Provisions & Co. β Player Manual
Provisions & Co. (the OC2 Cartographer mod) adds community-made kitchens to Overcooked! 2. Custom levels appear on the game's own DLC menu and play just like official content β co-op or versus, couch or online β with no extra launcher and no game files replaced. This manual walks through everything the mod does, from installing it to building and sharing your own kitchens.
Provisions & Co. is an unofficial fan project. It is not affiliated with, endorsed by, or supported by Team17 or Ghost Town Games. It ships no game assets β community levels are tiny data files that reference the content already on your machine.
Contents
- What you get
- Getting started
- Playing custom levels
- The level browser: folders, favorites & tags
- Online play & six players
- The web editor
- Sharing: My maps, the Emporium & visibility
- Custom content: ingredients, recipes & machines
- Mod settings (synced) β every option explained
- Troubleshooting
- Privacy & fair use
1. What you get
- A new DLC card β "Provisions & Co." on the game's Add-on / DLC carousel, plus a matching button on the main menu. Either one opens the custom-level browser.
- A community level browser β every kitchen you're allowed to see, organised into collapsible folders, with favorites and tags.
- A web editor β design kitchens in your browser, save them to your account, and play them in seconds.
- An Emporium β a public gallery of community maps you can browse and copy.
- Custom content β author your own ingredients, recipes and machines and drop them into your kitchens.
- Co-op and versus, couch and online, and experimental five/six-player online games.
Access is invite-only during the beta: you sign in with Steam on the website and download a build that is personal to your account. Please don't redistribute it.
2. Getting started
Three one-time steps: sign in β install β link. The website's "Get the mod" panel walks you through the same steps with your personal download link inline.
2.1 Sign in and download
- Open the website and click Sign in with Steam (top-right). You'll be sent to Steam's own login β the site never sees your password.
- Once you're in, open Get the mod and download your copy of the mod. The download is tied to your Steam account.
The build is watermarked per-download and locked to your Steam ID, so leaks are traceable. Keep it to yourself β it won't work signed in as someone else.
2.2 Install the mod
Overcooked! 2 must have BepInEx (the mod loader) installed. Then:
- Unzip the download into your game folder so the files land in
Overcooked! 2/BepInEx/plugins/OC2Cartographer/. - Start the game once. You should see the Provisions & Co. card on the DLC menu and a matching main-menu button.
If the DLC card doesn't appear, see Troubleshooting.
2.3 Link your game to your account
Linking tells the running game who you are, so it can sync your maps and settings. On the website, open Link the game and pick whichever is convenient:
- Send to game β with Overcooked! 2 running, this sends your login straight to the game over your local machine (loopback). Your browser may ask permission to reach a "local network device" β that's the game. The button confirms when the game is linked and starts syncing your maps.
- Download
cartographer.tokenβ if the game isn't running, download this small file and drop it next toOC2Cartographer.dll(inBepInEx/plugins/OC2Cartographer/), then start the game.
You only need to do this once per machine (until you sign out or your token is revoked). The token is bound to your Steam account and can be revoked at any time.
3. Playing custom levels
3.1 Open the browser
From the game, either:
- click the Provisions & Co. card on the DLC / Add-ons carousel, or
- click the Provisions & Co. button on the main menu.
Both open the same level browser.
3.2 Pick and start a level
Select any level to start it. A few rules:
- The host starts the game. Online, only the person hosting the lobby can pick and launch a custom level; everyone else just needs to be in the lobby. Offline/solo, you're the host.
- The level's body downloads on demand the first time you pick it (the list itself loads instantly β it only holds names until you choose one), so the first launch of a given map may take a moment.
- The mod picks co-op or versus automatically from how the map was authored (see Online play & six players).
3.3 Refresh without restarting
At the top of the browser, Refresh maps re-pulls the latest list from the website β new maps, edits, tag and favorite changes all appear without quitting the game. The button shows "Refreshingβ¦" while it works.
4. The level browser: folders, favorites & tags
The browser groups your maps into collapsible folders (an accordion):
- βΎ / βΈ All maps β every map you can see, open by default.
- β Favorites β the maps you've starred.
- One folder per tag β e.g.
beach,versus,grinder,recipe,leisure.
Click a folder header to expand or collapse it. Opening a folder collapses the previously-open one (accordion style), and the maps inside are listed indented beneath the header. Each folder shows a count.
Favoriting in game: every map row has a star on its far left. Click the star to favorite (β ) or un-favorite (β) β the star toggles instantly and your favorites float to the top of every list. Clicking anywhere else on the row launches the map. (Favoriting from the game uses the mouse; you can also favorite from the website β see below.)
Sort order: your favorites come first, then any admin-featured maps, then the most-played.
Tags come from whoever authored the map (see section 7 and section 9 for who can see them).
5. Online play & six players
Everyone needs the mod
Custom levels are shared host-to-peer during the game. Because of that, every connected player must have the mod installed (the same build). If someone in the lobby doesn't, the host is told exactly who is missing it, and the game won't start rather than leaving anyone stuck. If a player just joined, wait a moment and try again β their mod announcement can lag the click by a second or two.
Co-op vs versus
A map is authored as co-op or versus:
- Co-op β the standard shared-kitchen game. Works couch and online.
- Versus β two teams, two kitchens, separate scores. Works couch out of the box. Online versus is experimental and off by default β every player must enable Online versus in their mod settings (same build) for it to run online; otherwise play it couch/local.
Five & six players (experimental)
The mod can run online games above the normal four-player limit. To use it:
- Everyone enables Six-player mode and sets the same Max online players value in their settings.
- If someone's setting doesn't match the host's, the host is told before the game starts β nobody gets silently dropped. This mode is experimental; expect the occasional rough edge.
6. The web editor
The editor is where you build kitchens. Sign in first (top-right). The toolbar gives you:
| Button | What it does |
|---|---|
| Publish | Save the current kitchen to your account (see visibility). |
| My maps | Open, favorite, tag, or delete the maps you've saved. |
| Emporium | Browse and copy public community maps. |
| Crew | See who else has joined the beta (display names only). |
| Settings | Your synced mod settings (see section 9). |
| π€ name | Change your display name (shown as the author on your maps). |
| β | Set the registry (Worker) URL β usually pre-filled; only touch it if asked to. |
Building a kitchen
Place stations, dispensers, floors and hazards, lay out the kitchen, and define which dishes are ordered. Levels reference the content already in your game, so nothing extra is downloaded to play them. You can start from scratch, from a sample, or by copying a map from the Emporium.
Multiple floors (storeys)
Kitchens can be built across several floors at different heights, connected by the game's stairs and ramps. A Floor selector in the toolbar chooses which storey you're working on β Ground, each floor you've made, and + Storey to add a new one above the top. Whatever you place next β stations, decor, walkable floor zones, walls β lands on the active floor, and everything on other floors dims so the storey you're editing stays clear. Draw a walkable zone on an upper floor (Floor layer β drag a rectangle), switch the active floor to it, and build there; gaps between zones become the pits chefs can fall through. The 3D view shows the storeys stacked so you can see the whole building; both views share the same active floor.
Stairs and ramps
To let chefs walk up and down between storeys β exactly like the stairs in the official game β use the Ramp / stairs tool on the Floor layer. Switch the Floor layer to βΊ Ramp / stairs, set the low end y (the floor you're standing on) and the high end y (the floor it climbs to), pick which way it rises (leave it on auto to take the direction from your drag), then drag a rectangle where the slope should sit. The ramp connects the two floors on a walkable incline; chefs and carried items walk it in both directions. Each ramp is listed under the Floor layer with a small button to flip its direction. (A ramp is just a floor zone with a second height, so it rides the same active-floor and 3D-stacking behaviour as flat floors.)
Moving platforms
Platforms are moving walkable slabs chefs can ride. They travel a route on a shared clock so every player
sees the same motion. A route is either a simple AβB back-and-forth or a multi-waypoint path (a
list of points β an L, a zig-zag, a closed circuit). Motion can be timed: a dwell pauses the platform
at each waypoint, a startDelay holds it at the start before the first move, loop runs a path as a closed
circuit, and once runs it a single time then parks. A platform can also be switch-gated (a placed
button starts/stops it) or player-steered (a control stick a chef operates to drive it). Platforms are
authored in the map JSON (platforms[]); the editor preserves every field on import/export.
Send a map straight to the game
While the game is running and linked, the editor can push a map you're editing directly to it for a quick test β no publish/refresh round-trip needed.
7. Sharing: My maps, the Emporium & visibility
When you Publish, you choose a visibility:
- Private β only you can see and play it.
- Shared β only people you've granted access to.
- Public β anyone can find it in the Emporium and copy it.
My maps lists everything you own. On each of your maps you can:
- β Favorite β star it (floats to the top of your lists, in the editor and in game).
- Tags β click Tags and type a comma-separated list (up to 8), e.g.
beach, versus, grinder. Tags become the folders in the in-game browser. - Open β load it back into the editor.
- Delete β remove it for everyone (it's also pruned from the game on the next sync).
Emporium is the public gallery β every public map, most-played first (your favorites first of all). You can Open a map to preview it or Add to my maps to copy it into your own inventory as a private map you own.
Who can see favorites and tags?
- Favorites are personal. Only you see your own; they never affect anyone else's list.
- Tags travel with the map and are set by its owner. On a public map, everyone who sees it also sees its tags and gets a folder for them. On a private/shared map, only the people who can see the map see its tags. There's no shared, global tag list β each author freely labels their own kitchens.
8. Custom content: ingredients, recipes & machines
Beyond arranging stock content, you can author your own:
- Custom ingredients β re-skin a stock ingredient template (so it behaves correctly in the kitchen) with your own name and art.
- Custom recipes / dishes β multi-step dishes built from stock or custom ingredients.
- Custom machines β re-skinned stations.
You can generate icon art and even upload a 3D model, and generated art is available through the studio. Your custom content is saved to your account and pulled into any map that uses it, so a shared map stays buildable for whoever opens it. Whether you may upload ingredients, recipes or model assets depends on the beta's current upload policy (an admin sets this); if an option is unavailable, that's why.
9. Mod settings (synced) β every option explained
Open Settings in the editor to view and change your mod preferences. They sync to every machine you sign in on: the game applies them on its next start (or immediately for live ones). If you change the same setting in two places, the most recent edit wins. Some options may be centrally managed during the beta and simply won't appear.
| Setting | What it does |
|---|---|
| Custom levels enabled | Master switch for the mod's custom-level features. |
| Six-player mode | Enables experimental >4-player online games. All players must match. |
| Max online players | The player cap for six-player mode (4β7). Must match across the lobby. |
| Phantom test players | Adds stand-in players for solo testing (0β6). For experimentation. |
| Online versus | Allows versus maps to run online (experimental; off by default). |
| Versus test launcher (F6) | A shortcut to quickly boot a versus test scene. For map-makers. |
| Versus test scene | Which scene the F6 versus test uses. |
| Floating item labels | Shows a small name label above items β handy for learning custom recipes. |
| Hide donor ghost shadows | Hides leftover shadow artifacts from the borrowed base kitchen. |
| Solo chops per slice | How many chops register per press when playing solo (0β5). |
| Pickup delay (seconds) | The debounce between pickups. Lower can feel snappier. |
| Predict pickup (visual) | Shows the pickup immediately on your screen before the server confirms. |
| Throw assist mode | Aim assist for throwing: None, MovingKeys, or CustomKeys. |
| Throw assist window (s) | How long the throw-assist aiming window lasts. |
| Throw assist step (deg) | How far each assist step nudges your aim. |
| Throw range indicator | Draws a marker showing where a throw will land. |
| Default base scene | Which stock kitchen the mod borrows as a base when a map doesn't specify one. |
| Prewarm assets (parked) | Pre-loads assets to reduce mid-game hitches (uses more memory). |
| Lean heap after load | Trims memory after a level loads. |
| Skip un-bake scenery (diag) | Diagnostic; leave off unless asked. |
| Auto-sync on startup | Pulls the latest maps/catalogs automatically when the game starts. |
| Report gameplay (popularity) | Lets your plays count toward a map's popularity ranking. |
| Host log relay | When you host, relays diagnostic logs to help debug issues. |
A handful of deep diagnostic flags aren't shown here on purpose. If support asks you to change one, they'll tell you exactly how.
10. Troubleshooting
The Provisions & Co. card / button isn't there.
Confirm BepInEx is installed and the mod files are in BepInEx/plugins/OC2Cartographer/. Check
BepInEx/LogOutput.log for lines tagged [Cartographer]. If you run another DLC-card mod, ours takes a
separate card automatically.
"No valid license for this Steam account." The game is signed in as a different Steam account than the one you registered, or your link expired. Sign in on the website with the same Steam account and re-run Link the game.
"Everyone needs the mod" / "waiting for players." A player in the lobby hasn't announced the mod (they don't have it, have a different build, or just joined). Make sure everyone has the same build installed and is in the lobby, then try again in a moment.
"Six-player config mismatch." Someone's Six-player mode / Max online players doesn't match the host. Everyone sets the same values, restarts the game, and rejoins the lobby.
No maps in the browser. Make sure you linked the game (section 2.3) and are online. Hit Refresh maps. If you're offline, only maps already cached on your machine appear.
Online versus won't start. It's experimental and off by default. Every player must enable Online versus in settings (same build), or play the map in couch/local co-op.
Editor says "failed to fetch" or a save fails. Check your connection and that the registry URL (β) is set correctly. Sign out and back in if it persists.
A map won't download when I pick it. Check your connection and hit Refresh maps; a stale cached copy is used as a fallback when possible.
11. Privacy & fair use
- Your build is watermarked and Steam-ID-locked. It's for your account only. Please don't share it β leaks are traceable.
- Play counts rank map popularity. You can turn off Report gameplay in settings.
- Levels ship no game assets β they're tiny data files that reference content already installed on your machine, which is what keeps the whole project lightweight and additive.
- Be kind in what you publish publicly β names and tags are visible to other players.
Happy cooking. Build something, tag it, and share it in the Emporium β someone out there is looking for exactly your kind of kitchen.