
Added 12 facilities focused on tag combos, variety serves, and slot play.
High-Low Pairing: Fine Dining + Fast Food → multiplier +5
Afternoon Set: Dessert + Diner → revenue +300
Fine Cross-Sell: Fine Dining + other → shop currency +6
Quick Side: Fast Food + other → revenue +150
Sweet Side: Dessert + other → revenue +100, multiplier +1.5
Diner Side: Diner + other → revenue +25, multiplier +2.5
Variety Settlement: 2+ menu kinds → shop currency +3 per kind
Variety Sales: 2+ menu kinds → revenue +250 per kind
Premium Ingredient Match: Material + Fine Dining → shop currency +8
Ingredient Cross-Sell: Material + other → shop currency +3
Fixed Mult Vault: Other facilities’ additive/multiplicative multipliers do not apply; shop currency +10 at day end
Vacancy Decay: Per empty facility slot, multiplicative ×(0.5 × N)
Left Preserve: uniqueness is now by menu tag/type, not identical card ID.
Triggers if the leftmost menu’s type appears only once in that serve
Extra Slot: facility slots +2, shop cost 24
Compact Expand: facility slots +3 (Tables -1, Complain -1 unchanged), shop cost 28
Diner synergy now requires an exact ±5 price difference (same price no longer triggers).
Dessert synergy multiplier raised to +2.
Vanilla / Wheat materials now scale from owned Dessert/Diner counts, not same-serve counts.
Menu Incinerator: +0.2 multiplier per deleted menu.
Sell-board order now follows selection and drop order, not hand index.
Click appends to the end; drag inserts by drop X position
Order-based facilities (Left Preserve, Right Reuse, course sequences, etc.) use this order
Added hand-sort options:
By price: highest base price from the left
By type: Fine Dining → Fast Food → Dessert → Diner → Material
Tuned some existing values; high-price zero threshold 75 → 80
High-Price Crash / Low-Price Boost: +0.2 mult when selling menus priced ≤65
New incidents:
Shop Drought: no shop currency that day (including the default clear reward)
Sprint Service: target −35%, 1 table and 1 complain only
Full rework:
Target Spike: target revenue +65%
Perfect Service: clear only at 100–110% of target; going over fails
Phased Service: 3 linked days (target 35%/60%/85%) with stage constraints. After clearing stages 1–2, the next stage continues without the shop; final clear requires completing all 3 stages
Variable Course Kitchen: each Serve/Complain rolls a random select limit (2–max); you may select only up to that many menus for that action
Rotating Tag Lockdown: the locked menu tag rotates each serve
Incident HUD icons, hover tooltips, upcoming grey preview, custom icon support
Fixed new-game confirm OK/Cancel labels not updating with language
Stronger sell coin/gauge VFX; gauge fill applied to the fill sprite
SFX slots for incinerator, factoryization, auto-serve
On-screen reveal VFX/SFX for random box, meal kit, lucky material, factoryization, gourmet inspector evolution, right reuse, left preserve, complain pin board, material linger
Removed noisy coin/ingot spawn-burst clutter during multi-card sells