Supermarket SimulatorSupermarket Simulatorwiki
In-game picture from Supermarket Simulator showing the produce aisle of the shop, used to illustrate How the game decides to warn you.
Picture taken from the game to identify this item; it remains the property of the developer or the person who uploaded it, and is credited in the picture sources.

Interface · Supermarket Simulator · read from a local copy

How the game decides to warn you

Warnings are run by a system of their own, apart from the popups.

A warning in Supermarket Simulator is not simply a popup with a message: the game runs a warning system of its own, keeps a pool of warnings, puts the delayed ones on their own canvas, sorts them into kinds such as interaction and baker warnings, and keeps separate records and panels for a connection warning and a sign-in warning.

What the game establishes

In play

Warnings have machinery of their own. The game runs a warning system apart from the popups, so a warning and a popup are two different things even when they look alike on screen.

Warnings are pooled. They are kept together in a pool rather than built fresh every time, which is why the same warning can come back without the game making a new one for it.

Some warnings wait. There is a canvas for warnings that appear after a delay while you are playing, so a warning can be held back instead of being fired the moment something happens.

Warnings are sorted into kinds. Interaction warnings and baker warnings each have a type of their own, which is how the game decides what kind of warning a situation deserves.

A connection warning is a record of its own. That is how the state of the link can be shown rather than only felt as a stutter in the shop.

Signing in has a panel of its own, so a problem with the platform account is a warning like any other rather than a separate sort of message.

A warning can be stopped as well as started, and the delay before one appears is a routine of its own, which is why a warning that no longer applies can go away again.

Each warning keeps a screen or canvas of its own rather than borrowing the popup system, and an interaction can register a warning of its own.

What this entry does not tell you: how long a warning waits before showing, how many warnings can be on screen at once, or which warning a given situation triggers. We have not verified those points, so we do not print them.

Related

Version and sources

A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).