Skip to main content

Prototyping

Before something is a product it is an idea, and finding out whether it works costs real wax. Prototyping is where those ideas live: their recipes, the samples you actually poured, and what each attempt cost.

Find it under Prototyping, above Product cards.

The prototypes list, with the samples made from one of them

A prototype card

A prototype card is a recipe like any other — materials, ready items, other prototypes, labour by the minute — with the commercial half left out. There are no packaging materials and no channel prices, because nothing here is for sale yet.

Prototypes can be multi-level: a prototype can contain another prototype, and it can contain a real ready item that you already make. They stay out of every product list, the production dialog, the channel syncs and the low-stock warnings until you promote one.

Making a sample

Make a sample asks how many you are pouring, on what date, and from which warehouse. Before you confirm, it shows exactly what will be spent, materials and items, with a warning if something is short.

Making a sample: what the trial will consume, listed before it is spent

Making a sample is not production:

  • Production reserves materials and writes them off when the goods sell. A sample is never sold, so a trial takes its materials outright, at the same FIFO cost a production run would pay.
  • The trial records what it cost, so "we spent €41 finding out that fig doesn't work" is a number you can see rather than a feeling.
  • The movement log shows it as a prototype movement, distinct from production.

Each trial is listed under the prototype with its date, quantity, cost and status.

Reworking a sample

What survives being taken apart can go back. Rework asks for a recovery percentage — how much of the material came back usable — and returns that share to stock at the cost it left with. You can override the percentage per material, because wax melts back and a wick does not.

A trial can be reworked once. Anything not recovered stays spent.

Turning a prototype into a product

When the idea works, Make it a product promotes the card: give it its final name and SKU, say whether it is a product or a ready item, and it becomes an ordinary product card with its composition intact. From that moment it behaves like every other card — packaging, channel prices, production, margins.

If the idea does not work, reject it. The card stays with everything you learned on it, marked rejected and out of the way, rather than being deleted.

Where the money shows up

Materials spent on samples leave stock but are never sold, so they cannot appear in COGS. They get their own line in the Profit reportPrototyping — so the report cannot quietly gain profit by forgetting what experiments cost.