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Cut and assemble

You have inspected and chosen a layout, calibrated the material, and built that saved candidate into insert-bundle. Open insert-bundle/README.md first. It lists the parts and gives the checked assembly sequence for constructed grids.

When you need to…Open…
Check the parts and assembly orderREADME.md
Cut individual panelscuts/parts/<assembly>/ SVG files
Cut arranged sheets, if you requested sheet nestingcuts/sheets/ SVG files
See where assemblies and existing containers sit in the boxpreview/layout.svg
Identify the panel shapes without using cut pathspreview/parts.svg
Check dimensions, material settings, and file identitiesmanifest.json

The SVGs under cuts/ are the cutting files. Import them into your cutting software at their stated millimetre dimensions. The preview/ directory holds the layout, parts, and assembly views; preview/assembled.scad provides a 3D assembly model. If a layout uses only existing closed containers, there are no constructed panels or cuts/ files.

Compare the bundle’s dimensions and component assignments with your box and inventory. Check the imported SVG size in the cutting software. A small cut with the calibrated material settings lets you test the joints before using a full sheet. For a constructed grid or tray, follow the sequence in README.md: identify each part, dry fit the joints and dividers, then assemble in the listed order. A removable tray has its own constructed panels; an existing closed container is placed in the box as supplied.

Finally, put the components into their assigned spaces. Check that you can reach and remove them, that removable trays can be lifted in their intended order, and that the game box lid closes. If a physical fit leads you to change thickness or joint clearance in game.bgi.yaml, request and choose a new layout before building again. If you change only kerf, rebuild the saved candidate with a new output directory. The CLI reference covers optional bundle checks, rendered previews, and parts-list exports.