Mass Selling System Guide V2 (Fishtopia-Like System) 2/10 or đźź©

(guide is lower down in the drop-down menus )
Welp.. Apparently, all images were deleted a while ago, making all old guides useless. Sooooo here is a V2 Selling System guide. Same system I made before, but in a cleaner format.
optional
important

:warning: Little disclaimer; using this in a large scale system takes up large amounts of memory and can lag lower-end devices, especially on school devices. However, using channels instead of wires will save on some memory (around 30-40 per module) :warning:

to slightly overcome the lag you could add a small delay between each module with a wire repeater, but will greatly slow it down.

Devices

You will need 2 devices for this.

  • A button (or some way to activate)
  • A vending machine
    When you have all the devices, it should look like this!

    *Each module will only require a vending machine
Setup
Vending Machine

First step is to… hide the vending machine

Navigate to appearance



Then set visible in game to “No”

Next, navigate to “Availabilty” and set “Available on game start” to “No”


While we’re here lets set up the basic system for how this will work
Set “Activate when recieving on” to “Sell 1” (replace “1” with the system #)
And set “Deactivate when recieving on” to “Fail 1” (replace “1” with the module #)

Now navigate to “Channels” and set “When item purchased, transmit on” and set that to “Retry 1” (replace “1” with the module #)


Then find the “Attempt to purchase when receiving on” and ser it to the channel “Retry _” channel we made earlier.

Now set “When attempted purchase fails, transmit on” to the “Fail _”

Lastly, set the vending machine up how’d you would do it normally.
Make sure “required item amount” is 1

Lastly, make sure to turn sound off (in appearance). Turning sound off will make obnoxiously loud noises not happen.

This will make the vending machine activate when you press the button (after we set that up), and keep selling until it fails. The deactivating of the vending machine is important so that people dont activate it by mistake when they see the UI from the vending machine show up.

Button

This is simple.
Draw a wire to the vending machine and have it attempt to purchase.


for larger systems, a wire repeater will be needed to wire the signals out to all vending machines, or use a relay instead of wires

Set “When button pressed, transmit on” to “Sell _”

Great! this will now sell all applicable items
Place down an item spawner to test!

Would you like to see a “part two” where I show a system where you can select what item and how many? (i.e. navigate through options and increase amount through call to actions on a popup or dialog)

  • Yes
  • No
0 voters
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So a “Buy MAX” system?

You COULD make an explanation on why/how this works, it can tell us more about it.

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Wait, the vending machine could still work without the
Active on game start = no
Just have it

When item purchased, submit on channel (RePurchase)

And;

Attempt to purchase on channel (RePurchase)

Yes, it could. However, keeping it enabled would allow people to walk over it and activate it that way! super bad for immersion and clueless players

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It’s very simple, really. The button starts the whole thing, making the vending machine attempt once, then the vending machine will repeat itself until an attempt fails. The no delay causes it to seem instant, and that it was all sold at once. It’s like setting a wire repeater in a loop with a checker that sees if one thing is greater than 0, to then activate the wire repeater again. this will keep going until the thing it’s checking is zero!

Great Job!
Wow, this is a lot more detailed than a lot of the newer guides. This is really cool!

I feel like, since you have already laid down the basics, we should leave the newer creative parts to the gimkitters. Whats the fun in just following guides? The fun in GKC is to build stuff on your own.

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Thanks! This isn’t really a “newer guide” however. I made this guide in 2023 right when the forum wasn’t even a thing yet (it was in the discord). This is just a newer version as the old one is unusable with the image wipe. I also try to go as in-depth into each step as needed, with more explanations for more complicated systems. The "part 2: (really just a different guide) would be hard to adapt from this, and uses more advanced topics such as properties and block code. Building yourself is how I learnt everything (at least what was available before the 2024-2025 school year). But, some people don’t have great problem solving skills nor the knowledge to create something more complicated. So, help like the community guides will be needed! I’m not trying to get rid of people figuring stuff out by themselves, but not having that one system working can be really demotivating to some. A guide that shows you all the steps will hopefully keep people into gimkit creative and let them finish their projects/gamemodes.

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