Admin Commands Reference

Administrative reference for the landscaping job builder tools.

Permissions

All builder commands require:

add_ace group.admin admin.landscapingjob allow

Server-side permission checks use:

IsPlayerAceAllowed(source, 'admin.landscapingjob')

Command List

CommandDescription
/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
/mowerundoUndo the last non-editor 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

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 last patch added through /mowerpatch.

For visual-editor placements, use the visual editor undo controls instead.

/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

Imports the current runtime Config.Locations and Config.Yards into the builder session, skipping duplicate names already in the session.

Use this before removing or reviewing shipped data in the current session.

/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 by exact name match.

This only affects the current session until you export and then update your runtime data workflow.

Export Behavior

/mowerexport

The export command does the following:

  1. auto-saves any in-progress office owned by the executing admin
  2. auto-saves any in-progress yard with at least one patch owned by the executing admin
  3. imports runtime Config.Locations and Config.Yards into the export set to avoid dropping existing named entries
  4. serializes the merged locations and yards
  5. writes the result to exported_locations.lua
  6. prints the exported Lua tables to the server console

Important notes:

  • deduplication is by name
  • session entries win over imported runtime entries with the same name
  • the export file is written to the resource folder
  • review how your server consumes that export before assuming it changes live runtime data by itself

/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
  1. Create or import office and yard data into the builder session.
  2. Build or edit yards in the visual editor.
  3. Use /mowerlist to review the session.
  4. Use /mowerexport to generate a merged Lua export.
  5. Review the generated exported_locations.lua and merge it into your runtime data workflow.
  6. Restart or redeploy your resource configuration as needed.

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.