Yard Building Guide

Practical guide for creating and exporting landscaping offices and yards with the built-in builder.

Practical guide for creating and exporting landscaping offices and yards with the built-in builder.


What the Builder Does

The builder lets admins:

  • create office locations
  • set vehicle spawn points
  • create yards
  • place grass patches
  • place obstacles
  • review the current builder session
  • export merged Lua data

Your builder work lives in a temporary "session" on the server. It is lost when the resource restarts, so always run /mowerexport before restarting — that writes everything to the exported_locations.lua file.

Yards and offices go live in different ways. Yards stay in shared/config/locations.lua, so you paste the exported yards into that file and restart. Offices are stored in the database, so you add them in /landscaping settings, or bring builder offices in through the file and Reset to default. See How Settings Work.


Create an Office

The easiest way to add an office is in-game with /landscaping settings → Locations & Yards → Depots: it goes live as soon as you save. See Adding a Second Office. An office made with the builder commands below only reaches the game through the config file and Reset to default (see Making Your Work Live).

1. Start the Office

Stand where you want the manager NPC and run:

/mowerlocation My Office Name

This stores:

  • office name
  • NPC position
  • NPC heading

2. Set the Vehicle Spawn

Stand where the van should spawn and run:

/mowervehicle

This stores:

  • vehicleSpawn

The office is then saved into the current builder session. To make it live, add it under Locations & Yards → Depots in /landscaping settings with these coordinates, or bring it in through the config file and Reset to default (see Making Your Work Live).


Create a Yard

1. Start the Yard

Stand near the center of the work area and run:

/moweryard My Yard Name

This starts the yard and opens the visual editor.

2. Place Patches

Use patch mode to place grass props that the mower will cut.

3. Place Obstacles

Switch to obstacle mode and place props the player must remove on foot.

4. Save the Yard

Press Enter in the editor or use:

/mowerfinishyard

The yard must have at least one patch to save.


Visual Editor Controls

Placement Mode

ControlAction
W/A/S/DMove camera
MouseLook
ShiftMove up
CtrlMove down
ScrollChange camera speed
ENext model
QPrevious model
TabToggle patch / obstacle mode
Left ClickLock placement and enter precision mode
Ctrl+Z / BackspaceUndo last editor placement
EnterSave yard
ESCExit editor

Precision Mode

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

Session Management

Review Session Data

/mowerlist

This prints current session contents, including yard counts and calculated tiers.

Import Live Data Into the Session

/mowerimport

This loads the offices and yards currently live on the server into your session, so you can review them, remove them, or build alongside them.

Remove a Yard From the Session

/mowerremoveyard Exact Yard Name

Use the exact saved yard name.

Cancel Current Work

/mowercancel

This clears active office or yard setup state for the calling admin.


Export Workflow

Export

Run:

/mowerexport

What it does:

  1. saves your in-progress office, if you have one
  2. saves your in-progress yard, if it has at least one patch
  3. merges 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 in the resource folder
  5. confirms in chat how many offices and yards were exported

Making Your Work Live

Exporting does not change the live game by itself. The game keeps using the yards in shared/config/locations.lua until you update it:

  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. Your new yards are now live.

Offices are different: they are stored in the database, so the office list (Config.Locations) you paste only becomes the factory default, and the restart doesn't change the live offices. To use it, open /landscaping settings → Locations & Yards and press Reset to default on Depots. That replaces the whole office list with the file's. The export leaves out each office's menuCamera, so add it back by hand first if an office should keep its camera.


Practical Workflow

  1. Add any new office in /landscaping settings → Locations & Yards → Depots and save. It's live straight away.
  2. Create one or more yards with /moweryard.
  3. Save each yard.
  4. Run /mowerlist to confirm counts and names.
  5. Run /mowerexport.
  6. Copy the contents of exported_locations.lua into shared/config/locations.lua.
  7. Restart the resource so the new yards go live.

Design Tips

  • Keep vehicle spawns clear of traffic and parked vehicles.
  • Use enough patches to make the yard readable, but avoid needless clutter.
  • Mix patch models and headings so the yard does not look grid-placed.
  • Place obstacles where players can reasonably reach them on foot.
  • Test van access, mower unloading, and obstacle pickup before treating the yard as finished.
  • Keep naming consistent because export deduplication uses exact names.
  • To swap a grass or obstacle model across existing yards (for example, one missing from your game build), add a row under Compatibility in /landscaping settings instead of rebuilding the yard. See Model Compatibility.

Next Steps