Mods / Panda Guilds
- Tags:
- Author:
- Pandarific
- Side:
- Both
- Created:
- May 27th at 4:35 AM
- Last modified:
- Jun 4th at 9:05 PM
- Downloads:
- 570
-
Latest release (for Vintage Story 1.22.0 - 1.22.3, potentially outdated):
pandaguilds-0.1.3.zip 1-click install
Panda Guilds
Player-run guilds. Claim land, ally with the neighbours, pick a fight, build an economy.
What is it?
A full guild system on top of Vintage Story. You found a guild, claim 32x32 chunks of land that nobody else can touch, recruit members to grow your cap, and from there it spirals out into diplomacy, polygon plots, virtual treasuries, taxes, federations, wars, and a Discord webhook bridge so the people who couldn't make it on tonight can still read the chat.
It works for one person who just wants land protection. It also works for a busy server that needs the whole apparatus. Most things flow through one tabbed dialog on the G key, so you almost never have to memorise a command.
First five minutes
- 1. Run
/guild create MyGuild MG. You're the leader. - 2. Walk into a 32x32 chunk you want to own. Run
/guild claim. PressF7any time to see chunk borders. - 3. Press
G. The tabbed Guild Overview opens. Click through the tabs. - 4. Craft a Surveyor's Chart, mark a polygon on your claim, set it to House or Market in the Plots tab.
- 5. Hold a stack of rusty gears and run
/wallet deposit. You now have a balance to spend.
Press H in-game and search "PandaGuilds" for the full 12-page handbook. Every system below has its own page with the details.
The big systems
This mod is genuinely a lot. The spoilers below are the headline stuff. Click any one to expand.
32x32 column chunks, claimed one at a time. The catch (and the fun part) is that your claim cap grows with your guild's total Power, where each member generates Power while they're online and loses some on death. Default formula: every member starts at 1 power, gains 0.5 per online hour up to a cap of 10, loses 2 on death. One power buys 1.5 chunks of cap.
So a solo player at start gets 1.5 chunks (a home base). A guild of five active members at full power holds around 75 chunks. Recruit, stay active, your map grows.
You can flip the Power system off in the config and use a flat "N chunks per member" cap if you'd rather. Permission enforcement runs through the standard Vintage Story events, no Harmony patches needed.
Every time you claim or unclaim a chunk, the mod auto-groups touching chunks into Regions. Each region gets its own permission table for five tiers: Guild member, Allied, Truce, Neutral, Hostile. You toggle break / place / use containers / use doors / hit entities separately for each tier.
This is how you carve out a public market region inside an otherwise-private claim without giving up the rest of your land. Or a private vault inside a region that's otherwise pretty open.
Craft a Surveyor's Chart, equip it, right-click each corner of the polygon you want. Beacon-style glowing pink pillars mark the vertices you've set so you can see what you're drawing. Three to thirty-two vertices, no self-intersections. Submit to create the plot, then pick a type in the Plots tab:
- House - rentable or for sale; tenants get member-tier permissions inside while their lease is current
- Market - place Market Stall blocks; other players rent stalls from you per period and trade out of them
- Farm - bonus crop growth, extra drops, faster animal breeding for whoever's working the soil inside
- Workshop - crafting XP bonus inside (requires Panda X Skills, no-op without it)
- Storehouse - extra carry capacity buff for guild members standing inside
- Armoury - gear repair and regen bonus for members
- Jail - holding cell, paired with the Restraints item
- Embassy - lend a slice of your land to another guild; their members get full member-tier permissions inside while you keep ownership
Craft Iron, Meteoric Iron, or Steel Restraints (each tier extends the maximum sentence length). If you have the Jail Players permission and your guild owns a Jail plot, right-click another player with restraints in hand. The Jail dialog opens. Set sentence length, set bail. The prisoner teleports to the Jail plot and can't leave its bounds. They can pay bail to escape early, or wait it out.
Three relationship states between any two guilds: Allied, Truce, At War. Ally and Truce need the other side to accept on their Diplomacy tab before they take effect. War declarations have a configurable cooldown to stop spam. Truces expire automatically after 7 days. Peace offers can carry text terms the defender reads before accepting.
Multi-guild groups that share a chat channel and (optionally) wars. Two types:
- Defensive - rally calls only fire when a member is attacked
- Military - rally calls fire on offensive war declarations too
Any leader can found one. Federation type changes (Defensive to Military or back) queue for 7 days behind a 14-day cooldown so a federation can't flip its identity weekly.
Declaring war on a federated guild fires automatic rally calls to federated allies. Each ally sees the call in their Wars tab and can Accept (joins the war, gains attacker-tier permissions in enemy land) or Decline (stays out, no penalty). Peace ends the war and drops all outstanding rally calls between the principals.
Currency is rusty gears (the vanilla item). Your personal wallet (/wallet) and the guild treasury (/guild treasury) are virtual long-integer balances stored on the player or guild. No physical chest needed. Deposit consumes a held gear stack, withdraw spawns gears back into your inventory.
Leaders set per-guild tax rates from the Settings tab. Six knobs: tithe percent + flat tithe, land tax per chunk per period, house rent skim, market rent skim, sales tax, period length in days. Every rate is server-capped so a tyrant can't tithe at 95 percent. Members who can't cover the tax accrue per-member debt; future deposits pay debt first.
Per-guild URLs for mirroring guild chat and audit events to a Discord channel. Leader-only. The server only accepts genuine Discord webhook URLs (other URLs are rejected). Posts fire-and-forget with a 5-second timeout so a slow Discord can't stall the server tick.
Heads up: webhook URLs are stored in plaintext in the world save. Treat your save file as sensitive when sharing it. If you ever leak a URL, rotate it on Discord and re-paste the new one in-game.
One tabbed dialog with ten tabs covering everything:
- Roster - members, ranks, online status, power per member; invite / kick / promote from here
- Ranks - grid of permissions x ranks; toggle per-rank
- Claims - regions with per-tier permission toggles; rename inline
- Plots - your polygon plots; type, rent, tenants
- Diplomacy - pending proposals + existing relationships
- Federation - create, accept invitations, kick member-guilds, request type changes
- Wars - active wars + rally calls
- Treasury - personal wallet + guild treasury, deposit / withdraw
- Audit - last 200 events, paginated, real-time timestamps
- Settings - identity, guild home, webhooks, tax rates, leave / transfer / disband
Hover anything for a one-line tooltip explaining what it does.
Open the world map and claimed chunks render as translucent shapes. Friendly guilds green, hostile guilds red, neutral grey. Hover for the guild and region name. Right-click for a popup with the full details.
Every guild keeps the last 200 events: claims, kicks, treasury changes, diplomacy, plot edits. View in the Audit tab or via /guild audit. If a Discord audit webhook is configured, every event mirrors there too.
Tenants who get evicted from a House or Market plot don't lose their inventory. The salvage goes into a per-player lost-and-found inbox; the tenant claims it with /guild recover and the gears land in their wallet.
Commands
The mod adds /guild (with 20+ subcommands), /wallet, /house, /market, and /guildadmin (ops only). Full list with one-line descriptions is in the in-game handbook under "PandaGuilds - Commands". Hotkeys: G opens the Guild Overview, F7 toggles chunk borders.
Configuration
Server config lives at VintagestoryData/ModConfig/pandaguilds.json. Every knob is documented in-game under "PandaGuilds - Configuration". Defaults are tuned for fresh single-player and small multiplayer worlds. Highlights: Power growth rate, claim cap formula, tax server-side maximums, plot size limits, autosave interval.
Compatibility
No required dependencies. Soft compat:
- Panda X Skills - Workshop plots add a small crafting XP bonus inside (default +25 percent). No-op without it.
Vanilla /land claim is automatically disabled while Panda Guilds is loaded. It redirects players to /guild claim. One claim system is enough.
Notes from the author
This is a public beta. It works (I've been play-testing it for weeks), but it's early, the save format isn't promised to stay stable across versions yet, and there are corners I haven't hit under real multiplayer load. Don't run it on a production server you care about without backing up the save first.
Bug reports, ideas, "this should work this way" thoughts: reach out wherever you got the mod from. I read everything.
Please check out my other mods:
- Panda Hearth - modular hearth system, one fire feeds many cooking surfaces
- Panda Infrastructure - player-built fast travel, ride a courier elk on autopilot between bound milestones
- Panda Web Map - browser-based live world map for your server
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.1.3 | pandaguilds | 389 | Jun 4th at 9:05 PM | Empty | pandaguilds-0.1.3.zip | 1-click install | |
| 0.1.2 | pandaguilds | 81 | May 31st at 12:58 AM | Empty | pandaguilds-0.1.2.zip | 1-click install | |
| 0.1.1 | pandaguilds | 40 | May 30th at 10:14 PM | Empty | pandaguilds-0.1.1.zip | 1-click install | |
| 0.1.0 | pandaguilds | 60 | May 27th at 4:40 AM | pandaguilds-0.1.0.zip | 1-click install | ||
v0.1.0 - May 26, 2026First public beta. Months of private development land in one tagged release so expect issues. Everything in this entry summarises what's in the mod at launch - entries from here on out will only list incremental changes. This is over 137 commits in one release, please inform me of any issues you may come across. Core systems
Plots
Economy
Interface
Discord integration
Compatibility
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Tested this mod August 25th 2026 on 1.22.3 and the market stall feature is currently inoperable. Specifically, you cannot right click the market stall block, and the /market commands do not recognize when you are standing inside a market plot. Unfortunately this also, as i understand it, is the only way to use the sales tax implementations. It seems though that the house and property tax (as well as the flat rate taxes) work just fine so it could certainly be used that way. Considered using Vinconomy plus this to get around it, but players wouldnt put money into their virtual wallet which wouldn't allow for the functionality unfortunately. Will absolutely change/delete/update my comment if this gets fixed.
I'm confused how the market stall is intended for use. It fails to interact and when I do the /market command it says I am not standing in a market plot, though I am. Other player cannot right click either, nor find a way to rent such plot.
Am I missing something?
I too am looking for the answer to this as I've faced the same issue. All the commands don't recognize that I'm inside a market plot even when I am. Right clicking on a market stall doesn't accomplish anything either.
do you have any plans to have compatibility with salty's terra tag? it seems like your mod and his would work wonderfully together.
Having a great time with the mod so far on a server, but for the armoury - but how does the repair and regen part of the armoury plot work? Do tools need to be placed down/put in a rack or is it just a buff to crafting recipe repairs?
Babadook Hi! It only repairs items on shelves, racks or armour stands and depends if its enabled via config (Not enabled by default.)
Do you use vibecoding or Ai to write any of your mods?
Jesus_Christ I explained in my discord thread that I've paid for a bunch of mods to have images made on Fiverr and those were the images given... I thought they were pretty good but it's been pointed out they're probably AI. Working on replacing them ASAP. Code is completely done by me, but there will be quite a few bugs as I'm not able to test the mod 100% alone, so thats why theres a footnote explaining. Hope this cleared it up for you.
sweet, I didn't see the discord post. I can deal with bugs if a human caused them lol. Those thumbnails gotta be ai, someone mentioned that shield seems to have a plume when the helm should have it
Jesus_Christ I've taken them all down and I'm gonna throw some horrendous scribbles I've made up in their place for now but I hope to get super clean professional logos done ASAP. In the meantime, please use and abuse this mod and tell me absolutely everything you can in the official VS Discord. I'll be making a thread specifically for Panda Guilds shortly
U a real G for that, I was legit devastated to see the icon for hearths turn into ai