Cooking

Placing a station

Use the item. A ghost of the station follows your aim, outlined green where it can go and red where it cannot: on a road, in water, indoors, on too steep a slope, or too close to another station.

KeyAction
Left clickPlace
Right click, or ESCCancel
A / ERotate
Arrow up / downRaise, lower
GDrop it flat on the ground
Target the station to pick it back up.

Limits live in Config.Placement: how many per player, how many on the server, and the minimum gap between two.

Lighting

Target the knob — or the fire, for the campfire — and light it. A lighter is required by default (Config.RequireLighter), and the gesture plays either way.

The kettle needs charcoal first: target it, choose Fill, and the bag empties into the bowl. Below 5% there is not enough left to light.

Cooking

Put the food on the grill and it starts cooking. The prop itself shows where it is: 100 frames from raw to burnt. A 3D bar above the food shows progress, or the ox_lib bar if you prefer (Config.Progressbar.type).

  • Cooking quality decides how much hunger the food restores — it is not a cosmetic score.
  • On a skewer, each piece is worth 100% perfect, 65% overdone, 35% raw, 10% burnt.
  • A burger runs on a continuous scale instead, flooring at 25%.
  • Closing the lid cooks 2.5 times faster (Config.Cooking.lidOpenFactor). The campfire has no lid, so it is never penalised.
  • Food left on the grill keeps going to burnt (Config.Cooking.autoBurn).

Skewers

Take a skewer_stick, add pieces one at a time from the bins or your inventory, then put it on the grill.

Each piece cooks on its own curve and shows its own state. What the skewer is worth comes from the pieces and how each one was cooked — a perfect piece of beef next to a charred pepper is entirely possible.

Burgers

Start a burger on the station's assembly spot, then add layers in the order you want, up to 12. The layers stack visually. Cap it with the top bun and it is finished — nothing can be added after that.

The bins

The four bins on the shelf are one stash of 25 slots. Target a bin to take an ingredient from it, or to store one. When the last of an ingredient goes, the bin's model changes to the empty one.

With Config.RequireItems = false (the default), the bins offer every ingredient without holding stock — for a server that does not want an economy behind the food.