Provisions & Co. — Editor Guide
This guide explains how to use the web editor: the window, the tools, layers and floors, the palette, the 3D
view, saving, testing and publishing. Every individual object, field and setting is described in the
Editor Reference. Installing the mod and playing are covered in the
Player Manual.
Contents
- A first kitchen in ten minutes
- The window
- Tools
- Layers
- Floors (storeys), stairs and walls
- The palette
- The 2D grid
- The 3D view
- Keyboard shortcuts
- Undo, autosave and My maps
- Testing in the game
- Publishing
- Warnings
- The Studio
- Scenes
- The desktop and offline editors
1. A first kitchen in ten minutes
- Sign in with Steam (top right) so you can publish and use account features.
- In the right-hand panel, open Level and pick a base scene — the stock kitchen whose sky, lighting and floor your kitchen borrows. The editor fills in that kitchen's round time, star targets, chef spawns and camera; you can change all of them.
- On the Gameplay layer, choose items from the palette on the left and click cells to place them: a Serving pass, a Plate return, a Plate stack, Counters, a Chopping board, some Crates, and a Hob with a Pot or Frying pan on it.
- In Recipes, tick the dishes the kitchen should order. The Package checklist lists anything those dishes still need — click an entry to arm it in the palette.
- Start Overcooked! 2 with the mod, wait at the main menu, and click Push to game (live). You are in your kitchen in seconds.
- When it plays well, click Publish to save it to your account and make it appear in the game's browser.
Everything you do is saved automatically in this browser as you work.
2. The window
- Top bar: the site's account buttons (
Player Manual), the Docs link and the Language menu. Changing the language reloads the page; your map is safe because it is saved. - Toolbar:
- 🗺 Map / 🎨 Studio switches between the map editor and the Studio.
- Level is your kitchen's name, used when you publish and push.
- x .. / z .. is the grid range: the cells the kitchen may use. It grows by itself when you place or move things past its edge. Objects outside it show an out of bounds warning. Picking a base scene resets the range to that kitchen's footprint.
- The layer buttons (section 4), the Floor selector (section 5), the Place / Select / Move / Erase tools (section 3), ↶ / ↷ undo and redo, ⌨ keyboard shortcuts, the zoom buttons − 100% + ⤢, and the ☾ Dark / ☀ Light theme switch.
- On the right: My maps, New, Push to game (live) and Get edits from game — or, while editing a scene, Publish scene and Exit scene.
- Left column: ✨ Create custom… (opens the Studio), the palette's category tabs, Search palette… and the palette list. On the Floor, Collider and Platform layers the palette is replaced by that layer's panel.
- Centre: the 2D grid or the 3D view, with the 2D / 3D switch.
- Right column (inspector): the settings of the selected object, or — with nothing selected — the kitchen's Level, Advanced, Phases, Recipes, Package and Custom content cards.
- Footer: the number of objects and dishes, the asset bundles used, ⚠ warnings, short messages, a hint for the current tool, the cell under the pointer (x 3, z −2 · counter_2), the save state (Saved on this computer 14:02) and the version.
3. Tools
| Tool | Key | What a click does |
|---|---|---|
| Place | B | Places the selected palette item in the cell, and selects it. The item stays armed, so you can keep clicking. Several objects can share a cell; the editor warns about crowded cells. |
| Select | V | Selects the top object in the cell and shows its settings in the inspector. Clicking an empty cell clears the selection. |
| Move | M | Click a cell to pick up everything in it, or drag a rectangle to pick up an area; then click the destination cell. The group keeps its layout, heights, rotation and phases. Esc or a right-click cancels. |
| Erase | E | Removes the top object in the cell (the active layer's objects first). |
Right-click erases with any tool. There is no confirmation — Ctrl+Z brings anything back. To erase a two-cell station, click its main cell (the one without the hatching).
4. Layers
The layer buttons choose what you are editing; the rest dims so you can see what you are working on.
| Layer | What you edit |
|---|---|
| ▣ Gameplay | The kitchen itself: stations, crates, cookers, utensils, machines, chef spawns, the camera target. |
| 🌳 Decor | Scenery: the base scene's props, lights, kill zones, surfaces, groups and uploaded 3D models. |
| ▦ Floor | Walkable floor zones, ramps and stairs — drag a rectangle on the grid. |
| ▧ Collider | Invisible walls that block chefs and items — drag a rectangle. |
| ⬒ Platform | Moving platforms chefs ride — click cells to lay out the route. |
Decor, Floor and Collider together are the kitchen's environment; they can also be saved as a reusable scene. In a scene the Gameplay layer is hidden.
5. Floors (storeys), stairs and walls
A kitchen can have several storeys at different heights.
- The Floor selector in the toolbar (and the floor bar in the 3D view) chooses the active floor: Ground, each storey (y 2, y 4.5…), or + Storey to add one 2 units above the top. Everything you place or draw next goes on the active floor; things on other floors dim.
- Chefs need ground to stand on. On an upper storey, draw a floor zone first (Floor layer → drag a rectangle), then build on it. Gaps between zones are holes chefs fall through.
- Ramps and stairs connect storeys. On the Floor layer choose ◺ Ramp / stairs, set low end y and high end y, pick which way it rises (auto takes the direction of your drag), then drag where the slope goes. Chefs and carried items walk up and down it like the game's own stairs. Each ramp in the list has a button to flip its direction.
- Walls: on the Collider layer, set the wall height and drag a rectangle. Walls are invisible but solid.
- The Floor and Collider panels list every zone and wall with its cells and height; ✕ removes one, and a right-click on the grid removes the topmost one under the pointer.
- A floor zone can have its own look (a texture) — see the
Reference.
6. The palette
On the Gameplay layer the palette has six tabs:
| Tab | Contents |
|---|---|
| Infra | Chef spawn and camera target markers, serving pass, plate return, counter, chopping board, sinks (plates, glasses, trays, mugs), returns and stacks for each, bin. |
| Station | Hob, ovens (stock, medieval, DLC09), furnaces, frying station, barbeque, campfire, floor burner, mixer and blender bases. |
| Utensil | Pot, frying pan, steamer, cake tin, oven tray and pot, roasting tray, frier basket, kebab skewer, griddle pan, toasting fork, hot pot, mixer bowl, blender jug, bellows, coal bucket, fire extinguisher, cream sprayer. |
| Machine | Your custom machines first; then condiment and drink machines, buttons, coal and firewood dispensers, conveyor belts, the food spawner, cannons with their fire buttons and aim stick, the flamethrower, floor switch and push button. |
| Crates | Your custom ingredient crates first, then every stock ingredient crate. |
| Decor | The same list as the Decor layer. |
Search palette… filters the current tab (in English or your language). Click an item to arm it — the tool switches to Place. A 2w badge marks a two-cell station; a custom tag marks your own content. A custom ingredient made by several authors shows ▾n; clicking it lets you pick a design.
The Decor list starts with four kinds of level art — Light, Kill zone, Surface and Group —
then the base scene's props (an animated prop is marked ✦), then your uploaded 3D models. Tick browse
other scenes to use props from other kitchens (they load another scene in the background, so use them
sparingly). + 3D model (.obj) uploads your own model (.obj, .glb or .gltf).
If Overcooked! 2 is running with the mod, the palette, grid and 3D view show the game's own icons and models. Without it, items appear as coloured name tags.
7. The 2D grid
- +z points up the screen; the numbers along the top and side are the cell coordinates.
- Each object is a tag in its cell, coloured by category. A two-cell station also shades its second cell and points to it with an arrow. A chef spawn shows P1, P2… in the player's colour.
- When a base scene is loaded, faint symbols show where its stock counters (▪), cookers (H), sinks (S), crates (D), returns (R), serving passes (P), stacks (T), bins (B), conveyors (V) and structures (#) were — a guide for rebuilding around them. ⇕ marks a cell used on several floors.
- With phases on, an object limited to some phases shows their numbers; while you edit one phase, everything outside it fades.
- A selected moving object shows its stops as →1, →2….
- Cells named in a warning get a red outline.
- Zoom with the toolbar buttons or Ctrl + mouse wheel (30%–300%); the plain wheel scrolls.
8. The 3D view
Switch with 2D / 3D; the editor remembers your choice. Both views edit the same kitchen.
| Action | Effect |
|---|---|
| Left-drag on empty space | Orbit the camera. |
| Right-drag | Pan. |
| Mouse wheel | Zoom. |
| Click an object | Select it (with any tool). |
| Drag an object | Move it cell by cell. |
| Shift + drag an object | Raise or lower it. |
| Click an empty cell | Use the active tool there (place, erase, drop a moved group, add a platform point). |
| Right-click | Erase. |
The floor bar at the top left of the 3D view picks the active storey, adds storeys, and toggles ✎ draw floor (or ✎ draw wall on the Collider layer): then drag a rectangle on the active floor to draw it, and right-click a slab or wall to remove it. ◉ real art switches between the game's real models and simple boxes.
9. Keyboard shortcuts
Press ? or click ⌨ to see this list in the editor. Shortcuts are off while you type in a field.
| Key | Action |
|---|---|
| B / V / M / E | Place / Select / Move / Erase tool |
| Ctrl+Z | Undo |
| Ctrl+Shift+Z or Ctrl+Y | Redo |
| R / Shift+R | Turn the selected object 90° clockwise / back |
| ← ↑ → ↓ | Nudge the selected object one cell (with Shift: five) |
| Ctrl+C / Ctrl+V | Copy / paste the selected object (pasting places the copy one cell down and right; paste again to make a diagonal row) |
| Ctrl+D | Duplicate the selected object |
| Delete | Delete the selected object |
| Esc | Cancel a move / close the shortcuts panel |
| Ctrl + wheel | Zoom the map |
| ? | Show the shortcuts |
10. Undo, autosave and My maps
- Autosave. Every change is saved in this browser about a third of a second later. The footer shows Saving… and then Saved on this computer with the time. If it shows Not saved — this browser blocks local storage, you are in a private window or your browser blocks site storage; your work won't be kept.
- Undo / redo keep the last 80 steps of the open map. Quick successive edits (a drag, typing in a field) count as one step. Opening another map starts a fresh history.
- My maps (toolbar) is your local library: Open, Rename, Duplicate, Delete, + New map and ✨ Generate, which builds a playable starting point from a one-line description (it takes 20–40 seconds and needs AI access — see Studio). The list lives in this browser only and isn't synced; Publish a kitchen to keep it on your account.
- New starts a blank kitchen; the current one stays in My maps.
The editor deliberately has no "save to file": kitchens leave the editor by Publish or Push to game.
11. Testing in the game
Push to game (live) sends the kitchen you are editing straight to Overcooked! 2 running on this computer with the mod, and enters it. It doesn't publish or share anything.
- Start the game and wait at the main menu (or in a kitchen — the mod swaps to your new version).
- If the Package checklist still lists missing items, the editor warns first: dishes that need a missing station or crate would be incomplete. Push anyway, or place them first.
- Messages: Pushed — entering it in the game; Push failed … is Overcooked! 2 running with the mod?.
Get edits from game goes the other way: it loads a kitchen you changed inside the game (Ctrl+P, E, then Send to web editor; see the Player Manual, Editing the kitchen in the game). The map open in the editor is replaced; it stays in My maps. Once the editor has talked to the game, a banner The game sent edits to … also appears by itself with Load into editor and Dismiss. If the game has nothing to send yet, the editor says so.
12. Publishing
Publish (top bar) saves the kitchen to your account so it appears in the game — privately for you, or
publicly for everyone. Details, visibility and limits are in the
Player Manual. Once a kitchen is published from this browser, Publish updates it
unless you tick publish as a NEW map; New starts a kitchen that will publish as a new map.
13. Warnings
The footer's ⚠ line lists problems found while you edit (the first three, then (+N)). They are warnings — they never block Push or Publish — but most mean the kitchen won't play as intended.
| Warning | Meaning |
|---|---|
| {id} out of bounds | The object is outside the grid range. Widen the range or move it. |
| crowded cell | Two stations (or two items) share a cell. |
| duplicate id | Two objects have the same id; rename one in the inspector. |
| more than one camera target | Only the first camera target is used. |
| star scores: … | Star targets must be set for stars 1–3 together, ascending; star 4 must be above star 3. |
| cam zoom: min > max | The camera's closest zoom is further than its farthest. |
| package: missing … | A ticked dish needs something that isn't placed. |
| {id}: not on a … station (will spawn loose) | A pot, pan or similar isn't on a matching cooker. |
| {id}: button has no target | A switch or button doesn't drive anything. |
| cannon has no FIRE button / cannon control has no cannon | A cannon and its controls aren't linked; players could get stuck. |
| phase n: no serving station / no plate return | Every phase needs a serving pass and a plate return (keep them in All phases). |
| phase n: set how long it lasts / never starts | A phase has no length, or the phases add up to more than the round. |
| phase n: order … is not an enabled recipe | A phase orders a dish that isn't ticked in Recipes. |
| phases: n objects across all layouts … | Too many objects for the game to keep in sync; remove some. |
| {id}: can't move … / stop n … off the kitchen / taken by … | A moving object's stops are invalid. |
| versus: no RED / BLUE serving station | A versus kitchen needs a serving pass for each team. |
14. The Studio
🎨 Studio (or ✨ Create custom…) opens the Custom Content Studio, where you make your own
ingredients, dishes and machines, and manage scenes. What you make is saved to your account and
can be used in any of your kitchens; you can also publish it to the shared library for others. Each form and
field is described in the Reference.
- Custom Ingredients — your ingredients (editable) and everyone's public ones (add-only). ✎ edits, ✕ deletes from your library, Add puts one into this kitchen, + Add custom ingredient makes a new one.
- Custom Dishes — dishes built from stock and custom ingredients, assembled or cooked. + Compose dish opens the node-graph composer; simple form opens a plainer form. Per dish: ✎ edit, form, ⤴ (publish to the public library), ✕ (remove from this kitchen) or 🗑 (remove from your library), + map / Add.
- Custom Machines — grinders and cookers you define. ✎, + map (then place it from the Machine palette), 🗑, + New machine.
- Custom Scenes — see section 15.
AI generation
The ✨ buttons in the Studio (and ✨ Generate in My maps) can draft art, models, dishes and whole kitchens. They are available if your account has AI access, or if you add your own Cloudflare Workers AI key (🔑 in the Studio; it is stored in this browser only and its use is billed to your Cloudflare account). If you run ComfyUI on your own computer, ⚙ lets the Studio use it instead.
Uploading art, models, music and some custom content may need permission during the beta; if a button reports that it is limited, that is why.
15. Scenes
A scene is a reusable environment — decor, floors, walls and background — that any kitchen can sit on.
- In the Studio's Custom Scenes card, pick a base scene (or ✨ empty — blank canvas) and click + New scene.
- Build it on the Decor, Floor and Collider layers, and set the sky and lighting in the Level card.
- Name it in the toolbar and click Publish scene. Scenes are always public, so anyone can build a kitchen on yours.
- Exit scene returns to a new map. Your scenes are listed in the card with Edit and ✕.
To use a scene, pick it in a kitchen's Level card (Reference).
16. The desktop and offline editors
The same editor also runs in the desktop app and, in offline mode, from the mod on your own computer (the game's Open Kitchen Editor row). These versions add a small bar at the top right:
- Game link / Game settings — connect to the running game: change SixPlayers, MaxOnlinePlayers and ItemLabels, push the current map, import a map or your custom art from the game.
- Export for email (desktop) — saves the kitchen as an encrypted
.pcmapfile to send to the email assistant with/publish(Player Manual). - Account (desktop) — your registered email and submit secret for email publishing, and Express online register….