PlateUp

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
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0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
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Goal Settings

Goal

Choose the win condition for your PlateUp run. franchise_x_times: Franchise your restaurant the required number of times (see franchise_count). complete_x_days: Survive and complete a set number of in-game days (see day_count). reach_day_x_with_dishes: Reach a specific global day while having a minimum number of dishes active (see day_target and dish_goal_count).
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Required Franchise Count

How many times you must franchise your restaurant to trigger completion. Each franchise resets your kitchen but lets you keep a number of appliances (see appliances_kept). Only used when goal is set to franchise_x_times.
This is a range option.

Accepted values:
Normal range: 1 - 50
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Required Day Count

How many in-game days you must complete to trigger completion. Each day is a full restaurant service. Higher values create longer runs with more locations and items. Only used when goal is set to complete_x_days.
This is a range option.

Accepted values:
Normal range: 10 - 1000
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Day Target

The global day number you must survive to in order to trigger completion. You must reach this day with at least dish_goal_count dishes actively unlocked. Only used when goal is set to reach_day_x_with_dishes.
This is a range option.

Accepted values:
Normal range: 15 - 100
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Required Dishes at Target Day

How many dish unlocks must be in your possession when you reach the target day. Must not exceed the dish count option — if it does, generation will raise an error. Only used when goal is set to reach_day_x_with_dishes.
This is a range option.

Accepted values:
Normal range: 1 - 17
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Dish Count

How many dishes are randomized into the item pool as unlock items, and how many dish-day location checks are generated. Each selected dish contributes up to 15 day-based checks (one per day of a run). Setting this to 0 leaves all dishes permanently unlocked and disables all dish-related checks.
This is a range option.

Accepted values:
Normal range: 0 - 17
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0

Free Starter Dishes

How many of the selected dishes the player starts with already unlocked, at no cost. The starting dish(es) are weighted toward easier options (Salad, Pizza, Coffee, Breakfast). Set to 0 to require receiving every dish unlock from the multiworld. Set equal to dish_count to start with all dishes already unlocked (making dish unlocks purely cosmetic checks). Only relevant when dish count is greater than 0.
This is a range option.

Accepted values:
Normal range: 0 - 17
0
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0
Progression Gates

Enable Day Leases

Enable Day Lease progression items in the pool. When enabled, Day Lease items gate progress: you must have received enough leases before you can play the next block of days (see day_lease_interval for block size). When disabled, no lease items are placed and no days are gated — useful if you prefer a free-flowing run without hard progression locks.
0
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0

Day Lease Interval

How many days pass between each required Day Lease. For example, a value of 5 means you need 1 lease to play days 1-5, 2 leases for days 6-10, and so on. Lower values create more frequent progression gates; higher values result in larger, less frequent gates. Only relevant when day_leases_enabled is on.
This is a range option.

Accepted values:
Normal range: 1 - 30
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Day Lease Mode

Controls how Day Lease items are organised when day_leases_enabled is on. global: a single shared 'Day Lease' item gates progression across all day-based content (default behaviour). dish_specific: each dish gets its own named lease items (e.g. 'Steak Day Lease') that only gate progress on that dish's day locations. Requires dish_count > 0. Only relevant when day_leases_enabled is on.
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Dish Lease Scope

When day_lease_mode is dish_specific, controls which dishes receive their own lease items. all_dishes: every selected dish gets its own set of Day Lease items, one block per dish. goal_count_only: only the first dish_goal_count dishes receive lease items; any remaining dishes have their day locations ungated by leases. Only relevant when goal is reach_day_x_with_dishes, day_leases_enabled is on, and day_lease_mode is dish_specific.
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Enable Money Cap

Enable the gold cap mechanic, which limits how much gold you can hold at once. When enabled, Money Cap Increase items are placed in the pool as progression items that raise your cap. When disabled, you have no gold limit and no Money Cap Increase items are placed — also disables reroll cost checks that depend on the cap.
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Starting Money Cap

The gold cap you begin with at the start of the run. You cannot hold more gold than this at any time until you receive Money Cap Increase items. Lower values create more pressure in early days; higher values give more starting freedom. Only relevant when money_cap_enabled is on.
This is a range option.

Accepted values:
Normal range: 10 - 40
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Money Cap Increase Amount

How much gold each Money Cap Increase item permanently adds to your maximum gold cap. Higher values mean fewer items are needed to reach a comfortable cap, but each individual item is more impactful. Only relevant when money_cap_enabled is on.
This is a range option.

Accepted values:
Normal range: 5 - 100
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Money Cap Increase Count

How many Money Cap Increase items to place in the item pool. Each item permanently raises your gold cap by money_cap_increase_amount. Higher values spread cap increases more gradually across the run; lower values mean fewer but larger milestones. Only relevant when money_cap_enabled is on.
This is a range option.

Accepted values:
Normal range: 1 - 20
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Money Cap Activation Method

Controls when a received Money Cap Increase item takes effect. instant: your gold cap rises the moment the item is received, even during an active service day. start_of_day: the cap increase is held until the beginning of your next cooking day, when the timer starts. Only relevant when money_cap_enabled is on.
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Item Pool

Enable Appliance Unlocks

Enable named appliance unlock items in the pool (e.g. 'Unlock Hob', 'Unlock Belt'). When enabled, finding one of these items adds that specific appliance to your future shop offerings, and optionally grants it immediately (see appliance_unlock_grants_appliance). When disabled, only generic Random Appliance items are used, which grant a random appliance from the full pool.
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Appliance Unlock Pool Size

How many named appliance unlock items to include in the pool when appliance_unlocks is enabled. The pool always prioritises progression-critical appliances (Hob, Counter, Sink, Plate Stack, Research Desk, Conveyor Belt, Grabber) first, then randomly samples from the remaining appliances up to the chosen size. Lower values create a tighter, more focused pool; higher values allow more variety. The maximum of 89 includes all 58 useful and 31 filler appliances from the mod's dictionaries. Only relevant when appliance_unlocks is enabled.
This is a range option.

Accepted values:
Normal range: 10 - 89
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Appliance Unlock Grants Appliance

Controls whether receiving a named appliance unlock item also immediately places that appliance in your kitchen. When enabled, the item acts as both an unlock and a direct grant — you get the appliance right away. When disabled, the item only adds the appliance to your available shop pool for future purchase; you still need to buy it. Only relevant when appliance_unlocks is enabled.
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Unlocked Appliances In Shop

Controls whether appliances that have no unlock item in the pool are immediately available in the shop. When enabled, any appliance not included in the appliance_unlock_pool (because it was not sampled or appliance_unlocks is off) is treated as already unlocked and available to purchase from the start. When disabled, only appliances that have been explicitly unlocked via received items appear in the shop.
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Enable Decoration Unlocks

Enable Random Decoration Unlock items as filler in the pool. These items are cosmetic-only and unlock random decorations (wallpapers, floors, etc.) for use in your restaurant. Disabling this replaces decoration unlock slots in the filler queue with Random Filler Appliances.
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Player Speed Upgrade Count

How many Player Speed Upgrade items to place in the pool. These increase your chef's movement speed, making it easier to serve customers in time. They are distributed as progression items evenly across the run, so later days require more of them. Set to 0 to remove player speed upgrades entirely.
This is a range option.

Accepted values:
Normal range: 0 - 10
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Appliance Speed Upgrade Count

How many Appliance Speed Upgrade items to place in the pool. These increase the processing speed of your kitchen appliances (cooking, chopping, cleaning). Whether this produces one grouped item or three separate items depends on appliance_speed_mode. Set to 0 to remove appliance speed upgrades entirely.
This is a range option.

Accepted values:
Normal range: 0 - 10
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Appliance Speed Upgrade Mode

Controls how Appliance Speed Upgrades are split in the item pool. grouped: all appliance speed upgrades are a single generic item that boosts all appliance speeds. separate: speed upgrades are split into three distinct items — Speed Upgrade Cook, Speed Upgrade Chop, and Speed Upgrade Clean — giving finer control over which stations improve first.
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Appliances Kept Each Run

How many appliances you are allowed to keep when franchising. Higher values make each franchise run easier since you carry over more of your kitchen setup. This is sent directly to the client and enforced in-game.
This is a range option.

Accepted values:
Normal range: 1 - 5
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Difficulty

Starting Cards

Which difficulty tier of Customer Cards are automatically dealt at the start of every run. Customer Cards impose penalty rules on customers (e.g. impatience, larger groups). none: no starting cards, normal difficulty. easy: one or more easy cards are dealt each run. hard: one or more hard cards are dealt each run. both: a mix of easy and hard cards are dealt each run. The number of cards dealt is set by starting_cards_amount. An equal number of Remove Card items are added to the pool to let you undo them.
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Starting Cards Amount

How many Customer Cards are dealt at the start of each run. This also determines how many Remove Card progression items are placed in the pool — one per starting card — so you can gradually cancel out the penalty cards as you receive items. Only relevant when starting_cards is not none.
This is a range option.

Accepted values:
Normal range: 1 - 8
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Extra Starting Cards

A list of specific customer cards to deal at the start of every run, on top of any random starting_cards. For each card listed, one Remove Card progression item is added to the pool so you can cancel it. Use lowercase_underscore slugs, e.g. [high_expectations, large_groups]. Valid slugs: individual_dining, medium_groups, large_groups, flexible_dining, morning_rush, lunch_rush, dinner_rush, herd_mentality, advertising, advertising_2, all_you_can_eat, double_helpings, blindfolded_chefs, closing_time, discounts, empathy, health_and_safety, high_expectations, high_quality, high_standards, instant_service, leisurely_eating, personalized_waiting, picky_eaters, relaxed_atmosphere, sedate_atmosphere, simplicity, splash_zone, victorian_standards.

Starting Group Size

The customer group size your restaurant starts with at the beginning of the run. Larger groups are significantly harder to serve in time. In the base game the group size starts at 1. When set above 1, (starting_group_size - 1) Reduce Group Size progression items are placed in the pool and distributed evenly across the run, gradually bringing the group size back down to 1. Set to 0 to disable this mechanic entirely and use the normal starting group size.
This is a range option.

Accepted values:
Normal range: 0 - 8
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Enable Global Patience Upgrades

Enable Global Patience Increase as a progression mechanic. When enabled, customer patience starts reduced and Global Patience Increase items are required to progress to later days. The items are distributed evenly across the run, so you need more of them to reach later days. When disabled, patience behaves normally and no patience upgrade items are placed.
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Global Patience Upgrade Count

How many Global Patience Increase progression items to place in the pool. These are gated evenly across the run — more are required before you can reach later days. Higher counts create more patience-gated progression milestones throughout the run. Only relevant when global_patience_enabled is on.
This is a range option.

Accepted values:
Normal range: 1 - 10
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Global Patience Starting Debuff

How much patience is subtracted from all customers at the start of the run. This is the baseline penalty before any Global Patience Increase items are received. At 0, customers start with normal patience (no debuff). Values around -40 are where the early game starts to feel very punishing — customers leave quickly and mistakes are costly. Values below -40 approach impossible territory: at -70 or lower, early days are effectively unwinnable without significant kitchen optimisation and luck. The range extends to -100 for completeness, but practical play recommends staying above -50. Each Global Patience Increase item received will partially restore patience toward the normal level. Only relevant when global_patience_enabled is on.
This is a range option.

Accepted values:
Normal range: -100 - 0
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Death Link

Enable DeathLink, which ties your fate to other DeathLink-enabled players in the multiworld. When your run ends (e.g. a day fails), it triggers a death for all linked players, and vice versa. The exact effect of a received DeathLink is controlled by death_link_behavior.
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Death Link Behavior

What happens when a DeathLink signal is received from another player. reset_run: immediately end your current run and start fresh. reset_to_last_star: roll back your restaurant to the state it was in at your last earned star. Only relevant when death_link is enabled.
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Filler Weights

Patience Filler Percent

What percentage of the remaining filler capacity to fill with Patience Increase items. Patience Increase gives a temporary buff to customer patience for a day, making service easier. At 0, Patience Increase items still appear naturally through the standard filler queue rotation. The budget is consumed in order across all filler percent options, so the total can never overflow.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Customer Filler Percent

What percentage of the remaining filler capacity to fill with Less Customers items. Less Customers temporarily reduces the number of customers served in a day, giving some breathing room. At 0, Less Customers items still appear naturally through the standard filler queue rotation. The budget is consumed in order across all filler percent options, so the total can never overflow.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Group Size Filler Percent

What percentage of the remaining filler capacity to fill with Group Size Decrease items. The allocated slots are split evenly between Minimum Group Size Decrease and Maximum Group Size Decrease. These items reduce the minimum and maximum number of customers in each arriving group, making service more manageable. At 0, Group Size Decrease items still appear naturally through the standard filler queue rotation. The budget is consumed in order across all filler percent options, so the total can never overflow.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Mess Reduction Percent

What percentage of the remaining filler capacity to fill with Mess Reduction items. Mess Reduction decreases the amount of mess generated on a given day, reducing the cleaning burden. At 0, Mess Reduction items still appear naturally through the standard filler queue rotation. The budget is consumed in order across all filler percent options, so the total can never overflow.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Coin Filler Percent

What percentage of the remaining filler capacity to fill with Coin items (10 Coins each). Coins provide small amounts of in-game currency when received. At 0, coins still appear naturally through the standard filler queue rotation. The budget is consumed in order across all filler percent options, so the total can never overflow.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Traps

Trap Chance

The percentage of remaining filler slots that will be replaced by trap items. Set to 0 to disable traps entirely. At 100, every available filler slot becomes a trap. Which traps appear and their relative frequency is controlled by trap_weights.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Trap Weights

Relative weights for each trap type. Higher values make that trap more likely to appear. Set a trap's weight to 0 to exclude it entirely from the pool. Set trap_chance to 0 to disable traps entirely. random_dish_extra: adds a random dish extra requirement (e.g. extra napkins, candles) for the day. random_side_dish: adds a random side dish requirement for the day. tip_jar_drain: empties your tip jar for the day. good_advertisement: floods the restaurant with extra customers. card_swap: swaps one of your active customer cards for a random different one.
Checks

Enable Setting Checks

Enable location checks tied to in-game restaurant settings (Country, City, Alpine, and optionally others). Each enabled setting generates up to 15 day-based checks, one per day of a run played in that setting. Settings are cosmetic map variants and do not affect gameplay balance, but playing them becomes required to clear their checks. Configure which settings are included using setting_check_mode and setting_extra_checks.
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Setting Check Mode

Controls which settings generate day-based location checks. base_only: generates checks only for the 3 base settings (Country, City, Alpine). base_and_extras: generates checks for the base 3 settings plus any extras listed in setting_extra_checks. extras_only: generates checks only for the extras listed in setting_extra_checks, skipping the base settings. Only relevant when setting_checks is enabled.
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Additional Setting Checks

A list of additional settings beyond the base three (Country, City, Alpine) that should generate day-based checks. Only settings listed here will be included when setting_check_mode is extras_only or base_and_extras. Use YAML flow-list syntax, e.g. setting_extra_checks: [autumn, witch, turbo]. Valid slugs (lowercase): autumn, banquet, turbo, witch.
This option cannot be modified here. Please edit your .yaml file manually.

Achievement Check Mode

Controls which achievement location checks are included. all: includes all achievements reachable given the current goal settings (overtime and New Chef Plus are filtered by day count automatically). earned_only: additionally excludes achievements gated behind specific option combinations that are currently disabled (e.g. Charcoal Factory and Safety Last when appliance_unlocks is off). none: disables all achievement checks.
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Blueprint Check Count

How many Archipelago blueprint checks to add to the location pool. On appliance shop days, 3 Archipelago pedestals appear by the street alongside the regular shop. Buying a pedestal sends a check and replaces it with the next one in the pool, so the 3 visible slots cycle through the entire queue over time. Set to 0 to disable pedestal checks entirely. When money_cap_enabled is on, checks whose cost exceeds the maximum achievable cap are excluded so they are never permanently inaccessible. A buffer of ~30% extra checks beyond that hard limit is still included because gold earned during a service day (before the cap is applied) can cover the shortfall — those bonus checks simply require all available Money Cap Increase items to be in logic.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Blueprint Base Price

The coin cost of the very first Archipelago pedestal. Each subsequent pedestal costs this amount plus blueprint_price_increase, so costs rise as more are purchased. If the price of a pedestal would exceed the maximum achievable money cap (starting_money_cap + money_cap_increase_amount × money_cap_increase_count) for more than ~30%% of the requested checks, the excess checks are silently dropped from the pool to prevent inaccessible locations. Only relevant when blueprint_check_count is greater than 0.
This is a range option.

Accepted values:
Normal range: 0 - 200
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Blueprint Price Increase

How many extra coins each successive pedestal costs compared to the one before it. For example, with a base price of 10 and an increase of 20, the pedestals cost 10, 30, 50, 70, and so on. Set to 0 to keep all pedestals at the same price. High values combined with a low money cap will cause later checks to be excluded or capped at the all-items-required access rule (see blueprint_check_count for details). Only relevant when blueprint_check_count is greater than 0.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Reroll Check Count

How many reroll cost checks to add to the location pool. On appliance shop days, rerolling the shop costs coins and sends a check each time. Set to 0 to disable reroll cost checks entirely. Location IDs are in the range 130001–130100.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Item & Location Options

Local Items

Forces these items to be in their native world.

Non-local Items

Forces these items to be outside their native world.

Start Inventory

Start with the specified amount of these items. Example: "Bomb: 1"

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.