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-- 29 sections

  • ›paintball
  • ›chess
  • ›supermarket simulator
    • configuration
    • catalog-manager
    • commands-and-permissions
    • props-editors
    • owning-and-running-a-store
    • config
  • ›coins shop
  • ›clothes shop
  • ›casino
  • ›drugs
  • ›clothes shop v2
  • ›interaction
  • ›emote
  • ›crew
  • ›alert job
  • ›pin code
  • ›society manager
  • ›property
  • ›barber shop
  • ›shop with basket
  • ›tattoo shop
  • ›gardener job
  • ›heist atm
  • ›heist fleeca
  • ›poster job
  • ›loading screen
  • ›bank
  • ›autocardealer
  • ›character creator
  • ›multi character
  • ›bill
  • ›tattoo shop v2

~/docs/supermarket-simulator/configuration/owning-and-running-a-store

supermarket simulator docs›
  • configuration
  • configuration/catalog-manager
  • configuration/commands-and-permissions
  • configuration/props-editors
  • configuration/owning-and-running-a-store
  • configuration/config

Supermarket Simulator

Owning And Running A Store

-- 2 min read

get supermarket simulatortry it on the test server

This page walks the store loop from the owner's side.

Getting a store

An admin creates a store (via /smadmin) and assigns an owner. The store has a zone, a register, a back room, a delivery point and optionally a garage. As owner you can build the interior with the prop editor.

Stocking goods

Goods reach your shelves through the supply chain:

  • Deliveries : order stock; it arrives as cargo you (or a driver) bring to the store's delivery point. A manual restock mission is available via the +smMissionToggle keybind.
  • Back room : stock is held in the back room and stocked onto shelves/fridges, where it renders as small props on the container grid.

The wholesale market

Each good has a fluctuating wholesale cost that drifts over time around a base cost, plus your own retail price. Buy low, price sensibly : your margin is the retail price minus what you paid to restock.

Selling

  • NPC customers spawn, browse, queue at a register and buy. They can self-checkout when no cashier is present (or if you've bought the auto-checkout upgrade), otherwise a cashier rings them up.
  • Player customers fill a basket and check out at the register. Employees get a discount.
  • Shoplifting : some NPCs try to steal; staff present can catch them.

The register

The register renders a live screen on the register prop. Checkout works as self-checkout when there's no cashier, or through an NPC/player cashier. Ring the cashier with sm_ring_cashier.

Staff, loans & security

  • Hire players into the store job and set their grade (bounded so staff can't promote themselves above the owner).
  • Loans — take and repay financing against the store.
  • Security level — invest to reduce theft/shoplifting losses.
  • Payroll runs on a cycle; keep funds available or accrue payroll debt.

Garage

Stores can have a garage with tiers (small / medium / large), a vehicle fleet and a vehicle catalogue to buy from. Fleet vehicles spawn at the store's garage spawn.

Cleaning

Stores get dirty over time; stains spawn based on cleanliness. Sweep them with the broom to keep the store presentable (cleanliness affects customer mood).

Persistence

Everything — funds, pricing, stock, staff, loans, layout, garage, cleanliness, is saved per store in the database / server JSON state and restored on restart.

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