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These control how the calendar computes deadlines and capacity. Adjust anytime as the shop grows.
Drives the green/yellow/red status bar on the Drafting Dashboard: below "Red" means the shop is close to running out of queued work (draft flat out); above "Green" means there's a healthy cushion queued (drafting can go help in the shop).
This is the one place drafting hours, manufacturing duration, and install days are set β a bigger job can take longer than a smaller one of the same category. A job's value comes from its linked Sales App contract, or from the "Job value" field for jobs scheduled directly here; with no price on file, or no tier covering a category yet, a job falls back to old flat defaults (frozen at today's numbers). Leave Max blank for "and up."
| Category | Min $ | Max $ | Drafting hrs | Mfg duration (days) | Install days |
|---|
How far ahead of install drafting and manufacturing must be *finished*, per category. This is a scheduling safety margin, not actual work duration, so it stays flat per category rather than price-tiered.
| Category | Drafting lead days | Manufacturing days | Mfg→Install buffer target (days) |
|---|
A manufacturing and installation dollar target for each month of the year β a seasonal plan rather than one flat number. These repeat every year (December's goal is the same whether it's this December or next) and drive the goal lines on the Shop Totals bar graph.
| Month | Manufacturing $ goal | Installation $ goal |
|---|
Add a crew for each install team. Assign markets as you expand to new towns.
Holidays and planned shutdowns. These count like weekends β no chips land here, deadlines skip over them, and dragging a job onto one bumps it to the next open day.
Manufacturing $ and installation $, pulled automatically from each job's room breakdown (logged room-by-room in the Drafting Dashboard) the moment Cody marks that phase complete. A job with no rooms logged counts once, whole, as "not broken down" once it's fully finished, instead of guessing a split.