Material#
A restaurant definition with a readable name, logical item code and unit that recipes can reference.
Creating Red Pepper with code red_pepper and unit Gram creates a selectable definition; it gives the player no stock. See Add a Material.
Item Label#
The readable material name shown to people, such as Red Pepper.
Spaces and normal capitalization belong here. This name is different from the technical Item Name code. See required fields.
Item Name#
The logical code identifying a material within its restaurant, such as red_pepper.
Keep it unique in that restaurant. Item Name and Unit stay locked while recipes or Supply offers use that material. This code is separate from the shared provider item registered in the inventory. See Materials.
Unit#
The measure used to interpret a material quantity, such as Gram, Liter or Count.
A quantity of 100 with Gram means 100 grams; 1 with Count means one piece or serving. Enter quantities in the selected unit. See choosing the unit.
Intermediate material#
A recipe result intended to be used as an ingredient in another recipe.
Chopped tomato can be produced by Cutting and consumed later by Cooking. Creating this output does not automatically start the next recipe. See Material chains.
Finished product#
A completed serving produced as a product rather than a reusable ingredient.
Custom finished outputs require Count. Configure an appropriate usage profile if players should eat or drink them. See Recipes.
Inventory item and metadata#
Extra details saved with an inventory item, such as its material, quantity and restaurant.
Shared restaurant_material entries can represent different ingredients because their metadata identifies the logical material, quantity, unit and origin. Never identify a Restaurant product by its visible label alone. See Inventory Items.
Packet and logical quantity#
One physical inventory entry holding a logical amount of a Restaurant material or product batch.
A 250 g pepper packet is one inventory entry, with 250 g available to recipes. Using 100 g leaves 150 g when the transfer succeeds. See quantities.
Supply point#
A published world location where authorized staff buy configured material packets.
Each offer selects a material, quantity per packet and price per packet. A purchase is not a recipe step. See Supply Points.
Inventory image#
An optional PNG filename used to select an item's artwork in a supporting inventory.
The operator installs the PNG in the inventory image directory. The panel selects the file; it does not upload images. Stock QB inventories retain their fixed item artwork. See image installation.
Item usage profile#
Server configuration defining how a finished product is held, opened, eaten or drunk.
A profile can define props, animation, portions and effects. Choose an existing configured key in the material's Advanced options. See Usage Profiles.
Material usage#
The recipes and Supply offers that reference a material definition.
The reference count is not stock. Zero records means no current connections, even if somebody still owns previously issued packets. See Materials.
Ready recipe#
A preset recipe with its own preparation steps and an editable copy for your restaurant.
Pizza rolling and Taco folding are examples. Ready recipe steps retain their own placement rules. See Ready and Custom Recipes.
Custom recipe#
A single-operation recipe whose inputs, outputs and quantities use shared material definitions.
A custom Cutting recipe can consume tomato and produce chopped tomato. Independent compatible Operation Points provide the world location. See Recipes.
Operation#
The processing type a custom recipe performs, such as Cutting, Mixing or Boiling.
The operation decides whether work is attended or runs as an unattended device batch. The recipe and point must have matching operation types. See Operation Points.
Device batch#
A batch of food that cooks at a shared station while staff can do other work.
The operator can leave after loading. A ready batch still needs collection, and it is not inventory stock yet. See Shared Work.
Accepted checkpoint#
A completed preparation step saved for continuation, such as placing a topping or finishing rolling.
A moving preview or unfinished gesture is not automatically saved work. Reopening rebuilds accepted progress. See Shared Work.
Inactivity deadline#
The server deadline that discards abandoned temporary recipe preparation.
Accepted gameplay progress renews it; opening a menu, hovering or taking over does not. Custom ready device batches use their configured collection budget. See Shared Work.