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.
Create an Office
1. Start the Office
Stand where you want the manager NPC and run:
/mowerlocation My Office NameThis stores:
- office name
- NPC position
- NPC heading
2. Set the Vehicle Spawn
Stand where the van should spawn and run:
/mowervehicleThis stores:
vehicleSpawn
The office is then saved into the current builder session.
Create a Yard
1. Start the Yard
Stand near the center of the work area and run:
/moweryard My Yard NameThis 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:
/mowerfinishyardThe yard must have at least one patch to save.
Visual Editor Controls
Placement Mode
| Control | Action |
|---|---|
W/A/S/D | Move camera |
Mouse | Look |
Shift | Move up |
Ctrl | Move down |
Scroll | Change camera speed |
E | Next model |
Q | Previous model |
Tab | Toggle patch / obstacle mode |
Left Click | Lock placement and enter precision mode |
Ctrl+Z / Backspace | Undo last editor placement |
Enter | Save yard |
ESC | Exit editor |
Precision Mode
| Control | Action |
|---|---|
Mouse X | Rotate heading |
Scroll Up | Raise Z |
Scroll Down | Lower Z |
Left Click | Confirm placement |
Right Click | Cancel placement |
Session Management
Review Session Data
/mowerlistThis prints current session contents, including yard counts and calculated tiers.
Import Live Data Into the Session
/mowerimportThis 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 NameUse the exact saved yard name.
Cancel Current Work
/mowercancelThis clears active office or yard setup state for the calling admin.
Export Workflow
Export
Run:
/mowerexportWhat it does:
- saves your in-progress office, if you have one
- saves your in-progress yard, if it has at least one patch
- merges in the offices and yards already live on the server, so nothing existing gets lost
- writes everything to a file called
exported_locations.luain the resource folder - confirms in chat how many offices and yards were exported
Making Your Yards Live
Exporting does not change the live game by itself. The game keeps using whatever is in shared/config/locations.lua until you update it:
- Open
exported_locations.lua(in theoxide-landscapingjobfolder on your server). - Copy its contents over the matching tables in
shared/config/locations.lua. - Restart the resource. Your new yards are now live.
Practical Workflow
- Create a new office with
/mowerlocationand/mowervehicle. - Create one or more yards with
/moweryard. - Save each yard.
- Run
/mowerlistto confirm counts and names. - Run
/mowerexport. - Copy the contents of
exported_locations.luaintoshared/config/locations.lua. - Restart the resource so the new offices and 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.