Bill of Materials
Define once what it really takes to build the item, and let the system keep the price honest.
What it does
The Bill of Materials (BOM) screen is the recipe editor: pick the finished item, list every raw material it takes to build one unit, and add a flat other-expenses amount for labor or overhead plus an expected production time. It's item-level data with no post/unpost lifecycle of its own - a recipe describes how something is built, it doesn't move any stock by itself.
How it works
Pick the finished item
Search or scan the item this recipe produces. If a recipe already exists for it, the form loads it automatically instead of letting a second, conflicting recipe get created.
Add raw material lines
Search and add each ingredient, how much of it is required to make one unit, an optional note, and whether a production order built from this recipe is allowed to override that line later.
Add other expenses and lead time
Enter a flat amount for labor or overhead on top of raw-material cost, and the expected production time, for planning purposes.
Save to lock in cost and price
Saving recalculates the recipe's total cost from every raw material's current live cost - never whatever was last shown on screen - adds the other-expenses figure, and writes both that cost and the finished item's selling price directly onto the item's own barcode record.
The problem it solves
Without a defined recipe, a manufactured item's cost is just a number someone typed in once and never revisited - raw material prices move, but nothing recalculates what the finished item should actually cost. Because the BOM recomputes cost from every ingredient's live price on every save and pushes it straight onto the item record, the finished item's cost and price stay grounded in what production actually costs today, not what it cost whenever the recipe happened to be written.
Part of the domain
🏭 ManufacturingTurn raw materials into finished goods, with the stock and cost to prove it.