Circuits guide
Circuits are boxes that give your island rules. When something happens, they check what you decide and make something else happen. No programming needed: you just stack boxes and set them up.
What are circuits?
Each circuit is a box-shaped object you place on your island. There are seven families and each one answers a question:
| Family | Answers… | Example |
|---|---|---|
| Triggers | When? | A keko steps on the rug. |
| Conditions | Only if…? | They have the “Key” variable. |
| Effects | What happens? | Teleport them to the door. |
| Selectors | Who or what? | Every user in the area. |
| Addons | How? | Only one effect, at random. |
| Variables | What does it remember? | Each keko's points. |
| Auxiliary | What helps? | Scoreboards, clock, chests. |
How a stack works
There are no wires. All the boxes on the same tile form a stack, and a stack is a rule. To build one, place a trigger with its conditions and effects on one tile, one box on top of another.
- TriggerTrigger: Step on an object
- ConditionCondition: Has variable
- EffectEffect: Teleport to object
- The height of each box on the tile changes nothing: the order comes from the family, not the position.
- If you move a box to another tile, it becomes part of that tile's stack. If you pick it up, it leaves the stack at once; when you place it again, it keeps its settings.
- You can have many stacks in the same zone and connect them with signals.
Want to know the order in which everything runs inside a stack? See Concepts: execution order.
Your first stack, step by step
Let's make a rug that takes you to another one. You need two boxes, Trigger: Step on an object and Effect: Teleport to object, and two objects you can walk on (for example, two rugs).
- Place the two rugs on different tiles. Call the entrance one A and the destination one B.
- On a third tile, place Trigger: Step on an object and Effect: Teleport to object on top of it. Both boxes must share the tile.
- Click the trigger box to open its window. Select only rug A and press “Save”.
- Open the effect box. Select only rug B, keep the user who activated the trigger as the source and the delay at 0. Press “Save”.
- Step off rug A if you were on it and step on it again.
Result: you appear on rug B. The jump can take up to half a second.
Once it works, try adding a condition in between: for example Condition: Has variable, so only those with a key go through. You'll find more complete ideas in Recipes.
Where to get the boxes
Circuit boxes are bought in the in-game shop, in the Circuits category. Each box is an object like any other: it goes to your backpack and you place it on your island.
Permissions on your island
Circuits only work on islands. By default, only the island owner and the people on their whitelist can see and change the box settings. Visitors see the boxes, but not what's inside.
- In the circuits menu, under “Room permissions”, the owner can let their clan members (or only the leader and co-leaders) inspect or modify. Being in the clan gives no permissions on its own.
- With the Invisibility control switched on, visitors without permissions stop seeing the boxes (they keep working). Scoreboards, clock and chests stay visible.
- With Disable circuits the owner or someone with permissions stops every circuit on the island. They stay off even if the island reloads.
- Chests and contracts are set up only by the island owner, and only a chest's owner can withdraw what's inside. More in Chests and contracts.
Keep learning
- ConceptsExecution order, signals, selectors, delays, variables and limits.
- RecipesEight complete builds to copy step by step.
- All boxesThe alphabetical index of every box, with search.
- Chests and contractsStore objects and coins and hand them out as rewards.
- TemplatesCopy a whole build to another zone, and the
:circuitcodeeditor. - Internal variablesThe data the game already gives you: position, team, time…
- Verified examplesHundreds of cases tested one by one on the server.








