9:37 AM (modified Oct 30th at 10:20 AM)

Hey, an amazing mod! Great job!
I also agree with the suggestions below from VincentMorgan, especially the 2:1 ratio (2 fiber to 1 twine) and 1:1 down the line (or make it configurable), would work great with compatibility for Wool&More and Tailor's Delight.
Cant wait to install it on my server.

💬 Calbain, Oct 30th at 9:23 AM

Amazing work! This is exactly the sort of stuff I love to see, that gives you reason to build purposeful and distinct work areas instead of just storage. If you make those looms I'm gonna have some wonderful weaveries.

💬 MrFastZombie, Oct 30th at 8:41 AM (modified Oct 30th at 8:50 AM)

This looks great but I think I'd also want to nerf it a bit myself (2:1 ratio). Would it be possible to make the ratio configurable?

💬 Xephrock, Oct 30th at 8:30 AM

OK!
Love the concept, the model, and the process to make it.
problem comes from just how busted it is...

I use the mod 'Age of Flax', which makes processing flax a much more in-depth process, and this? is the PERFECT mod to go from flax FIBRE to flax TWINE...

but at a ratio of ONE fibre to TWO twine 1-2, when its normaly FOUR fibre to ONE twine 4-1, your four fibre is now giving you EIGHT twine, eight twine that used to cost 32 fibre... 4-32
and its this 4 to 32 ratio of value that makes it hard for me to justify using this mod in its current state because its just strong.

If I was to make a suggestion? a ratio closer to 2 fibre to 1 twine, would be much more balanced.

 

💬 Verlia, Oct 30th at 8:08 AM

I was following your work in discord, it's all such lovely work! Congrats on first mod ^_^

💬 Janoban, Oct 30th at 7:45 AM (modified Oct 30th at 7:45 AM)

This is pretty amazing! Especially for a first mod.
I was thinking exactly what VincentMorgan said below, a slightly improved output per fiber would make an incentive for more people to build this in their servers and will be a mainstay in my modded one.

💬 VincentMorgan, Oct 30th at 7:32 AM

Very impressive for a first mod, moving away from grid crafting is always good.

My only suggestion would be to consider the Wool&More (wink wink) mod, since that adds a simple drop spindle crafting recipe that gives a 3:1 fiber to twine recipe. I have experience with that ratio and it's a good early to mid-game way to stretch your linen. Spinning wheel could likely be changed to a 2:1 fiber to twine ratio to avoid making twine too cheap. It also leaves the ability to make an even more expensive method for a lategame 1:1 ratio later down the line.

Shuttle looms that make linen cloth directly sound like fun, but that'd need an enitrely new model, so it's not something I expect, just tossing the idea out there.

💬 ShaeTsu, Oct 30th at 7:21 AM

Another mod that should be vanilla. Anything that replaces grid crafting is cool in my book.

💬 HeadPilgrim , Oct 30th at 7:19 AM

Hydromancerx Much appreciated, I play with these mods so I figured they have to work with my mod! But if there's another mod that needs compatibility I can easily add the patch!

💬 Hydromancerx, Oct 30th at 7:16 AM

Well great job on this! I am impressed that you even Have Floral Zone cotton compatability already! I would have sudgested the cotton from the hide and fabric mod too but it hasn't been updated in forever.Though would be cool to have support for the spider silk mod if that ever updates too. But yeah keep up the great work!

💬 HeadPilgrim , Oct 30th at 7:10 AM

Hydromancerx I would like to eventaully add a loom in some capacity. If I can figure it out I would like it to some how be more involved meaning actually controlling the loom rather than the player just sitting there like a manequin while things proccess but we'll see! 
This is my first mod and heck did I learn a lot but I also learned it's not easy to just add new features to the game all willy nilly haha!

💬 Hydromancerx, Oct 30th at 7:06 AM (modified Oct 30th at 7:11 AM)

This is such a cool mod! Could you make a hand loom with the same idea? Such as 1:2 ratio of meaning 1 Twine = 2 Linen?

"Once I add a drop spindle I'll disable the crafting grid recipe for twine as a whole!"
I don't think making it by hand should be disabled. Especially if other mods need it. But making it more effecent than doing it by hand is a good idea.

 (edit comment delete)
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