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
| 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
/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:
- saves your in-progress office if present
- saves your in-progress yard if it has at least one patch
- merges in current runtime locations and yards by name
- writes the merged Lua output to
exported_locations.lua - 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
- 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. - Review the generated Lua output.
- Merge or deploy the exported data into your runtime config workflow.
- 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.