Yard Building Guide

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

Builder session data is held in memory on the server and can be exported to exported_locations.lua.

Create an Office

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.

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 Runtime Data Into the Session

/mowerimport

This copies current runtime Config.Locations and Config.Yards into the session so you can review or remove existing named yards.

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

Current export behavior:

  1. saves your in-progress office if present
  2. saves your in-progress yard if it has at least one patch
  3. merges in current runtime locations and yards by name
  4. writes the merged Lua output to exported_locations.lua
  5. prints the same data to the server console

Important Export Note

Treat exported_locations.lua as generated data for review, reuse, or manual merging. The shipped runtime yard data is still defined in shared/config/locations.lua, so make sure your own deployment workflow actually consumes exported builder output.

Practical Workflow

  1. Create a new office with /mowerlocation and /mowervehicle.
  2. Create one or more yards with /moweryard.
  3. Save each yard.
  4. Run /mowerlist to confirm counts and names.
  5. Run /mowerexport.
  6. Review the generated Lua output.
  7. Merge or deploy the exported data into your runtime config workflow.
  8. Restart the resource after you update the runtime data source.

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.