Provisions & Co. — 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
- Level card
- Advanced card
- Phases card
- Recipes, Package and Custom content
- Objects — fields every object has
- Objects — kitchen stations
- Objects — cooking
- Objects — machines, switches and mechanisms
- Objects — markers
- Objects — level art, decor and 3D models
- Floors, walls and platforms
- Studio — custom ingredients
- Studio — custom dishes
- Studio — custom machines
- Studio — scenes and 3D models
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) — the normal shared kitchen; versus (two teams) — 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. horde (defend the kitchen) — enemies come in waves to the horde windows and order dishes; set it up in the Horde card. A horde kitchen must use a horde 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 name…) lets you type a scene name. The game's hidden levels (such as DLC 8's s_City_H16–H18) work too. A name that isn't a game kitchen gets a warning: the game would build the map on a stock kitchen instead. | baseScene |
| scene | Build on a reusable scene — 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 ≈ a 60 × 60 area). The base scene's decoration and all its walls inside the arena are removed — 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 — 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. | — |
| 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. ▶ previews, ✕ returns to the base scene's music, Library… 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 — an uploaded track or a game sound. | music |
| cam pitch ° | Camera tilt downward, 0–89 (stock kitchens use about 35–55; 89 is near top-down). | camPitch |
| cam yaw ° | Camera turn around the kitchen, 0–359 (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 1–3 (all three, ascending) and an optional star 4. With a fourth target the fourth star is available to everyone. Auto ✨ estimates targets from the kitchen's dishes, round time and order pace. | stars |
| + player-count override | Separate star targets for a number of players (1–6), 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 |
| Rankings | hide the record banner | A published co-op kitchen hangs a banner over its back row showing its score records (best score for each number of players and who set it). Tick to leave it out, or place your own sign showing {rank} instead. |
leaderboard: "off" |
| 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) — 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 |
| Lighting | art backdrop | A themed game backdrop behind the kitchen (the DLC menu vistas). The steep gameplay camera shows only a band of it, so a sky colour often looks better. | background |
| 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 |
| Assets | recipe list / recipe list bundle / recipe list path | Replace the kitchen's order list with a game recipe-list asset: by name, or by its bundle and path. | recipeListType, recipeListBundle, recipeListPath |
| 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 — no art, walls, kill zones, sounds or lights (a kitchen without lights gets a default sun; the base scene's baked light is dropped too, so the kitchen gets even light — its ambient light, or a neutral one). 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 |
| Name in other languages | 简体中文, 繁體中文, 日本語, 한국어 | The kitchen's title for players browsing the site in that language. Empty = the main name. | names |
If the kitchen was converted from another mod's level, the card also shows Converted from … — 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). | — |
| 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 |
| ✕ | Removes the phase, and the objects that exist only in it. | — |
| + Add phase | Adds another phase at the end. | — |
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.
Horde card
Shown when the mode is horde. A horde kitchen is built on one of the game's horde levels (the castle Battlements 1–8, or the two festive horde levels), whose own rules, screen and ending run the round. Enemies come in waves to the horde windows, one at a time per window, and each orders a dish. Serve that dish at its window and the enemy leaves; a hungry one damages its window, and once the window is broken it damages the kitchen. The round is won when the last wave is cleared and lost when the kitchen's health runs out. Every dish earns coins — its recipe's score — which players spend to open gates and to repair windows (hold USE at a damaged window). Stars come from the kitchen health left at the end.
| Field | What it does | Key |
|---|---|---|
| kitchen health | The kitchen's health (the game's 100, at most 255). | horde.health |
| window health | Each window's health (the game's 100). | horde.windowHealth |
| repair speed | Health one chef repairs per second at a damaged window (the game's 30). | horde.repairSpeed |
| repair step | Health repaired per payment (the game's 5). | horde.repairStep |
| repair cost | Coins for repairing a window from broken to full (the game's 50 alone, up to 200 with four players). | horde.repairCost |
| plate return (s) | Seconds before a served plate comes back (the game's 7). | horde.plateReturn |
| coins per dish | Coins for a dish whose recipe has no score. | horde.defaultMoney |
| wave n → at (s) + enemy | Each enemy of the wave: when it sets off (seconds into the wave; it waits for a free window) and which one. The castle enemies are Unbread — basic, fast, and big (needs two dishes); the festive ones are Biscuit (basic), Candy (fast) and Pudding (big). | horde.waves[].enemies[].t, .enemy |
| orders | The dishes this wave's enemies order. None ticked = every dish of the kitchen. | horde.waves[].orders |
| pause after (s) | Rest after the wave is cleared, before the next one. | horde.waves[].pause |
| + enemy / + Add wave / ✕ | Add an enemy or a wave; remove one. | — |
With no waves, the base scene's own waves play, ordering your kitchen's dishes.
4. Recipes, Package and Custom content
Recipes
The list holds your custom dishes first, then other authors' public dishes, then every stock recipe. Search recipes… 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. | — |
| 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 — crates, cookers, utensils, dispensers and the serving set (serving pass, plate stack, sink, plate return, or the glass/mug/tray equivalents) — ticked off as you place them. Click a missing entry to arm it in the palette. Missing entries also appear as package: missing … warnings. A placed campfire also lists a firewood crate, and a barbeque a bellows: they only heat with that fuel.
Custom content
A shortcut to the Studio. Custom ingredient crates appear at the top of the Crates palette.
5. Objects — 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). | — |
| Real size | The size measured from the game's model, for reference. | — |
| id | Its name. Other objects refer to it by this name (returns, button targets, cannons, groups…). 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. | — |
Pose & look
| Field | What it does | Key |
|---|---|---|
| turn ° | Rotation at any angle. | rot |
| group | Join a group: the object then moves with it. | parent |
| tilt x ° / tilt z ° | Lean forward/back or left/right. For scenery — 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 lamp…). | 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 °, 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 — key anim) and Game scripts (the game's own trigger components
on this object — 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 / + Add stops / ✓ 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 — kitchen stations
| Object | Extra fields |
|---|---|
| Serving pass (two cells; also its slim, red, blue and DLC versions) | returns — which plate, glass or tray returns its dirty dishes go to (tick one or more; none = automatic). team (versus only) — red or blue. Keys plateReturnId, team. |
| Plate return | returns clean — plates come back clean, no washing needed (returnClean). dirty stack / clean stack — a different stack to hand out, e.g. mugs (stackDirty, stackClean). |
| Glass / tray / mug return | General fields only. |
| Sinks (plates, glasses, trays, mugs — two cells; clean ones appear on the drainer) | wash per plate (s) — seconds to wash one (0 = the game's 2). Key washTime. |
| Plate stack | plate count — 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 — 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 — 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.
The campfire and barbeque start cold and barely cook until fuelled: feed the campfire logs from a firewood crate, and fan the barbeque with a bellows (keep one on a counter beside it). The heat drains away again, so keep feeding.
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. Kept as you set it; 0 = the utensil's own size, raised to fit the biggest recipe cooked in it. | capacity |
| accepts only | Limit what goes in: ingredients (onion, tomato…), or recipe:<dish> for a dish cooked earlier. Empty = the ingredients of the recipes cooked in it. Ingredients it doesn't normally take are admitted too. Also applies to food tipped in from another pot, pan, bowl or plate: if anything in it isn't on the list, none of it goes in. Works on mixing bowls and blenders as well. |
allowed |
In play, a utensil only takes what can still become one of the level's dishes cooked in it (or mixed, for a mixer bowl or blender), however it arrives: held, thrown or tipped in. Burnt or over-mixed food only goes in the bin, a bowl's batter goes into a pan or oven only once it's mixed, and an ingredient a recipe uses only inside a batter can't go into the pan on its own. A plate only takes parts of the level's dishes served on it: no stray extra ingredient, no raw form of a cooked part, no unbaked batter, and nothing raw added to a finished cooked part (raw broccoli on a roast doesn't make the broccoli roast).
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, water gun and cream sprayer are tools; their capacity fields have no
effect. The cream sprayer's sprays field names what it adds to a dish (an item name; empty = whipped cream;
sprayItem).
Floor burners and the hot pot
swap group — 0 = always lit. Give burners groups 1, 2… 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 — machines, switches and mechanisms
Conveyor belts
belt speed (key conveySpeed; empty = the game's) and direction — 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 |
| weights | Random mode: how often each item comes up, in the order of the items (e.g. 3,1). Empty = all equally. |
spawnWeights |
Rotate it to face a conveyor belt; items land on the belt cell in front. An item that isn't in the ingredient list (a converted kitchen's cooked or chopped form) is shown at the top with (item name); untick it to remove it.
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: drives (their targets, as above),
on: send, off: send, and on: animation / off: animation (triggerSendExit, animatorTriggerExit).
Cannons
- Cannon — aim arc ° (the total sweep; the game uses 90; 360 turns all the way round; key
cannonArc) and range (landing distance;cannonRange). - Cannon fire button — fires cannon: which cannon it launches (
cannonTargetId). A cannon needs a fire button, or players who climb in get stuck. - Cannon aim stick — aims cannon (
cannonTargetId).
Horde windows and gates
In the Machines palette on a horde kitchen (castle and festive styles of each).
- Horde window (two cells) — where enemies come and where their dishes are served, instead of a serving
pass. Its back faces the outside: enemies appear behind it and walk in. returns — the plate return its
plates go back to (
plateReturnId); enemies appear (m) — how far behind the window they appear (the game's 5.7;spawnDist). A kitchen needs at least one window; more windows = more enemies at once. - Gate (two cells) — a closed gate that players open by paying coins (press USE at it), for example to
reach extra stations. cost (coins) — its price (the game's 50;
cost).
Live signs
In the Machines palette, in every mode: Live banner (whale trips), Live banner (boat hire) and Live chalkboard — Surf 'n' Turf props that show your own text, with live numbers filled in during the round. Every player's game draws its own signs from its own game state.
- sign text — what the sign says (
boardText). A banner has one face and big letters: keep it to one short line. The chalkboard takes a few lines (a new line in the box is a new line on the board). - back side — the chalkboard's back face (
boardText2; empty = the same as the front). - live numbers — pick one to insert it at the cursor.
A banner hangs down from its point and never blocks chefs; it starts 2.3 up at size 0.6 (change elevation y and the scale fields in Pose & look). Turn a chalkboard to 90° to face the camera.
| Group | Live numbers |
|---|---|
| Kitchen | {score} the score as the game shows it (dishes + tips − expired-order deductions) · {score.base} from dishes · {score.tips} from tips · {delivered} dishes served · {failed} wrong dishes served · {expired} orders that ran out · {combo} orders in a row · {tip} tip multiplier (1–4) · {orders} open orders |
| Stars | {stars} stars earned so far (the 4th star counts only in New Game+, as in the game) · {next} points to the next star (0 at the top) · {star1} … {star4} points for each star |
| Versus | add .red or .blue to any kitchen or star number for that team: {score.red}, {delivered.blue}, {next.red} … (without it: red, or the co-op team) |
| Round | {clock} time left (m:ss) · {time} seconds left · {level} the map's name · {players} number of chefs |
| Records | {rank} this map's records, one number of players at a time (yours first) · {rank.best} / {rank.leader} the record score / its chefs for this many players · {rank.best.2} / {rank.leader.2} for 2 players (any number) · {rank.list} every record, one line each (for a chalkboard) |
| Horde | {horde.left} enemies still to beat · {horde.left.basic} / .fast / .big per kind · {horde.wave.left} left in this wave · {horde.field} at the windows now · {horde.defeated} fed · {horde.total} in all waves · {horde.wave} / {horde.waves} · {horde.coins} · {horde.health} kitchen health % · {horde.hp} kitchen health points |
A number that doesn't exist on this map shows -: the horde ones outside a horde map, the kitchen, star and round
time ones on a horde map (its waves have no clock). A name in braces that isn't a live number stays as written.
Every published co-op kitchen gets a record banner over its back row on its own, showing {rank} (the player's manual, 3.9). A sign of yours that shows a {rank…} number replaces it; so does hide the record banner in Advanced. Versus and horde kitchens have no records.
Teleporters
(From converted kitchens.) exit — the teleporter chefs come out of (portalExitId); colour — the
portal's colour (portalColor); both sides — works from either side (portalDoubleSided).
Control terminals
steers — 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 — markers
| Marker | Fields |
|---|---|
| chef spawn | player # (1–7) — which player starts here. The game uses spawns 1…player 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 — move it to re-aim. It also shows cam pitch °, cam yaw °, zoom min and zoom max (the same as in the Level card). Only one is used. (Key camTarget.) |
10. Objects — 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 — 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 ° | Width of a spot light (empty = 30). | spotAngle |
| shadows | none, hard, soft (soft costs the most). | shadows |
| shadow tuning | darkness, bias, normal bias, near — 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 — 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 — for floors, rugs, panels and simple shapes. form (flat panel, plane, box,
ball, cylinder, capsule), look — its material, e.g. shader=Legacy Shaders/Diffuse;_Color=#ffffff
(matSpec), and optionally game model — 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: P1–P4) keeps the group with
that chef, e.g. a head lamp (followChef). physics is the group's own layer (layer; a converted kitchen's
other layer shows as layer N and is kept). A pushable object's group also has a hover icon: the prompt shown
when a chef is close (hoverIcon).
Solid box
(From converted kitchens.) A box with physics: plain, floor (walkable) or wall (layer), and its
collider: box (sized by the scale), capsule (radius, height, upright along x/y/z), ball
(radius) or model shape (a game model or your own model, optionally convex); centre offsets
the shape. Keys collider, colliderRadius, colliderHeight, colliderAxis, colliderCenter,
colliderConvex, gameMesh, meshAsset.
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 + 3D model (.obj):
| Field | What it does | Key |
|---|---|---|
| mesh size | Size in metres along the model's longest side (0 ≈ 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, −x, +z, −z, or auto from your drag). Keys: floors[] with
x0, z0, x1, z1, y, and for ramps kind, y2, dir.
✎ on a zone in the layer's list opens its settings: its height (floor height y, and high end y on a
ramp), draw floor (off = walkable but invisible, for a level whose own art shows the floor; tile: "off"),
look (the zone's own material instead of the map's floor; matSpec) and texture tile (m) (the size of one
repeat of that texture; empty = 2.4; texTile).
Walls
Drawn on the Collider layer: invisible solid boxes with a wall height that block chefs and items. ✎ on
a wall in the list edits its base y and wall height. Key colliders[] (x0, z0, x1, z1, y, h).
Moving platforms
Drawn on the Platform layer: + New platform, click cells for its route, ✓ 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 × 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 |
| model | One of your uploaded 3D models drawn instead of the slab (the colour then doesn't apply). | mesh |
| 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 — custom ingredients
+ Add custom ingredient or ✎ 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. | — |
| ✨ Generate with AI | Drafts the ingredient's settings, its 2D pictures and a 3D model, shown in a review panel where you can ↻ redo each piece or Discard changes. Needs AI access or your own key (Guide). |
— |
| 3D model (generator) | Image→3D (from the picture) or Text→3D (from the name). | — |
| 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 |
| cooked colour | For cookables: a tint for the cooked version (✕ = none, the template's own colour). | cookedColour |
| 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. | — |
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 — 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 |
| ✨ Suggest with AI | Fills the cook method, components, interchangeable groups and score (needs AI access). | — |
The node-graph composer
+ Compose dish (or ✎ edit) opens a graph:
- Ingredient nodes — the ingredient, its process, and where it goes (to the plate or into a cook stage). Drag the ↔ port between two ingredients to make them interchangeable.
- Cook stage nodes — a method (or combine (no cook)) and where the result goes (the plate or a later stage). Several stages make multi-step dishes, e.g. fry, then boil.
- The plate node — the dish name, score and vessel.
Dish image and 3D model
✨ Workers AI or 🖥 My ComfyUI generates the plated picture; 🧊 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 — ticket
icon, plated model, serving step, cooking step, cook step icon and mix step icon.
In-pan models picks one of your uploaded 3D models for what the dish looks like while it is in the cooker, for
each of mixing, frying, boiling and baking (its texture comes along). Empty = made from the plated model.
Key stageMeshes ("fry:<model>[:<texture>]").
In the dish list
The number is the dish's score. ✎ edit opens the composer, form the simple form, ⤴ publishes it to the public library, ✕ removes it from this kitchen (it stays in your library), 🗑 removes it from your library, + map / Add adds it to this kitchen.
14. Studio — custom machines
| Field | What it does | Key |
|---|---|---|
| Name | The machine's name. | name |
| Type | Manual grinder — the chef holds USE to grind and lets go inside the band; Powered grinder — the chef holds USE until it is done (no band); Coffee machine / brewer — a machine with its own carafe: put the ingredient in, it brews, pour it into a mug, cup or plate; Cooker — a pot-like utensil that cooks over time on a hob. | archetype |
| Input / Output | The custom ingredient that goes in and what comes out. A grinder takes a choppable ingredient (kind chop); a brewer or cooker takes a cook ingredient (kind cook). A brewer has no output: the brewed input is the result. | inputs, output |
| Also takes | Brewer / cooker: more ingredients it cooks, by name — your custom ingredients or game items, comma-separated. | inputs |
| Looks like | A game model the machine is drawn as, in the game and in the 3D view (a drinks machine, a blender or mixer station, a hob, a chopping board). Its type's default: a brewer is the drinks machine; the others keep their own look. | look |
| Carafe looks like | Brewer: the model of its carafe (default: the blender jug; or a mixing bowl, a mug, a pot). | carafeLook |
| Own model / Own carafe model | One of your uploaded 3D models (Decor palette → + 3D model) drawn as the machine / a brewer's carafe instead of a look — built in metres in the station's frame (one cell = 1.2 m, floor at 0, the front toward the chef; a carafe from its base centre). Extra parts are found by name: |
meshKey texKey, carafeMeshKey carafeTexKey |
| Grind level (1-10) | Grinder: the centre of the target band. | grindLevel |
| Tolerance (±) | Grinder: how wide the band is (0 = exact). | grindTolerance |
| Resolution (stages) | Grinders: steps on the progress bar (4–40). | stages |
| Wrong output | Grinder: what comes out when released outside the band (also what a grind held to the end gives). | wrongOutput |
| Brew time (s) / Cook time (s) | Brewer / cooker: seconds to brew or cook. | time |
| Built from | Expert: the game station the machine is a copy of, by name (e.g. workstation_cooker_01). Empty = the usual one for its type. |
baseTemplate |
| Look size (×) | The scale of the game model in Looks like. Empty = fitted to the station. | lookScale |
Make the input and output ingredients first. After saving, + map adds the machine to the kitchen; place it
from the Machine palette. A brewer is one object in the editor; the map stores it as the machine plus its carafe
on the same cell (appliance:<id> and appliance:<id>/carafe). A dish made in a brewer or cooker picks the machine as
its cook step (the machine is listed after the stock cookers).
In play a grinder shows a level bar over it (levels 1–10: blue = too coarse, green = the band, red = too fine) with HOLD TO GRIND, KEEP GRINDING, RELEASE! or TOO FINE!. Machines published by other authors (for example the coffee-shop kit: beans, grinder, coffee machine and the Coffee dish, with their own models) are listed with yours; + map also brings in the ingredients they use.
Example — a coffee shop. Coffee beans (kind chop) → a grinder whose output is coffee grounds (kind cook) → a coffee machine (brewer) whose input is the grounds → a dish Coffee: vessel mug, cook = the coffee machine, ingredient = the grounds. Place the beans crate, the grinder, the coffee machine, a mug stack, a serving pass and a mug return. Chefs grind the beans (hold USE, let go in the band), drop the grounds in the carafe, wait for the brew, take a mug to the machine to fill it and serve.
15. Studio — scenes and 3D models
- Custom Scenes: pick a base scene (or ✨ empty — blank canvas), + New scene, build it on the Decor, Floor and Collider layers, name it in the toolbar and Publish scene (scenes are public and reusable). Edit and ✕ manage your scenes. A kitchen uses a scene through the Level card's scene field.
- 3D models: + 3D model (.obj) in the Decor palette uploads
.obj,.glbor.gltffiles (up to 4 MB for OBJ and 12 MB for GLB; sign-in needed). Place them from the Decor palette and tune them as in section 10.