
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
- Warnings are run by a system of their own, apart from the popups. (checked against the game's own files)
- Warnings are kept in a pool rather than made fresh each time. (checked against the game's own files)
- There is a canvas for warnings that appear after a delay in game. (checked against the game's own files)
- Warnings are sorted into kinds, with an interaction warning type and a baker warning type. (checked against the game's own files)
- A connection warning has a record of its own. (checked against the game's own files)
- Signing in has a warning panel of its own. (checked against the game's own files)
- A warning can be stopped as well as started, with a delay routine of its own. (checked against the game's own files)
- Each warning keeps a screen or canvas of its own, and an interaction can register a warning. (checked against the game's own files)
- The dirtiness warning draws an icon of its own, a filled droplet the game ships as a picture. (checked against the game's own files)
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
InterfaceThe warnings the game shows youThe game keeps separate warning routines with a delay for the bat, the crate, dirt, shoplifters, the tablet and the vegetables.
InterfaceThe popups that interrupt youPopups are run by a manager of their own.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).