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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

  1. A first kitchen in ten minutes
  2. The window
  3. Tools
  4. Layers
  5. Floors (storeys), stairs and walls
  6. The palette
  7. The 2D grid
  8. The 3D view
  9. Keyboard shortcuts
  10. Undo, autosave and My maps
  11. Testing in the game
  12. Publishing
  13. Warnings
  14. The Studio
  15. Scenes
  16. The desktop and offline editors

1. A first kitchen in ten minutes

  1. Sign in with Steam (top right) so you can publish and use account features.
  2. 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.
  3. 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.
  4. 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.
  5. Start Overcooked! 2 with the mod, wait at the main menu, and click Push to game (live). You are in your kitchen in seconds.
  6. 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


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.


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


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

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.

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.

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.

  1. In the Studio's Custom Scenes card, pick a base scene (or ✨ empty — blank canvas) and click + New scene.
  2. Build it on the Decor, Floor and Collider layers, and set the sky and lighting in the Level card.
  3. Name it in the toolbar and click Publish scene. Scenes are always public, so anyone can build a kitchen on yours.
  4. 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: