
Running the shop · Supermarket Simulator · read from a local copy
Watching your vending machines
A machine can be watched from elsewhere: there is a tracker and a tracker object for them.
Vending machines in Supermarket Simulator can be watched without walking to them: the game keeps a tracker for them, gives each machine a marker on the mini-map and holds what they contain in a list of its own.
What the game establishes
- A machine can be watched from elsewhere: there is a tracker and a tracker object for them. (checked against the game's own files)
- Each machine has an object of its own for the mini-map. (checked against the game's own files)
- What a machine holds is kept in a container, and the tracker's data has a list of its own. (checked against the game's own files)
- The tracker panel is built for a controller, with handlers for the panel and for what it shows. (checked against the game's own files)
- The machine's own screen has a tab, and there is a networked version of that tab. (checked against the game's own files)
- Machines have networked forms and a networked manager behind them. (checked against the game's own files)
- The game ships the machine's own picture and an icon for its computer screens. (checked against the game's own files)
- Collecting from a machine is its own state. (checked against the game's own files)
- A vending machine is marked on the map and in the world: a global map marker, a minimap marker and an icon of its own are named, with the machine's own screen and computer slot beside them. (checked against the game's own files)
In play
A vending machine earns while you are somewhere else, so the game gives you a way to look at them remotely. There is a tracker for the machines and a tracker object behind it, which is why the shop's vending side can be read without walking the aisles.
Each machine has a marker of its own for the mini-map. That is how a machine can be shown where it stands rather than only being a line in a list.
What is inside a machine is kept as its own container, and the tracker reads from a list of its own. The stock a machine holds is therefore tracked as data about that machine rather than being counted off the front of the glass.
The tracker's panel is built to be used with a controller as well as with a mouse: there are handlers for the panel itself and for what it shows, so the same list can be scrolled and picked from with a pad.
Taking the money out is a state of its own. There is a collecting state, which is why emptying a machine is something the game can name rather than a transaction that leaves no trace.
The machine has a screen of its own with a tab, and that screen has a networked form, so looking at a machine in a shared shop reaches the same place as looking at one in a solo game.
Machines themselves have networked forms and a networked manager behind them, which is how a shared shop can keep several machines and their contents in step.
The two pictures beside this entry are the game's own: the vending machine itself, and the icon the game uses for the machine's computer screens.
What this entry does not tell you: how much a machine earns per sale, how many machines you may place, or how the tracker sorts them. We have not verified those numbers, so we do not print them.
Related
Running the shopVending machinesA vending machine is its own fixture with its own data rather than a kind of shelf.
Running the shopThe shop computerThe shop computer is an object of its own with its own desk.
InterfaceThe map and its markersThe game keeps a minimap and a larger map as separate pieces.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).