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Supermarket Together 4(1)

Supermarket Together Mod Menu

37 downloads 3 favourites Updated Sep 28, 2026
Supermarket Together Mod Menu

About this mod menu

About this mod menu # https://zlogic.eu ================================================================================ SUPERMARKET TOGETHER MOD MENU | v0.1.0 BETA | by TheHolyOneZ ================================================================================ Open / close RightShift or Insert Panic End (turns every active feature off) Loader ZyMono Entry point SupermarketMenu.Loader.Init Built for Supermarket Together, Steam build 25142728 Every key above can be rebound from the Settings tab. Almost all of this works whether you host or join someone else. 131 of this game's 153 network commands accept a request from any client, which is why so little of it is host-only. Anything marked HOST genuinely needs you to be the host - there is no command for it at all - and each of those says so on screen rather than being a button that quietly does nothing. A search box sits at the top of the tab list. It matches on tab name and on the group heading, so "store" brings up all five Store tabs at once. Tagged BETA because not every tab has had a full pass in a live lobby yet, particularly the ones involving other players. Nothing is known-broken; it is untested rather than unfinished. The Debug tab is hidden by default. Settings turns it on. ================================================================================ GENERAL ================================================================================ HOME TAB -------- Live readout: - Your role: HOST, CLIENT or OFFLINE - Scene name - Ping to the host in ms - Players in the lobby - Funds, day, time of day, whether the doors are open - Franchise level and unspent franchise points ================================================================================ SELF ================================================================================ PLAYER TAB ---------- Protection (local, invisible to everyone): - Cannot be pushed - anyone in the lobby can shove anyone else and the host forwards it without checking who asked. The shove runs on your machine, so refusing it locally is complete immunity and nothing anywhere disagrees - Shoves blocked counter Appearance (everyone sees these): - Character skin slider - Hat slider - Held item slider - Empty your hands Poses and animations (everyone sees these): - Pose (0-9) with Play - Animation (0-20) with Play - Crouch / Stand - Price gun sound - Extinguisher particles on / off Name: - Current name readout - Change it to - the name the host stores, so it shows in chat, the player list and above your head Reach: - Reach further switch - Distance (0.5-100 m) - Stock reach and "raycasts rewritten" readout - There is no reach setting in this game - 4 metres is compiled into four separate raycasts. This rewrites those four constants at load. The host never re-checks how far away you were MOVEMENT TAB ------------ Everything here is local. Your position reaches everyone through the game's own sync, so nothing is ever sent. Speed: - Move faster switch - Speed multiplier (0.1x-20x) - Walk / sprint readout - Always run - Instant acceleration - The game clamps your real speed to the sprint value, so this raises both together - raising walk speed alone does nothing at all Jump and gravity: - Jump higher switch - Jump multiplier (0.1x-15x) - above 1x also drops the jump cooldown to zero, so holding space bounces - Change gravity switch - Gravity multiplier (0.05x-4x) - Jump / gravity readout - Gravity stays negative whatever the slider says: the jump is a square root of jump height times gravity, and a positive value makes that NaN Noclip and fly: - Noclip - Fly - Noclip speed (1-60) - Fly speed (1-60) - WASD to move, Space up, Ctrl down, Shift for triple speed - Go back to where you switched it on Teleport: - To wherever you are looking - Back to the spawn point - Live XYZ position with Copy Waypoints: - Save where you are standing, with a name - Go to any saved point - Delete a saved point - Saved points last for the session CAMERA TAB ---------- Everything here is local. Lens: - Override field of view switch - Field of view (20-150) - Stock / current readout - Override view distance switch - Far clip plane (50-5000 m) Look: - Override sensitivity switch - Horizontal sensitivity (0.5-60) - Vertical sensitivity (0.5-60) - Unlock the vertical limits - look straight up and straight down - Look actions driven readout Third person: - Third person switch - Distance behind (0-12 m) - Height above (-2 to 5 m) - Show your own body - the game renders your character shadows-only so you never see it from inside; third person turns that back on by itself ================================================================================ STORE ================================================================================ ECONOMY TAB ----------- Balance readout: - Funds, day - Loan outstanding and daily repayment, when there is one - HOST: today's takings, rent, electricity and wages so far Funds: - Presets: +$1K, +$10K, +$100K, +$1M - Add this much (any amount) - Set the balance to (any amount) - Remove: -$10K, -$100K, Zero it - +$100K and +$1M without XP, for when the franchise level should stay put - Everyone hears the till and sees a floating +$ when this lands - the game announces it to the whole lobby, not just to you Keep topped up: - Top the balance up automatically - When it drops below (0-1,000,000) - Bring it back to (0-10,000,000) Drip feed: - Drip feed instead of one lump - Drip until (0-10,000,000) - Each drip (5-5,000) - Seconds between drips (0.2-10 s) - What gives a lump sum away is the size of the popup, not the total Loans: - Borrow with nothing to repay - the host writes the repayment total and the daily payment from what we send, so both go over as zero. The loan never appears, which is why it can be used again straight away - Clear the outstanding loan Invoices: - Full list: type, issue day, due day, amount - Overdue and due-today marked in colour - Pay any single invoice - Pay everything the balance covers, cheapest first Franchise: - Level, points to spend - Progress bar to the next level - XP earned per $1 added - Grind the franchise level switch - Target level (1-200) - Funds added per step (1,000-10,000,000) - Seconds between steps (0.1-5 s) - "Funds this will add" total before you start Day report (caught off the wire - these are host-only fields a guest otherwise reads as zeroes): - Day, customers, takings - Rent, electricity, wages, spent on stock, other costs - Net profit - Times robbed and what it cost - Filth complaints Fudge the numbers: - Shift "spent on stock" by any amount, without touching the balance - Set the best-checkout record to $1M PROGRESSION TAB --------------- Batch progress bar with Cancel, shown whenever something is sending. Perks: - Owned / total bar - Franchise points readout - Unlock every perk - Search box, and a switch to show the ones already owned - Unlock any single perk, listed by what it actually does (+1 employee slot, employees move faster, faster checkout scanning, and so on) - Free: the host only checks that points minus the cost is not negative, and the cost travels with the request - so every perk is sent costing nothing Product tiers: - Unlocked / total bar - Unlock every product tier - Grid of every tier - click a locked one to unlock, an unlocked one to lock - Free: the unlock command subtracts a point and then clamps the total back up to zero, so it works with none Expansions: - Floor space owned / total bar - Storage bays owned / total bar - Buy one floor expansion, at its live price - Buy one storage bay, at its live price - Include floor / storage / departments switches - Total price readout for the whole batch - Buy all of it - these are charged at full price and the host refuses when funds are short, so the balance is topped up first Departments: - Every department with its price - Open any single one Accelerated time: - Current state - Start / stop accelerating - Says why the host will refuse when it will (wrong time of day, doors open, no employees hired, customers still inside) - Slower / Faster - the factor is unguarded and clamps into 2x-5x PRODUCTS TAB ------------ Priced wrong: - Count of everything not at its best price - Roughly what it is costing you per full round of customers - Put all of them right, in one press - The worst offenders listed with current price -> ideal price and a Fix each - Ranked by money left on the table, not by how far off the number is Pricing policy - one setting the buttons, the bulk pass and the automatic upkeep all read: - Ideal - the most that always sells - Ideal plus a percentage (-50% to +30%) - A percentage of market (0-400%) - One flat price (0-200) - Live readout of what the policy means: "everyone buys", "83% of customers buy, for 12% more each", "nobody buys - past the refusal line" - Count of products not on the policy - Apply it to everything - Only unlocked products switch One-press presets: - 2.01x best, 2.50x greedy, 1.00x market, 0.50x cheap - Or pick a multiple (0x-5x) with a live verdict - Or one flat price for everything Why 2.01x: a customer buys when your price is at or under the market price times a number they roll between 2.01 and 2.50. So 2.01x sells to everyone and is the most you can charge without ever losing a sale, and nothing above 2.50x ever sells. Save and restore: - Save the current prices - Restore them - the old prices are gone the moment the host overwrites them Keep prices right automatically: - Adjust prices for me - Hold everything on the policy - puts back anything that drifts, including a price somebody else set with the gun - Or, with that off: price unpriced stock at (0.5x-2.5x market), which only touches products still sitting at zero Sales: - Running / allowed readout - Discount to apply (5-45%) Catalogue: - Search by name, brand or id - Every product: id, name, tier, brand, items per box - Market price, your asking price, and the verdict - always sells, nobody buys, or the exact percentage who would - Colour-coded down the left edge - 2.01x button on every row - Click a row for: Market, 2.50x, Free, put on Sale, an exact price field, the policy price, and "show this one on screen" STOCK TAB --------- What is out there: - Shelves: count, rows in use, total units - Storage racks: count, rows in use, total units - Rows running low Filling: - Include shelves / include storage racks - Fill every row to its capacity - Only rows that already have a product assigned - Capacity is worked out per row from the shelf's size and the product's collider - the same arithmetic the game's own restocking employees use, so a full row here is exactly a full row to them Keep it stocked: - Refill shelves as they run down - Refill storage racks too - Refill when a row drops below (0.05-1.0 of full) - Check every (0.5-15 s) - Gives way to anything you press by hand Containers: - Search by container or by what is on it - Every shelf and rack: rows in use, units / capacity, how full - Fill any single container - Click one for a per-row breakdown: product, count / capacity per row - Assign one product to every row of a container and fill it There is deliberately no empty button - see the note on the tab. DEVICES TAB ----------- Repairs: - Broken right now count - Repair everything that is broken - Repair things as they break, automatically - Whether a machine is broken is not replicated, so this reads the fix panel the break message puts on it Litter: - Pieces on the floor count - Clear all of it - Keep the floor clear, automatically - Litter is what drives the filth complaints in the day report Checkout lanes: - Open every closed lane Machines: - Only show what is broken switch - Every checkout, self-checkout, shelf and rack with its state - Repair or open/close any single one ================================================================================ PEOPLE ================================================================================ STAFF TAB --------- The shop: - Hired / cap bar - Rerolls left today - Staff room happiness CVs on offer: - Hire the best of them, automatically, up to the cap - Reroll the CVs - Name for the next hire - Every CV: what they are best at and how good, all seven stats, daily salary - Hire any single one - Hiring costs nothing - the host checks the cap, that the slot is not empty and that the name has no pipe in it, and takes no wage Everyone at once: - Role dropdown: Unassigned, Cashier, Restocker, Storage, Security, Technician, Ordering, Manufacturing - Put everyone on that role - Give everyone their best job - reads all seven stats and assigns the highest, the job the game leaves you to work out by hand - Hat (0-30) and give everyone that hat - Dismiss every employee Your staff: - Every employee: name, job, level in that job, stat, daily salary - Marked when they would be better in a different role - Fire any single one - Click one for all seven stats, all seven levels, a job dropdown and rename Speed and timing (local as a guest - these are plain fields, so they change what your own client simulates and nothing else): - Faster employees switch - Extra speed factor (0-10) - Shorter waits switch - Between restocked items (0.01-1 s) - Between scanned items (0.01-2 s) CUSTOMERS TAB ------------- In the shop: - Customer count - Known thieves - Dropped on the floor, and what it is worth HOST - Force customers in: - In the shop now / cap readout - How many (1-50) - Make them thieves switch - Spawn one, or spawn that many - Spawned this session counter - Keep the shop busy switch - Aim for (5-150 customers) - Skip the wait between them - Host only, and there is no way around it: customers are not spawned by a command at all. The host's own manager decides, from its own copy of the cap, on its own timer. As a guest the section says exactly that Shoplifting: - Customers scanned and thieves caught this session - Scan everyone in range now - Scanning also disarms them, so leaving auto-scan on removes shoplifting from the shop entirely - Recover everything on the floor - Recover dropped goods automatically How busy the shop gets (host-side): - Override the caps switch - Most customers at once (1-200) - Most products each (1-60) - Peaceful NPCs Shoving: - Force (0.5-40) - Within (2-60 m) - Shove them away / pull them in Seasonal visitors (only shown when one is in the scene): - Count in the scene - Hit all of them Everyone in the shop: - Search box - Every customer: name, whether checked, whether a thief, what they carry - Distance - Push or play an animation (0-12) on any single one ================================================================================ WORLD ================================================================================ AUTO BUILD TAB -------------- Asks once before it opens, with a plain explanation of what it does differently and what can go wrong. Settings can make it ask again. The plan: - Shelf type, its footprint and its price - Previous / next shelf type - Plan the whole shop - uses the indoor part of the navmesh - Plan around me - drops rays onto the floor near you instead - How far around you (3-40 m) - Planned positions and what they would cost - Show the plan in the world - a numbered marker at every position - When nothing fits, a full breakdown: spots tried, not on the shop floor, outside the building, too close to a wall, something already there, no aisle in front - and one line naming the setting to change Layout: - Aisle width (0.8-6 m) - Gap between shelves (0-2 m) - Keep clear of walls (0.2-5 m) - Facing (0-359 degrees) - turns the whole grid with it - At most (1-200 shelves) Build: - Buy the space first - every expansion, storage bay and department, then waits for the navmesh to rebake and replans - Assign a product to each shelf - Fill them as well - Products cycle through everything unlocked, so a built shop carries a spread rather than forty shelves of milk - Build the shop Undo: - Shelves this placed counter - Remove everything it placed, in one press - Only ever removes shelves from this session - anything you placed by hand is never touched WORLD TAB --------- The day: - Day, time, doors open or shut - Open the shop - End the day - Says why opening will be refused when it will Speed: - Game speed (0.1x-8x) with presets 0.25x, 1x, 2x, 5x - Live time scale readout - HOST: override the day length, day length factor (0.05-20, lower is faster) Weather and lights: - Today's weather and temperature - HOST: remove the lights limit - HOST: override difficulty (0-5) Tannoy: - Hour (0-23) and minute (0-59) - What the tannoy should say - Schedule it - reaches every player's speakers - Bell volume (0-1) - Every scheduled announcement with its time, and Clear on each - Slots used readout SPAWNER TAB ----------- Where things appear: - Spawn point: where you are looking, at your feet, or in front of you - Distance in front (0.5-10 m) - Spread a batch out - a batch is laid out in a widening spiral, because fifty boxes on one point become one physics explosion Boxes: - Search any product - Chosen product readout - Shortlist with items-per-box for each - Items in the box (0-500) - Quick counts: natural size, 100, 500 - Spawn one - Spawn an empty box - How many at once (1-250) and spawn that many - Destroy every box within range - The host writes whatever product and quantity arrive onto the box, with no validation and no charge Furniture, props and decorations: - Kind: furniture, manufacturing, props, decorations - Search box - Every prefab with its id, name and price - Spawn any single one - Furniture is charged at its own price and the balance is topped up first; props and decorations cost nothing Bring things to you: - Within (5-150 m) - Bring every box - Bring dropped goods The sign: - Current shop name - Rename the shop - Sign colour picker and Apply - Both reach every player's screen BUILD TAB --------- Demolition: - Group and item pickers, bounded to what exists - Items in the group and the fee for each - Demolish one item - Demolish the whole group - back to front, so removing a child does not shift the ones after it - The fee is covered first so the host never refuses for money - Debris lying around count, and clear all of it Painting: - Surface group and surface pickers - Material (0-20) and colour (0-20) - Paint that one, or paint the whole group Signs and frames: - Decorations in the shop count - Text on the nearest sign - Sign colour (0-20) and apply - Picture frames count - Image URL for every frame - this one is louder than it looks, the URL goes to every client and each one downloads it ================================================================================ LOBBY ================================================================================ PLAYERS TAB ----------- Yourself: - Cannot be pushed - Shoves blocked counter Everyone at once: - Shove strength (1-50) - Shove everyone away - Pull everyone in In the lobby: - Every player: name, connection id, Steam id, distance - Copy a Steam profile link - Teleport to any player - behind them, not on top of them - Shove any single player Transport cart: - Carts in the shop count - Claim the nearest one - the ownership request carries who is asking as an argument rather than reading the sender, so it works from anywhere in the shop, including out from under somebody driving it SOCIAL TAB ---------- Chat: - Say something - goes through the host's profanity filter, same as the game's own chat box Repeat a message: - Message to repeat - Every (1-60 s) - Stop after (1-200 sends), a hard cap so it cannot be left running - Progress readout and Stop Your name: - Current name - Change it - Worth knowing: the chat looks your name up in a table the host fills the first time you speak and never refreshes. Rename before your first message and it sticks all session; rename after and chat keeps the old one Voice: - Voice chat on / off readout - Turn it on for the lobby - any player can, and there is no command to turn it off again HOST TAB -------- Deliberately almost empty, and that is the finding rather than an omission. Nearly everything other menus keep behind a host tab in this game is a command any client may send, so it lives on the ordinary tabs instead. When you are a guest: - Says so, and lists where those features actually are, with a button to jump to each: World, Staff, Customers, Economy, Progression, Players HOST - Permissions: - Every player in the lobby - Toggle Build, Staff, Restock or Sell permission per player - Take all permissions away from a player - These gate the game's own buttons, not the commands underneath them HOST - The session: - Players connected - Disconnect everyone, behind a confirmation switch - it ends everybody's game and there is no undo ================================================================================ OPERATIONS ================================================================================ CHECKOUT TAB ------------ Serve customers: - Work the tills for me - Take payment by card (one step, no change) or cash (exact change) - One action every (0.05-2 s) - Only tills within (0-60 m, zero means anywhere) - Include self-checkouts - Customers served and total taken this session - Serve the first waiting till now - Both payment routes take the same money - the host settles at value minus whatever change you say you handed back, so card is the full amount in one step and cash is the same total in two On-screen helpers: - Show the change owed - appears when a till is waiting, with the exact amount, how much has been counted, how much is left, and the notes and coins that add up to it - Show the ideal price - the most you can charge for whatever you are holding or looking at, with market price, the never-sells ceiling, and a bar showing where your asking price sits between them - For whatever you are holding switch - For whatever you are looking at switch - Panels from the left (0-600) and from the top (0-600) - Pinned product readout and unpin Tills: - Every checkout and self-checkout - Items left to scan, amount rung up, distance - Scan or Serve any single one - Change owed shown inline with its coin breakdown ORDERS TAB ---------- Department: - Open / shut readout - Open it for the day - Toggle automatic opening - Enable order notifications - Run the department for me - packs a table that already has an order before it assigns a new one Packing tables: - Every table, free or busy - Order number, customer, item count and value on each busy table - Fill every free table - Pack every table - Pack any single table Waiting orders: - Queue count - Every order: number, customer, item count, value - Send any order to a free table - Click an order for its full shopping list, grouped by product MANUFACTURING TAB ----------------- The line: - Queue readout - Ask the host for the queue - Empty boxes to buy (1-50) with Buy Queue a product: - How many of each (1-50) - Search box - Every base product with locked / unlocked state - Queue any single one Research: - Assign any product to the research bench AUTOMATION TAB -------------- Running now: - How many bots are switched on - Commands allowed per second - Batch progress when one is in flight - Switch everything off, in one press Every bot in one list, with what it does and where its settings live: - Keep the balance topped up (Economy) - Drip feed (Economy) - Franchise grind (Economy) - Price new stock (Products) - Keep shelves stocked (Stock) - Keep racks stocked (Stock) - Repair machines (Devices) - Clear litter (Devices) - Scan for shoplifters (ESP) - Recover dropped goods (Customers) - Run the order department (Orders) - Repeat a chat message (Social) - Go to the tab that owns any of them Throttle: - Commands per second (1-240) - Every bot and batch shares this budget. The host runs each command inside its own frame, so this is what keeps a busy menu from stalling the lobby ================================================================================ VISUALS ================================================================================ ESP TAB ------- Global: - Draw the ESP - Hide it while the menu is open - Live count of objects tracked across how many categories Finding thieves: - Customers scanned and thieves caught this session - Scan everyone in range now - Keep scanning new customers - One scan every (0.1-5 s) - Only within (5-120 m) - Say so when one is caught - Nothing about a thief is replicated - a guest reading the game's own flag gets false for everyone. Asking the host is the only way, and asking is also what disarms them Ten categories, each fully configurable: - Thieves - Customers - Employees - Other players - Dropped goods - Boxes - Empty shelf rows - Broken machines - Litter - Checkouts Per category: - On / off, from the collapsed row - Box style: none, full box, corners, filled - Name, distance, detail, dot, tracer - each switchable - Draw up to (5-250 m) - Colour picker - Reset this category - Live count of what it is tracking Appearance: - Box line thickness (0.5-5) - Tracer thickness (0.5-5) - Text size (0.8x-1.6x) - Tracers start at: top of screen, centre, bottom - Fade with distance, and where the fade starts (0.1-1.0 of range) - Dim what is behind something - one ray per object, dimmed rather than hidden, because knowing a thief is behind the shelf in front of you is the useful part - Count a shelf row as low below (0.05-1.0 of full) Performance: - Rebuild the lists every (0.05-2 s) - only the membership is rebuilt on this interval; positions are projected fresh every frame, so boxes never lag - Most objects per category (5-300) - Put every category back to its default Boxes are built by projecting all eight corners of the object's real bounds and taking the extremes, not by guessing a size from distance - so a shelf seen end-on gets a different box from one seen broadside. RENDER TAB ---------- Everything here is local. Frame rate: - Live fps and frame time - Turn vsync off - Raise the frame cap switch - Cap (30-1000 fps) - vsync has to go off first: while it is on the frame cap is ignored entirely Lighting: - Fullbright switch - Ambient level (0.1-4) Quality: - Cut the shadow distance switch - Shadows drawn within (0-150 m) - the cheapest single win in a big shop - Quality level picker with its name - Apply it, or go back to how it was ================================================================================ FUN ================================================================================ CHAOS TAB --------- Gravity well: - Orbit the boxes switch - Radius (2-40 m) - Height (0-12 m) - Spin (-360 to 360 deg/s) - Update every (0.05-1 s) - Follow me, or anchor it where you stand - Include dropped goods Boxes: - Work within (3-50 m) - Scatter them - Stack them by product - the one tidy thing on this tab, and the fastest way to sort a floor covered in deliveries - Boxes to drop (1-100) - Rain them where you are looking The sign: - Cycle the sign colour - Change every (0.5-20 s) Destructive, behind a confirmation switch: - Close every checkout lane ================================================================================ SYSTEM ================================================================================ DEBUG TAB --------- Hidden by default. Settings turns it on. Command console: - Every one of the game's 153 commands, read off the types with its real authority requirement - Search by command or by the class it lives on - Only FREE / only sendable filters - Full signature and which class owns it - FREE means any client may send it; AUTH means only the object's owner - Pick one, choose which spawned instance to send it to, type each argument - Arguments are type-checked before anything is sent, and anything that cannot be typed in is reported rather than sent as null Object browser: - Every networked object the host has spawned - Search by type or name, within a radius (0-200 m) - netId, distance, whether you own it - Open one to read its fields, with replicated ones marked - Only replicated fields switch - Copy what is shown - Teleport to any object Tools: - Write every id and command to a file - products, buildables, props, decorations and all 153 commands with their authority - Copy where you are standing - Patched methods, commands catalogued, reach raycasts rewritten SETTINGS TAB ------------ Look: - Accent hue (0-1) - recolours the whole menu from one number - Eight preset colours - Menu scale (0.6x-2x) - Window opacity (0.35-1) - Reduce motion - Corner notifications on / off - Notifications from the right (0-400 px) - Notifications from the bottom (0-400 px) - Send a test notification - Put the window back in the middle Behaviour: - Take the mouse while the menu is open - Show the Auto build warning again - Pause the game while the menu is open - Live time scale readout, whether the menu is holding it, and how many times the game has overwritten it - Show the Debug tab - Let the menu control the clock at all Keys: - Open and close - Second open key - Panic - Every feature hotkey, once features register them - Put every feature hotkey back to its default Connection: - Settle delay after joining (0-30 s) - Command rate limit (1-240 per second) - Role and ping readout About: - Version, channel, and the exact game build it was written for - Report a bug link - Discord link Credits: - TheHolyOneZ - GitHub https://github.com/TheHolyOneZ - More projects https://zsync.eu - More mod menus https://zlogic.eu Every link row copies its address to the clipboard - a link in an overlay cannot be clicked. - Save settings now - Copy the config folder path

Tags

Multiplayer Single Player Co-op First-Person Simulation Fun