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Guide

Reordering by what is on the shelf, not by habit

How to decide what to reorder in Supermarket Simulator and how much: shelf and incoming counts, slot space, the order notebook, unit cost against the display price, and the back room a bulk deal needs.

Applies to

1.6.0 (223), read from the copy of the game this site was built from (see the sources page)

Before you start

Steps

  1. Count what is already on the shelf and what is still on its way as two different numbers.
    products are counted as a pair of amounts, so stock already displayed and stock still to come are kept apart rather than added into one figure
  2. Read the shelf by its slots before you decide how much to buy back.
    a shelf is a set of rack slots with their own records and indices, so the gaps are counted slot by slot rather than as one empty shelf
  3. Treat a box that is already sitting on the shelf as stock in place, not as spare stock in the back.
    a box on a shelf is tracked against a slot, which is why it counts toward what the shelf already holds
  4. Read the order notebook before you add another line to it.
    orders are kept in a notebook held in its own container, with order data of its own, so what is already ordered can be checked rather than remembered
  5. Set the quantity with the order screen's own increase and decrease controls instead of retyping a number.
    the build names the order-goods action and separate increase and decrease buttons for the amount
  6. Compare the cost you are about to pay with the price the shelf displays, not with what you paid last time.
    the market keeps a product cost and a displayed price as separate values, so the two can move apart between deliveries
  7. Check the margin on the pricing screen against the cost of this reorder before the delivery is confirmed.
    the pricing screen has its own price manager and computes the margins it needs through a delegate of its own
  8. Take a bulk or wholesale saving only when the shelf and the back room can take the extra amount.
    bulk buying carries a discount ratio of its own, and a wholesale offer has a kind, a time limit and an acceptance step, so a cheaper unit is still a larger purchase
  9. Keep the back room able to take a delivery by merging part-used boxes and sorting stock into its sections.
    boxes can be merged, and storage is built from sections with cells that can be sorted
  10. Put the delivery where the next refill happens rather than on the first free piece of floor.
    the game has placement areas for boxes, including one for sorted boxes and one for stacked boxes
  11. Reorder on a walk-order-put-away rhythm, before the slot is empty rather than after the shelf has run dry.
    the game runs a restock loop over products and treats an empty slot as the trigger for a refill, so the last moment to act is earlier than the empty shelf
  12. Before adding a product that is new to the shop, check that the shop has reached the level it asks for.
    a product can carry a required shop level before it can be ordered

Common mistakes

Related entries

Related guides

Sources

A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.