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Provisions & Co. โ€” Editor Reference

Every setting in the editor, panel by panel. For how to use the editor see the Editor Guide; for playing see the Player Manual.

How to read this page. Field names are written as the editor shows them. The Key column gives the name the setting has inside the kitchen file, for advanced authors. Unless a field says otherwise, leaving it empty or at 0 keeps the base scene's or the game's own value.


Contents

  1. Level card
  2. Advanced card
  3. Phases card
  4. Recipes, Package and Custom content
  5. Objects โ€” fields every object has
  6. Objects โ€” kitchen stations
  7. Objects โ€” cooking
  8. Objects โ€” machines, switches and mechanisms
  9. Objects โ€” markers
  10. Objects โ€” level art, decor and 3D models
  11. Floors, walls and platforms
  12. Studio โ€” custom ingredients
  13. Studio โ€” custom dishes
  14. Studio โ€” custom machines
  15. Studio โ€” scenes and 3D models
  16. Settings with no editor field

1. Level card

The Level card (right column, with nothing selected) holds the kitchen-wide settings.

Field What it does Key
mode co-op (cooperative) โ€” the normal shared kitchen; versus (two teams) โ€” red (players 1, 3, 5) against blue (2, 4, 6), each team scoring at its own serving pass (set with the serving pass's team). A versus kitchen must use a versus base scene. mode
base scene The stock kitchen this one is built on. Its layout is cleared and yours is built on top; its sky, lighting and floor stay unless you change them. Choosing one fills in its round time, star targets, chef spawns and camera (only where you haven't set them) and lists its props in the Decor palette. auto uses the first suitable stock kitchen. (custom nameโ€ฆ) lets you type a scene name. baseScene
scene Build on a reusable scene โ€” its decor, floors, walls and background load under your kitchen. Picking one also sets the base scene to match. scene
clear layout Remove the base scene's own counters and stations before building yours (on by default). Off = your objects are added to the stock kitchen. clearLayout
loose kitchen Every crate, counter and station becomes loose: walking into it shoves it, a kick sends it sliding, and it knocks into whatever it hits. Things that already move (hot-pot pushables, platforms, cannons) stay as they are. looseKitchen
terrain size Build a large, clean arena on the base scene: the value is half the width of the guaranteed walkable floor in world units (30 โ‰ˆ a 60 ร— 60 area). The base scene's decoration and all its walls inside the arena are removed โ€” add your own walls. Turns on clear layout. arena
floor The floor's look: vanilla (the base scene's floor); pure colour; auto (sampled clean); built-in pattern (tiles, planks, checker, grid, dots); game floor (a floor texture from another kitchen); custom image (upload a PNG โ€” sign-in needed); advanced (raw ref). With a pattern or image you can also set a colour that tints it and a tile size (world units per repeat; 0 = about 4). The new floor covers the whole play area. floorTint, floorTexture, floorTileSize
level time (s) Round length. time
order interval (s) Seconds between new orders (lower = harder; the game's usual is about 15). orderInterval
order lifetime (s) Seconds an order stays before it times out (the game's usual is about 100). A dish can set its own in Recipes. orderLifetime
burner swap (s) For hot-pot floor burners in swap groups: seconds until the fire first moves, then between moves (0 = the game's 30 and 20). burnerFirstSec, burnerSwapSec
wave speed Speed of the animated sea on beach kitchens: 0.5 calmer, 2 choppier, a negative value freezes the water. waveSpeed
sky colour The colour behind the kitchen. Most useful with an empty or standalone scene, whose sky is removed. skyColor
backdrop theme A quick preset that sets the sky colour and a matching floor colour: void, water, sky, sand, alien slime. Fine-tune afterwards. โ€”
level music Your own soundtrack: choose an MP3, OGG, WAV, FLAC or M4A file up to 6 minutes (10 MB). Anything that isn't already Ogg Vorbis is converted in your browser; silence at the ends is trimmed so it loops cleanly. โ–ถ previews, โœ• returns to the base scene's music, Libraryโ€ฆ lets you use any author's uploaded track. Every player downloads it automatically. Uploading may need permission during the beta. music
music spec Advanced: the raw music reference โ€” an uploaded track or a game sound. music
cam pitch ยฐ Camera tilt downward, 0โ€“89 (stock kitchens use about 35โ€“55; 89 is near top-down). camPitch
cam yaw ยฐ Camera turn around the kitchen, 0โ€“359 (180 views it from the opposite side). camYaw
cam zoom (min / max) The camera moves between these distances to keep every chef on screen. Equal values give a fixed distance. camMin, camMax
star scores Points for stars 1โ€“3 (all three, ascending) and an optional star 4. With a fourth target the fourth star is available to everyone. Auto โœจ estimates targets from the kitchen's dishes, round time and order pace. stars
+ player-count override Separate star targets for a number of players (1โ€“6), and optionally that count's time, order interval (every s), order lifetime (lasts s) and plate return time (plates s). Counts without a row use the nearest row above, then the default. starScores
find For authors looking for game assets: comma-separated keywords; when the kitchen starts, the game log lists every matching asset. find

2. Advanced card

The Advanced card (collapsed; it shows how many are set) holds less common kitchen-wide settings.

Group Field What it does Key
Orders min orders Orders always kept on the rail (the game keeps 2). minOrders
Orders max orders Most orders on the rail at once (the game allows 5). maxOrders
Orders plate return (s) Seconds before a served dish's plate comes back. plateReturnTime
Physics ride moving floors Whether chefs and items are carried by moving surfaces: base scene, on, off. Needed for moving-platform kitchens. dynamicParenting
Physics fall effect The effect shown when a chef falls off (a game particle prefab, e.g. a splash). deathEffect
Physics keep platforms moving On a moving-platform or raft base scene, keep its own platforms moving so chefs can ride them. keepMotion
Lighting ambient light The overall light colour: one colour (#rrggbb), or trilight:#sky,#equator,#ground, or skybox. ambient
Lighting ambient strength Brightness of the ambient light. ambientIntensity
Lighting fog Distance fog as key=value pairs: color, mode (linear, exp, exp2), start and end (linear) or density (exp) โ€” e.g. color=#8899aa;mode=linear;start=10;end=60. off removes the base scene's fog. fog
Lighting sky material A sky material, as a shader and its values. skybox
Audio ambience loops Looping background sounds, by the game's sound numbers (comma-separated). ambience
Audio sound sets Extra game sound sets the ambience comes from. audioDirs
Assets extra levels Other game kitchens to load assets from, so their props can be placed. donors
Assets extra bundles Extra game asset bundles to load, by name. bundles
Scene standalone level Clear the base scene's whole kitchen and scenery; your kitchen brings its own floors, walls, art and lighting. standalone
Scene empty scene Keep nothing of the base scene but the game itself โ€” no art, walls, kill zones, sounds or lights (a kitchen without lights gets a default sun). Implies standalone. emptyScene
Scene grid origin The world position of cell 0,0. gridOrigin
Scene grid size Half-size of the grid in cells (x,y,z). gridHalf
Scene cell size World units per cell (the game uses 1.2). gridCell

If the kitchen was converted from another mod's level, the card also shows Converted from โ€ฆ โ€” by author.


3. Phases card

Phases make the kitchen change during the round. + Add phases starts with two.

Field What it does Key
editing Which phase you are placing objects into. All phases = objects that stay the whole round (the serving pass, plate return, shared counters). โ€”
phase n (name) Shown on screen when the phase starts (optional, up to 40 characters). phases[].name
lasts (s) How long the phase lasts, in round time (it pauses with the game). The last phase runs until the round ends. phases[].duration
orders The dishes ordered during this phase. None ticked = every dish of the kitchen. phases[].orders
โœ• Removes the phase, and the objects that exist only in it. โ€”
+ Add phase Adds another phase at the end. โ€”

What happens when phases change is described in the Editor Guide and the Player Manual. Every phase needs a serving pass and a plate return.


4. Recipes, Package and Custom content

Recipes

The list holds your custom dishes first, then other authors' public dishes, then every stock recipe. Search recipesโ€ฆ filters it; All and None tick or untick every stock recipe.

Field What it does Key
tick box Whether the kitchen orders this dish. For a library or public dish, ticking adds it (and its ingredients) to the kitchen. recipes[]
name Click to highlight on the grid everything the dish needs. โ€”
score Points for serving it. score
life This dish's own order lifetime in seconds (0 = the kitchen's). lifetime

Package

A checklist of everything the ticked dishes need โ€” crates, cookers, utensils, dispensers and the serving set (serving pass, plate stack, sink, plate return, or the glass/mug/tray equivalents) โ€” ticked off as you place them. Click a missing entry to arm it in the palette. Missing entries also appear as package: missing โ€ฆ warnings.

Custom content

A shortcut to the Studio. Custom ingredient crates appear at the top of the Crates palette.


5. Objects โ€” fields every object has

Select an object to see its settings. These rows come first for every object:

Field What it does Key
Item, Cell What it is and where (with spans 2 for a two-cell station). โ€”
Real size The size measured from the game's model, for reference. โ€”
id Its name. Other objects refer to it by this name (returns, button targets, cannons, groupsโ€ฆ). Must be unique. id
rot Rotation: 0, 90, 180 or 270 (or press R / Shift+R). rot
elevation y Height above the ground; quick buttons appear for the base scene's floor heights. y
Duplicate, Delete object Copy it one cell away (Ctrl+D) or remove it. โ€”

Pose & look

Field What it does Key
turn ยฐ Rotation at any angle. rot
group Join a group: the object then moves with it. parent
tilt x ยฐ / tilt z ยฐ Lean forward/back or left/right. For scenery โ€” keep stations upright. rotX, rotZ
scale x / y / z Stretch (1 = normal; negative mirrors). For scenery; a stretched station still uses its normal cells. sx, sy, sz
starts hidden Built but switched off at the start, for something a switch turns on. hidden
material Replace its material with a game material. material
custom look A material made from a shader, textures and colours (wins over material). matSpec
variant A known tweak for a particular model (hide a backdrop, dim a lampโ€ฆ). variant
instance name Its name in the scene; some variants depend on it. pname
animation A game animation controller, e.g. to make a crowd figure idle or cheer. animator

Bob & sway

floats makes the object bob and sway gently, like an ice floe, identically for every player. Fine-tune with bob height, bob speed, sway ยฐ, sway speed, drift, drift speed x/z and randomness (key float). Not available for lights and kill zones.

Animation and Game scripts

Two collapsible text boxes for advanced authors and converted kitchens: Animation (states, transitions and clips, triggered by switches or scripts โ€” key anim) and Game scripts (the game's own trigger components on this object โ€” key scripts). Invalid text is rejected without changing anything.

phases

With two or more phases: which phases the object exists in (all, or numbered boxes). Two objects can share a cell if they are never in the same phase. Key inPhases.

moves

Makes a crate, counter or station travel between cells during the round. Not for items (pans, plates), markers, decor, cannons or floor burners.

Field What it does Key
Pick stops on grid / ๏ผ‹ Add stops / โœ“ Done picking Click cells to add stops; its own cell is the start. Click a stop chip to remove it. Stop moving removes all movement. moveStops
every (s) Seconds between departures; it waits at each stop for the rest of the time. Empty = moves continuously. moveEvery
speed Metres per second (a cell is 1.2 m; empty = 3). moveSpeed
first after +(s) Extra wait before the first trip. moveDelay
route there and back, loop back to the start (two or more stops), or once, then stay. moveMode

Anything on it rides along; chefs in its way are pushed aside. It passes through other counters, so keep its path clear. The host moves it and everyone sees the same motion.


6. Objects โ€” kitchen stations

Object Extra fields
Serving pass (two cells) returns โ€” which plate, glass or tray returns its dirty dishes go to (tick one or more; none = automatic). team (versus only) โ€” red or blue. Keys plateReturnId, team.
Plate return returns clean โ€” plates come back clean, no washing needed (returnClean). dirty stack / clean stack โ€” a different stack to hand out, e.g. mugs (stackDirty, stackClean).
Glass / tray / mug return General fields only.
Sinks (plates, glasses, trays, mugs โ€” two cells; clean ones appear on the drainer) wash per plate (s) โ€” seconds to wash one (0 = the game's 2). Key washTime.
Plate stack plate count โ€” clean plates at the start (the editor suggests 8; empty = 4). Key plateCount.
Glass / tray / mug stack General fields only.
Counter, Chopping board, Bin General fields only.
Ingredient crates General fields only. A custom ingredient crate holds your ingredient.

7. Objects โ€” cooking

Cookers

Hob, the ovens, campfire, mixer base, blender base and floor burner have cook timing:

Field What it does Key
done after (s) Seconds until food is cooked or mixed (0 = the game's time). On a cooker it applies to whatever cooks on it and overrides the utensil's own setting โ€” so you can make one fast hob and one slow one. cookTime
burns after (s) + never Seconds from done until it burns or over-mixes (0 = same as the cooking time, like the game). never = it never burns. burnTime

The frying station, barbeque and heated furnace use the game's timing.

Utensils

Pot, frying pan, steamer, cake tin, oven tray, oven pot, roasting tray, frier basket, kebab skewer, griddle pan, toasting fork, hot pot, mixer bowl and blender jug have cook timing (as above) and:

Field What it does Key
capacity How many ingredients fit (the + slots). 1 = single-ingredient cooking. capacity
accepts only Limit what goes in: ingredients (onion, tomatoโ€ฆ), or recipe:<dish> for a dish cooked earlier. Empty = everything it normally takes. Ingredients it doesn't normally take are admitted too. allowed

Place a utensil on the cell of a matching cooker (a pot on a hob); otherwise it starts loose and the editor warns. The bellows, coal bucket, fire extinguisher and cream sprayer are tools; their capacity fields have no effect.

Floor burners and the hot pot

swap group โ€” 0 = always lit. Give burners groups 1, 2โ€ฆ and they take turns: group 1 lights first, then the fire moves to the next group on the timer in the Level card (burner swap). Put the hot pot on a burner's cell; players push it onto whichever burner is lit. Key burnerGroup.


8. Objects โ€” machines, switches and mechanisms

Conveyor belts

belt speed (key conveySpeed; empty = the game's) and direction โ€” rightwards or leftwards (conveyDir). Chain belts on neighbouring cells facing the same way, rotate them to aim, and put a counter at the end.

Food spawner

Field What it does Key
spawn items Tick the ingredients to drop onto the belt (the order you tick them is the spawn order). Empty = it does nothing. spawnItems
interval s Seconds between drops. spawnInterval
in order (else random) Cycle through the items in order, or pick randomly. spawnInOrder
spawn at start Drop the first item as the round starts. spawnAtStart

Rotate it to face a conveyor belt; items land on the belt cell in front.

Buttons and switches

The buttons, floor switch and push button (and switches from converted kitchens):

Field What it does Key
drives The objects this button controls (tick one or more). One press drives them all. triggerTargetId
send The trigger the targets receive. Leave empty to work out a switcher automatically; set it to a platform's animation trigger to drive a moving platform. triggerSend
starts off The button can't be pressed until something re-enables it. startDisabled
animates / animation trigger An animated object this button triggers directly, and which trigger. animatorTriggerId, animatorTrigger
active look / inactive look Game materials for the button when on and off. buttonMaterialOn, buttonMaterialOff

Pressure plates (from converted kitchens) act when stepped on and off: on: send, off: send, and on: animation / off: animation (triggerSendExit, animatorTriggerExit).

Cannons

Teleporters

(From converted kitchens.) exit โ€” the teleporter chefs come out of (portalExitId); colour โ€” the portal's colour (portalColor); both sides โ€” works from either side (portalDoubleSided).

Control terminals

steers โ€” the moving object a chef drives from this terminal (it must have a PilotMovement game script; key pilotTargetId).

Other machines

Condiment and drink machines, the coal dispenser, firewood crate, flamethrower and your custom machines have only the general fields.


9. Objects โ€” markers

Marker Fields
chef spawn player # (1โ€“7) โ€” which player starts here. The game uses spawns 1โ€ฆplayer count in order; extra spawns become respawn points. Colours: 1 blue, 2 red, 3 green, 4 yellow, 5 purple, 6 orange, 7 pink. A warning shows if two spawns have the same number. (Key spawns.)
camera target The cell the camera frames โ€” move it to re-aim. It also shows cam pitch ยฐ, cam yaw ยฐ, zoom min and zoom max (the same as in the Level card). Only one is used. (Key camTarget.)

10. Objects โ€” level art, decor and 3D models

These are placed from the Decor palette.

Light

Field What it does Key
type point (a bulb), spot (a cone), directional (sunlight โ€” only its direction matters), area (baked only). lightType
colour The light's colour. lightColor
brightness Strength (empty = 1; 0 = dark until a switch changes it). intensity
reach How far it reaches, in world units (empty = 10). range
cone ยฐ Width of a spot light (empty = 30). spotAngle
shadows none, hard, soft (soft costs the most). shadows
shadow tuning darkness, bias, normal bias, near โ€” fine tuning; leave empty for the defaults. shadowParams

A standalone kitchen that places its own lights turns the base scene's lights off.

Kill zone

A volume where chefs and items that fall in respawn. shape (box or sphere), how โ€” which death plays (fall, hit, drowning, run over), and size x / y / z (a sphere uses size x as its radius). Keys shape, respawn, sx, sy, sz. Placing a kill zone in a standalone kitchen turns the base scene's off.

Surface

Art only, no collision โ€” for floors, rugs, panels and simple shapes. form (flat panel, plane, box, ball, cylinder, capsule), look โ€” its material, e.g. shader=Legacy Shaders/Diffuse;_Color=#ffffff (matSpec), and optionally game model โ€” draw a game model instead of the shape (gameMesh). Size it with the Pose & look scale fields.

Group

An empty object others can join (their group field): everything in the group moves together, for example with Bob & sway, a moving object or an animation. Follow a chef (chef: P1โ€“P4) keeps the group with that chef, e.g. a head lamp (followChef).

Solid box

(From converted kitchens.) A box with physics: plain, floor (walkable) or wall (layer).

Decor (scene props)

Props from the base scene (or from other kitchens with browse other scenes). They keep their original height on the ground floor and have the Pose & look, Bob & sway, Animation and phases fields.

Your 3D models

Models uploaded with ๏ผ‹ 3D model (.obj):

Field What it does Key
mesh size Size in metres along the model's longest side (0 โ‰ˆ 1). meshScale
solid Add a collider so chefs and thrown items can't pass through. solid
tint A flat colour for a model with no texture. meshColour

A player who can't download the model sees nothing in its place.


11. Floors, walls and platforms

Floor zones

Drawn on the Floor layer. Each zone is a rectangle of cells at a height (floor height y) that chefs can walk on; gaps between zones are holes. Kind Floor is flat; Ramp / stairs rises from low end y to high end y towards rises toward (+x, โˆ’x, +z, โˆ’z, or auto from your drag). Keys: floors[] with x0, z0, x1, z1, y, and for ramps kind, y2, dir.

A zone can also have its own look โ€” a texture on the zone instead of the base scene's floor (matSpec, repeated every texTile world units). There is no field for this yet; kitchens that use it (including converted ones) keep it when you edit them.

Walls

Drawn on the Collider layer: invisible solid boxes with a wall height that block chefs and items. Key colliders[] (x0, z0, x1, z1, y, h).

Moving platforms

Drawn on the Platform layer: ๏ผ‹ New platform, click cells for its route, โœ“ Finish path (two points or more).

Field What it does Key
speed (u/s) Travel speed in world units per second. speed
width / depth (cells) The platform's size (2 ร— 2 by default). w, d
dwell (s) Pause at each point. dwell
start delay (s) Wait at the start before the first move. startDelay
loop (closed circuit) Run the route as a circuit (otherwise it goes back and forth). loop
once (run once, then hold) Run the route once, then stop. once
id Its name, so a switch can control it. id
colour The slab's colour. colour
switch id (gate) A button that starts it: it waits at the start until the button is pressed. trigger
control stick id A control stick a player uses to steer it. stick

Platforms move on a shared clock, so every player sees the same motion. Turn on ride moving floors in the Advanced card so chefs are carried along.


12. Studio โ€” custom ingredients

+ Add custom ingredient or โœŽ opens the ingredient form.

Field What it does Key
name The ingredient's name (required). name
look / tags Words describing it (shape, colour, surface), used by AI generation. โ€”
โœจ Generate with AI Drafts the ingredient's settings, its 2D pictures and a 3D model, shown in a review panel where you can โ†ป redo each piece or Discard changes. Needs AI access or your own key (Guide). โ€”
3D model (generator) Imageโ†’3D (from the picture) or Textโ†’3D (from the name). โ€”
base behaviour choppable (chop before use), raw (no chopping) or cookable (cooked in a pot or pan without chopping). kind
cook method For cookables: boil, fry or bake. cookMethod
template The stock ingredient it is based on, so it behaves like one in the kitchen. template
raw colour / chopped colour Tints for the raw and chopped versions. colour, choppedColour
2D raw / chopped icon Pictures for the crate and while carried. icon, choppedIcon
2D plated The picture on the order ticket. dishIcon
2D cooked For cookables: the cooked picture. cookedIcon
3D model (.obj) Your own model for the raw ingredient. meshKey
3D texture atlas (.png) A texture for the model. texKey
Save / Save + publish to library / Cancel Save to your library, or also publish it so other authors can use it. โ€”

Uploads need sign-in and may need permission during the beta. In the ingredient list, the number next to an ingredient is its serve score.


13. Studio โ€” custom dishes

The simple form

Field What it does Key
name The dish's name (required). name
cook assembled (no cook), or how it is cooked: boil, fry, bake, roast, steam, deep-fry, griddle, toast, kebab, bake cake, hot pot, mix, blend. cook
vessel Served on a plate, mug, glass or tray. vessel
ordered Unticked = never ordered; it is only made to go into another dish or a utensil. matchOnly
components The ingredients, each with a process: chopped, raw, cooked or fully prepared. + component adds one. ingredients
interchangeable Groups of ingredients that can replace each other, e.g. lychee|mango, papaya|guava. interchange
โœจ Suggest with AI Fills the cook method, components, interchangeable groups and score (needs AI access). โ€”

The node-graph composer

๏ผ‹ Compose dish (or โœŽ edit) opens a graph:

Dish image and 3D model

โœจ Workers AI or ๐Ÿ–ฅ My ComfyUI generates the plated picture; ๐ŸงŠ Generate 3D model (local) makes a model from it. Or upload image, upload model (.obj) and upload texture (.png). plated colour is a flat colour for a model without a texture (picked from the picture automatically if you don't set one). Without a picture the order ticket shows the first ingredient; without a model the plate borrows a stock look. Keys dishIcon, platedMesh, platedTexKey, colour.

Game assets

Advanced: use the game's own pictures and models instead of uploads, written as bundle|path โ€” ticket icon, plated model, serving step, cooking step, cook step icon and mix step icon.

In the dish list

The number is the dish's score. โœŽ edit opens the composer, form the simple form, โคด publishes it to the public library, โœ• removes it from this kitchen (it stays in your library), ๐Ÿ—‘ removes it from your library, + map / Add adds it to this kitchen.


14. Studio โ€” custom machines

Field What it does Key
Name The machine's name. name
Type Manual grinder โ€” the chef holds and releases within a band; Cooker โ€” put the ingredient in and it cooks over time. archetype
Input / Output The custom ingredient that goes in (choppable) and what comes out. inputs, output
Grind level (1-10) Grinder: the centre of the target band. grindLevel
Tolerance (ยฑ) Grinder: how wide the band is (0 = exact). grindTolerance
Resolution (stages) Grinder: steps on the progress bar (4โ€“40). stages
Wrong output Grinder: what comes out when released outside the band. wrongOutput
Cook time (s) Cooker: seconds to cook. time

Make the input and output ingredients first. After saving, ๏ผ‹ map adds the machine to the kitchen; place it from the Machine palette.


15. Studio โ€” scenes and 3D models


16. Settings with no editor field

Some settings exist in the kitchen format but have no field in the editor yet. Kitchens that use them โ€” usually converted ones โ€” keep them when you edit and re-publish. They include the floor zones' own look (matSpec, texTile), floor zones without a visible floor (tile: "off"), an art backdrop (background), a replacement recipe list (recipeListType, recipeListBundle, recipeListPath), per-cook-step dish models (stageMeshes), a cooked colour for custom ingredients (cookedColour), more machine types, platform models (mesh), food-spawner weights (spawnWeights), and collider shapes for solid boxes.