Recipes

Eight complete builds. Gather the boxes, follow the steps and compare with the result. Each box links to its page.

01 Your first stack: from one rug to another

  1. Place two objects you can walk on, each on a different tile. Call the entrance A and the destination B.
  2. On a third tile, stack “Walks on object” and “Teleport to object”. Both boxes must share that tile.
  3. Open “Walks on object”, select only A and save.
  4. Open “Teleport to object”, select only B and target the user who triggers the stack. Leave the delay at 0 and save.
  5. Step off A if you are already standing on it, then step on it again.

Result: The keko who steps on A appears on B.

Teleporting can take up to half a second. Moving a box to another tile removes it from this stack.

02 An announcement that repeats automatically

  1. Stack “Repeater”, “Users by name” and “Show message” on the same tile.
  2. Set the repeater interval to 1 second and save.
  3. In “Users by name”, enter the exact name of a keko who is in the room; you can use your own name. Save the selector.
  4. In “Show message”, enter “Repeater tick” and choose “Users from selector” as the source. Expand “Message visibility”, select “Entire room” and save.
  5. Keep the selected keko in the room and watch for a few seconds. Pick up the repeater to finish the test.

Result: The room receives the announcement about once per second while the selector finds the keko.

A repeater has no triggering person. That is why this message needs a selector. If the selector finds nobody, the effect does not use another keko as a fallback.

03 Add points and show the total

  1. Place an object you can walk on. On another tile, open a “User variable”, enter “points” as the name, check “Has a value” and choose “While the user is in the room”. Save the variable before configuring the other boxes.
  2. Build a stack with “Walks on object”, “Give variable”, “Change variable value”, “Variable text” and “Show message”.
  3. In the trigger, select the object you will step on. In “Give variable”, press “Users” to find “points”, choose the triggering user and enter 0 in “Initial value”. Leave “Overwrite existing variable” unchecked.
  4. In “Change variable value”, press “Users”, find “points” and choose the triggering user. Select “Add” with a fixed value of 5, without using another variable as a reference.
  5. In “Variable text”, enter “points” in “Identifier name”. Press “Users”, find the “points” variable and choose the triggering user. Select “Numeric” and “Single”.
  6. In “Show message”, enter “You have $(points) points” and send it to the triggering user. Save all boxes and step on the object twice, stepping off between visits.

Result: The first visit shows “You have 5 points” and the second shows “You have 10 points”. Each keko has a separate total.

“Change value” needs the user to already have the variable, so the stack also gives it. The order give → change → text → message does not depend on box height. With this availability, points are cleared when leaving the room.

04 A die that adds points

  1. Place a six-sided die. On another tile, open a “User variable”, enter “points”, check “Has a value” and choose “While the user is in the room”. Save before continuing.
  2. Stack “Says something” and “Random state” on the same tile.
  3. In “Says something”, enter “roll” and save.
  4. In “Random state”, select the die. Open the user's score variable picker and search for “points”. Set the cooldown between uses to 5 seconds and save.
  5. Say “roll”. Say it again immediately to check the cooldown; let the 5 seconds pass before trying another roll.

Result: The face rolled, from 1 to 6, is added to the points of the keko who said “roll”. Repeating it during the cooldown does not add another roll.

Use “Random state”: “Toggle state” does not roll the die. The reference test uses die catalogue ID 3571.

05 Raining chests that award points

  1. Open a “User variable”, enter “points”, check “Has a value” and choose “While the user is in the room”. Save the variable and choose a free tile to test the drops.
  2. Stack “Says something” and “Drop rain”. In the trigger, enter “rain” and save.
  3. In the rain effect, choose “Red and gold chest”, 5 points per chest, a 1-second interval and a maximum of 2 simultaneous chests. Select the “points” variable.
  4. Enable “Limit rain to an area”. Use your free tile's coordinates as both the start and end to make a one-tile area.
  5. Enable the pickup whisper and enter “{username} +{points} = {score}”. Save, say “rain” and step on the chest when it appears.
  6. Step off the tile, wait for another chest and collect it. Say “rain” again to turn the rain off.

Result: Each collected chest adds 5 points to the keko who steps on it. The second brings the total to 10. Turning the rain off removes the remaining chests.

These drops award variable points: they do not give objects or coins, and they do not ask for a code. They only land on free tiles; this test area fits one chest at a time. Kekos entering later do not see chests that have already landed.

06 Recolor an object with a word

  1. Place an object that shows color changes, then stack “Says something” and “Change object color” on another tile.
  2. In “Says something”, enter “paint” and save.
  3. In “Change object color”, select that object. Enter “00FF00” in the main colors and leave the additional colors empty to preserve them.
  4. Leave “Save the colors on the object” unchecked for this first test and save the box.
  5. Say “paint” and check the selected object.

Result: The object's main color changes to green; its additional colors are preserved.

Without the save option, the color change lasts until the server restarts. Enabling it stores the color on the object. Invalid colors are not saved.

07 Give a prize from your chest

  1. Place an object chest that belongs to you. In “Settings”, press “Enable Circuit transactions”, confirm and save. Then, in “Options”, press “Unlock chest” and confirm.
  2. Deposit one ordinary tradable object that is not VIP. It must be in your backpack and not offered in another trade. Accept and confirm the deposit.
  3. On another tile, stack “Says something” with “Give object from chest”. Set the trigger text to “go”.
  4. In the effect, select “Give a specific amount” and “Set value” with a quantity of 1. Under “Chests”, use selected objects and click your chest in the room. Choose the triggering user as the recipient and save both boxes.
  5. Ask another keko to say “go” and check their backpack. Then repeat the word with the chest empty.

Result: The object leaves the chest and enters the triggering keko's backpack. An empty chest does not give another prize.

This recipe is awaiting BETA validation. Only the chest owner can change its settings. A chest without circuit use enabled cannot be saved as the prize source.

08 A contract: gold and an object for silver

  1. Place a trade contract and three chests that belong to you: objects, gold and silver. In each chest's “Settings”, enable Circuit transactions, confirm and save. In “Options”, unlock each chest and confirm.
  2. Deposit Silver Ingots (catalogue ID 4233) in the silver chest: they become a balance of 50,000 silver.
  3. Open the contract. Under “Payment option 1”, use “Add element” to save 1,000 gold, then 1 ordinary tradable object of a non-VIP type. Under “You will receive”, add and save 2,000 silver. Save the complete contract as well.
  4. Build a stack with “Says something” (“go”) and “Start transaction”. Leave the effect in “Normal” mode. Under “Chests”, use selected objects, activate its selection button and click the three chests. Under “Contracts”, choose “Secondary object selection”, activate its button and click the contract. Choose the triggering user as the recipient and save both boxes.
  5. On another tile, stack “Transaction completed” and “Show message”. Select this contract in the trigger and show “Trade completed” to the triggering user. Make another stack with “Transaction failed” and the message “Trade failed”. Save all four boxes.
  6. The participant must have a Gold Sack (catalogue ID 361) and the requested object type in their backpack. Saying “go” opens Circuit Trade: offer both, accept, wait for the countdown and confirm.

Result: The Gold Sack adds 1,000 to the gold chest, the object enters the object chest and the participant receives 2,000 silver in their wallet. The silver chest is left with 48,000 and “Transaction completed” fires.

This recipe awaits BETA validation. Payment uses sacks, ingots and backpack objects; it does not deduct gold from the wallet. Request gold as contract currency, not as a Gold Sack object. If the transaction fails partway through, it is rolled back completely and the participant keeps the offer.