What players see
Useful when you are writing your own server's guide, or answering a support ticket.
Starting a job
The player targets the depot manager and picks Start work. The option shows the deposit they are about to pay. If you have turned on the job requirement in config.lua, players without that job see a "come back as a gardener" option instead.
Vehicles spawn at the depot and the yard is marked on the map.

The HUD

| Panel | Shows |
|---|---|
| Job | Estimated payout so far, how much of the yard is cut, and the condition of each vehicle |
| Stats | Rank name, level, XP toward the next level, and the current streak |
| Leaderboard | Today's top three and the player's own position |
Vehicle condition is the mower's engine health, and it decides the deposit refund — so it is on screen the whole time, not just at the end.


Players arrange this themselves with /mowerhud.

| Control | Does |
|---|---|
| Blocks | Show or hide each panel |
| Palette | Twelve presets, or set any of the six colours individually |
| Opacity | How solid the panels are |
| Style | Solid plates or Glass |
| Image size | Scales the item and vehicle artwork |
| Volume | The level-up sound |
| Reset | Back to the shipped layout and colours |
Panels are dragged straight on the HUD while this is open. Everything here is saved per player and survives a reconnect, so it is a player preference, not something you need to manage.
On screen, at the shipped defaults, it comes to this — deliberately sparse, and click-through everywhere except the arranger and the modals:

Getting paid
Once enough of the yard is cut (your Completion rules), the customer pays. The payout is grass money, plus the perfect-yard bonus if nothing was left, plus a level bonus and a streak bonus, capped by your payout limit. Loot items may drop with the payment.
A perfect yard extends the streak. A passing but imperfect yard resets it. Streaks are not kept across a server restart.
Levelling up plays a short celebration and unlocks the next mower tier.
The workshop
At the depot, the Workshop option on the manager opens the tier shop. It is only offered between jobs — a player already working will not see it.

Three mower tiers — bronze, silver, gold. Bronze is free and everyone starts with it. Each tier is faster and absorbs more rock damage, and each has a level gate as well as a price, so money alone does not skip progression. A tier the player cannot afford or has not levelled into shows the reason on the card.
Purchases are permanent and survive restarts.
The daily leaderboard
/mowerboard, or the panel on the HUD.

Top three win the prizes you configured — shown here at the start of a fresh period, before anyone has scored. Money is deliberately not part of the score, so the board never publishes anyone's income.
Prizes are claimed from this window. Anything won and not yet collected shows as Unclaimed rewards at the top and waits for the player, so a player who was offline at the reset does not lose a prize.
Returning the vehicles
The player drives back to the depot, parks inside the return radius, and picks Finish work on the manager.
| Mower engine health | Deposit refund |
|---|---|
| 800 or more | Full |
| 300 – 800 | Half |
| Below 300 | Nothing |
When something goes wrong
/mowerabandonforce-ends the job. The player gets nothing — no pay, no refund — but they are not stuck.- A job left idle with no grass cut is disbanded automatically after 30 minutes.
- If the HUD stops receiving updates for 10 seconds it hides itself, so a disconnect never leaves panels stuck on screen.