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Expression Syntax

Reference for the quantity expression field in assembly components.

Expression Syntax

Quantity expressions go in a component’s Quantity field when building an assembly. They define how much of this product is consumed per one unit of assembly output.

An expression is either a number, a {variable} reference, or any arithmetic combination of the two.

Constants

A plain number. The unit is implied by the product’s base UOM.

ExpressionMeaning
0.150.15 of the product’s base unit per assembly output unit
1212 units per output unit
0.050.05 hours of labour per output unit (if product UOM is hr)

Variables

Reference a variable by wrapping its name in curly braces. Type { in the quantity field to open the autocomplete picker — it lists every system and company variable, filtered as you type.

ExpressionMeaning
{stud_spacing_m}Use the current value of stud_spacing_m
{render_thickness_mm}Use the current value of render_thickness_mm
{waste_factor}Use the current value of waste_factor

Variable names are always lowercase letters, numbers, and underscores — e.g. stud_spacing_m, not StudSpacing or stud-spacing.

Arithmetic

Combine constants and variables with +, -, *, /, and parentheses. Standard operator precedence applies.

ExpressionMeaning
0.15 * (1 + {waste_factor})Base quantity inflated by the waste factor
{render_thickness_mm} * {density}Two variables multiplied (e.g. mass per area)
0.05 * {coats}Labour scaled by coat count
12 / {coverage_rate}Constant divided by a variable
1 / {stud_spacing_m}Studs per metre from a spacing input

Tips

  • Prefer expressions over inflated constants. 0.15 * (1 + {waste_factor}) is clearer than 0.165 and lets the estimator adjust waste at apply-time without editing the assembly.
  • Reuse system variables where they exist (waste_factor, coverage_rate, etc.) so other estimators recognise the input and assemblies share values.
  • Create a custom variable rather than hardcoding a project-specific number — do this from the Variables tab.
  • Names matter for picker UX — see Tips and pitfalls.