
Basics and answers · Supermarket Simulator · read from a local copy
The racks the back room uses
A rack has data of its own.
Storage in Supermarket Simulator is racked rather than piled: the game keeps data for a rack, a further record for the boxes racked on it, and a third for the boxes that stand on their own.
What the game establishes
- A rack has data of its own. (checked against the game's own files)
- A box on a rack is recorded on its own. (checked against the game's own files)
- A box on a stand is recorded separately from one on a rack. (checked against the game's own files)
- Storage has data of its own. (checked against the game's own files)
- A rack is defined by a definition object of its own as well as recorded. (checked against the game's own files)
- A box on a rack is an object of its own and being racked is a state. (checked against the game's own files)
- The game ships its own artwork for a tall rack of the kind the back room uses. (checked against the game's own files)
- The racks are named in sizes of their own, a small one beside the tall one. (checked against the game's own files)
In play
A rack is a thing in data. The game keeps rack data of its own, which is why a rack can be placed and understood by the shop rather than being a piece of scenery with boxes stacked against it.
Boxes on a rack are recorded separately. There is a record for a racked box of its own, so what is on a rack is known as a relationship between a box and the rack it sits on rather than as a loose object.
Boxes that stand on the floor are recorded too. There is a record for a box on a stand of its own, which is why a box in the back room and a box on a rack are two different things to the game.
Storage as a whole has data. There is storage data of its own, which is where the back room's arrangement is kept rather than being read back off the objects each time.
A rack is defined before it is recorded. There is a definition of a rack of its own, which is why one rack and another can share a shape rather than each being written out separately.
Being racked is a state. A box on a rack is an object of its own and a rack has a state of its own, which is why putting a box away is a change the shop tracks rather than only a movement.
The image beside this entry is the game's own: the artwork it ships for a tall rack of the kind the back room uses, a steel upright with five levels.
What this entry does not tell you: how many racks a back room takes, how much a rack holds, or what either costs. We have not verified those numbers, so we do not print them.
Related
Basics and answersThe boxes in the back roomBoxes are sortable objects kept by a manager of their own.
Shelves and stockStorage sections and sortingStorage is built from sections rather than one flat list.
Layout and decorationRestock areas and vehiclesThere is a dedicated restock area for boxes.Version and sources
A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).