Admin Commands Reference

Administrative reference for the landscaping job — the /landscaping settings editor, builder commands, and permissions.

Reference for the landscaping job's admin tools — the in-game settings editor and the builder commands admins use to create offices and yards.

Permissions

The settings editor and all builder commands require admin permission. Add this line to your server.cfg to give your admin group access:

server.cfg
add_ace group.admin admin allow

Standard QBCore/Qbox/ESX admins pass the check automatically. Without admin permission, the commands respond with a "no permission" message.

The permission check happens on the server, so players can't get around it. Refused attempts at the builder commands and at /landscaping settings are written to the server log: one line per player and action per minute, so someone repeating a command can't flood the log. Every settings change is logged too, along with whether it came from the menu or another resource.

Command List

CommandDescription
/landscaping settingsOpen the in-game settings editor (admin). Changes save to the database and apply live
/landscaping tutorialsToggle tutorial hints for yourself (same as /landscapingtutorials, no permission needed)
/landscaping tutorialresetRe-show all tutorial hints (same as /landscapingtutorialreset, no permission needed)
/mowerlocation <name>Start creating a landscaping office
/mowervehicleSave the current office vehicle spawn
/moweryard <name>Start a yard and open the visual editor
/mowerpatchAdd a single patch by dialog to the active yard
/mowerundoRemove the most recently added patch
/mowerfinishyardSave the active yard
/mowerexportExport merged session data to exported_locations.lua
/mowercancelCancel the active setup
/mowerimportImport current runtime locations and yards into the session
/mowerlistList current session contents
/mowerremoveyard <name>Remove a yard from the current session by exact name

Settings Editor

/landscaping settings opens the in-game editor for nearly every setting: pay, levels, timers, crew, complaints, vehicles and the mower, offices, NPCs and blips, markers, uniforms, props, animations, model replacements and tutorials. Values are checked before saving, and a bad value is rejected with a reason. Saved changes go to the database and apply live, with no restart. If a change can't be saved to the database, the editor says so and the old value stays; a reset that fails shows a message too. The editor's labels come from locales/en.json, so they can be translated.

Yards are the exception: they're too large for live sync, so they aren't edited in the menu (it says so). Build them with /moweryard and the builder commands below. See How Settings Work.

Office Creation

/mowerlocation <name>

Starts an office setup using your current player position and heading.

Saved fields:

  • name
  • coords
  • heading

This does not finish the office until /mowervehicle is used.

/mowervehicle

Captures your current position and heading as the office vehicle spawn and saves the office to the in-memory builder session.

Saved field:

  • vehicleSpawn

Yard Creation

/moweryard <name>

Starts a new yard and opens the visual editor.

The session stores:

  • name
  • coords
  • patches
  • obstacles

/mowerpatch

Opens a grass model picker dialog and adds one patch at your current location.

This uses the active Config.GrassProps list for validation.

/mowerundo

Removes the most recently added patch from the yard you are building. It is meant for patches placed with /mowerpatch — while the visual editor is open, use the editor's own undo (Ctrl+Z or Backspace) instead so the on-screen preview stays in sync.

/mowerfinishyard

Saves the active yard if it has at least one patch, closes the editor, and stores the yard in the current builder session.

The yard tier is determined from patch count at save time.

Session Commands

/mowerimport

Loads the offices and yards currently live on the server into your builder session. Anything already in the session with the same name is left untouched.

Run this first if you want to review, remove, or build on top of the existing data.

/mowerlist

Prints current session contents in chat, including:

  • location names
  • yard names
  • patch count
  • obstacle count
  • calculated tier

/mowerremoveyard <name>

Removes a yard from the builder session. The name must match exactly, including capitalization.

This only changes your builder session — to remove a yard from the live game, export afterwards and update shared/config/locations.lua with the result.

Export Behavior

/mowerexport

The export command does the following:

  1. saves any office you are still in the middle of creating
  2. saves any yard you are still building, as long as it has at least one patch
  3. pulls in the offices and yards already live on the server, so nothing existing gets lost
  4. writes everything to a file called exported_locations.lua inside the resource folder
  5. confirms in chat how many offices and yards were exported

Important notes:

  • entries are matched by name — if a session entry and an existing entry share a name, the session entry is kept
  • exporting does not change anything on the live server by itself; see "Applying your export" below

Applying your export

The game keeps using the yards in shared/config/locations.lua until you update that file. To make your exported yards live:

  1. Open exported_locations.lua (in the oxide-landscapingjob folder on your server).
  2. Copy its contents over the matching tables in shared/config/locations.lua.
  3. Restart the resource.

Offices work differently. They are stored in the database, so the office list (Config.Locations) you paste into the file only becomes the factory default, and the restart doesn't change the live offices. To use it, press Reset to default on Depots in /landscaping settings → Locations & Yards, which replaces the whole office list with the file's. The export leaves out each office's menuCamera, so add it back by hand first. Or skip the file and add offices directly in the menu: see Adding a Second Office.

/mowercancel

Clears any in-progress office or yard setup for the calling admin, closes the visual editor, and removes preview state.

Visual Yard Editor

The visual editor opens automatically through /moweryard.

Modes

  • patch mode
  • obstacle mode

Switch modes with Tab.

Placement Controls

ControlAction
W/A/S/DMove camera
MouseLook around
ShiftMove up
CtrlMove down
ScrollChange speed
ENext model
QPrevious model
TabToggle patch / obstacle mode
Left ClickLock placement and enter precision mode
Ctrl+Z / BackspaceUndo last placement in editor
EnterSave yard
ESCExit editor without saving the yard automatically

Precision Controls

ControlAction
Mouse XRotate heading
Scroll UpRaise Z
Scroll DownLower Z
Left ClickConfirm placement
Right ClickCancel precision placement

Run /mowerimport to load the existing offices and yards into your session.

Build new yards with the visual editor. Add new offices in /landscaping settings instead (see Adding a Second Office): they go live as soon as you save.

Use /mowerlist to double-check names and counts.

Use /mowerexport to write everything to exported_locations.lua.

Copy the exported data into shared/config/locations.lua.

Restart the resource so the new yards go live.

Builder Design Tips

  • Keep office vehicle spawns clear and accessible.
  • Use natural patch spacing instead of rigid grids.
  • Add only enough obstacles to create interaction, not clutter.
  • Test mower access paths before treating a yard as finished.
  • Keep exact yard names consistent if you rely on export deduplication by name.

Next Steps