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Recently, I’ve noticed a large number of newer players complaining in chat that they have wasted their BC on the “useless” tech lights. For many players, these can be intimidating or seem pointless. The goal of this guide is not to explain each techlight program or variable – there are guides for this already ([http://www.kongregate.com/forums/60-anti-idle-the-game/topics/311347-guide-techncial-lights](http://www.kongregate.com/forums/60-anti-idle-the-game/topics/311347-guide-techncial-lights) and [http://www.kongregate.com/forums/60-anti-idle-the-game/topics/315493-variables-for-technical-lights-v1524](http://www.kongregate.com/forums/60-anti-idle-the-game/topics/315493-variables-for-technical-lights-v1524), though the latter is missing some of the newer variables). Instead, I would like to suggest some programs that allow you to take advantage of techlights to increase your efficiency in the game, even directly making back the blue coin cost.
Obviously not all of these suggestions are relevant to every player or point in the game. Further, this is obviously not a compilation of every possible use of techlights. My goal is to highlight some more common, valuable, or clever uses that may benefit you. I hope that you can find at least 1 program you hadn’t thought about that you find useful.
As always, please let me know if you find errors or have suggestions.
### Lolmarket Check
**Description** : The simplest reason to use techlights is so that you can check your lolmarket prices without leaving what you are doing. It is possible to make this light flash when your manual demand is ready or when it’s time to buy and sell gems based on criteria you set. You choose the min and max prices and decide if you want any restrictions on the demand. Even if the light is not flashing, you may mouse over the to see the current prices and demands.
**Setup** : You have a lot of freedom in how to set up this light. I prefer to buy at 1200\*gem level and sell at a buy price of 1800\*gem level while ignoring demand. You may have difference preferences, of course.
My setup is as follows:
Program: 6
numberA: 1200
numberB: 1800
numberC: 40
boolean1: true
boolean2: true
boolean3: true
If you wish to buy and sell when demand reaches 0, numberC should be 0.
**Why do I care** : Being able to check lolmarket only when you need to means you can optimize your lolmarket profit without disrupting the rest of your play needlessly (such as battle arena combo). This is also the easiest way to recover the blue coin cost of the lights. A little-known fact about the lolmarket is that every time you sell a gem at a profit, you earn some blue coins. This is equal to 1 + floor(profitEarned / 2000), where floor rounds down. In other words, the more frequently you sell gems and the higher the profit you do so at, the more blue coins you earn. This will let you easily earn 75000 more blue coins than you would without the lights.
### Daily Check
**Description** : If, like me, you are somewhat forgetful, this light will let you know if you haven’t claimed your daily quests, battle master pixels, defeated the legendary monster, claimed your daily bacon, and so on.
**Setup** : You should turn on as many of the features as you plan to use. Mousing over the light will show which ones you haven’t done yet.
Program: 4
boolean1 through boolean10: true if you wish to check the feature, false otherwise.
I personally have 1-4 set to true and 5-10 set to false.
**Why do I care** : If you fail to claim quest tokens or battle master pixels before the day ends, they’re lost forever. Although bacon will accumulate for a few days, eventually this will be lost as well. Similarly, many of the features (legendary monster, secret dungeon, etc.) are excellent EXP, so these lights will keep you from losing out on resources and EXP.
### Current Invisible Ally Mastery
**Description** : Mastering invisible allies is valuable, as it grants bonus EXP (including arena and item EXP) for beating the mastered enemy, among other benefits. Many people wish to have a light to flash when an ally is mastered so they can switch to a new one. Unfortunately, you will have to make a small change for this light each time you switch allies, but it can still save time as you work towards the S-rank of all 500 allies mastered.
**Setup** : For this, you will need to know the ID number of your equipped ally. This is the number next to it on the Invisible Ally screen. For example, Invisible X is ally number 1. This will go into numberC, as in the below example, and must be changed whenever you switch allies.
Program: 1
stringA: arenaAllyExp
stringB:
numberA: 10000
numberB: 25000
numberC: 1
boolean1: false
boolean2: true
boolean3: false
Note that numberB need not be 25000. Since allies gain EXP past the 10000 needed to master them (such EXP has no effect), however, you will want a number much larger than 10000, or the light may not flash when the ally is mastered – numberB is the largest number of EXP for which the light will flash.
**Why do I care** : The process of mastering all 500 allies is time consuming. Even mastering those in areas you spend a lot of time in (good for progressing more quickly) takes some time. Since any and all EXP on an ally beyond 10000 is wasted, you want to know as soon as possible that it’s time to switch to the next ally.
### Fishing Fatigue Check
**Description** : Except in a few situations after you have played for awhile, having a lot of fishing fatigue will substantially increase the time between fish spawns (on average), making fishing less beneficial as an EXP source. This light will tell you without going to the fishing screen if your current fatigue has dropped enough to continue fishing productively.
**Setup** : What constitutes dropping enough varies according to each player’s tastes. I have chosen 1000 fatigue as an example – your choice should go into numberB. This light will flash if your fatigue is 1000 or lower.
Program: 1
stringA: fishFatigue
stringB:
numberA: -10000
numberB: 1000
numberC: 0
boolean1: false
boolean2: false
boolean3: false
Note: Your fatigue in fishing drops every 5 minutes. If you are not in fishing, this number will go below 0 (it will be set to 0 the moment you re-enter fishing). This is why numberA must be a negative number, since the light will fail to flash otherwise.
**Why do I care** : This is less important for people with high fishing careers and shiny fatigue modules. Before you have these things, though, fatigue will come close to 5000 quickly, reducing spawn rate substantially. This light will let you benefit from another feature but be ready to return to fishing as soon as your spawn rate has returned to normal.
### Harvest Value Module Checks
**Description** : Harvest value modules can increase the harvest value (and so EXP gain) of each of your trees in home garden and another garden (the first 50 plots). The effect caps at 10,000,000 per tree (times the level modifier), beyond which having a harvest value module equipped is not useful. With two lights (one for home garden and one for another garden), it is possible to check when your have maxed the effect of your modules and should switch to another type.
**Setup** : You will need a different setup for home (numberC = 1) and another (numberC = 26) gardens.
Program: 1
stringA: gardenTreeModuleProc
stringB:
numberA: 10000000
numberB: 20000000
numberC: 1 (or 26)
boolean1: false
boolean2: true
boolean3: false
Notes: it is actually possible to get slightly above 10m per tree, assuming multiple progress claims happen at the same time. This is why numberB is not just 10000000 as well. Additionally, this assumes all trees in each garden were planted at the same time. If not, you would want numberC to be the plot number of the most recently planted tree.
**Why do I care** : Once you are at the point where you are able to max this value, your 9 active module slots are very important. The slots for a harvest value module that’s doing nothing could easily go to something that does aid your play. This can also tell you when to stop using progress crates if you are using these to max the effect.
### Attack vs. Equipment Attack Optimization
**Description** : There is an optimal ratio between attack power and equipment attack for damage, and this can inform your choice of purple bonuses on equipment. However, computing this is annoying, as it involves a lot of addition. This tech light shows you a hidden number, the sum of all attack power purple bonuses you have equipped, that can speed up this optimization.
**Setup** : This light is set up so that you can mouse over the light to get the value you need for optimizing.
Program: 1
stringA: abilIncAttack
stringB:
numberA: 0
numberB: 0
numberC: 0
boolean1: true
boolean2: false
boolean3: false
**Why do I care** : Eventually, damage optimization is vital, and this light allows you to optimize attack power vs. equipment attack purple bonuses without doing a lot of addition yourself. To use this light, add the number you get from mousing over the light to your base attack power (the number in parenthesis on the stats screen). This number, divided by equipment attack, should be as close to 40 as possible. It is not possible to use the attack power stat listed on the stats screen as this includes attack% bonuses that do not actually factor into the optimization.
### Pet Mana
Idea courtesy of Xadeas
**Description** : The pet button flashes if your pet is in danger of dying, but it does not let you know when you have enough mana to use the pet’s skills (or when you are nearing the cap). This tech light flashes when your pet has enough mana (200) to use the mystery effect.
**Setup** : You may change the amount of mana the pet must have for the light to flash by changing the value of numberA.
Program: 1
stringA: petMana
stringB:
numberA: 200
numberB: 1000
numberC: 0
boolean1: false
boolean2: false
boolean3: false
**Why do I care** : Wasting pet mana or not using it means you’re losing out on pet food and other items, many of which have other uses (buttons for button multiplier and grandpas, 100k medals for arcade upgrades, etc.). This light lets you know once you can obtain these items.
### Business Score
Idea courtesy of Adventurer42
**Description** : This one is a bit of a misnomer. Due to the way the game computes business score, it is impossible to have techlights tell you what your score is or flash the moment you have reached a certain score. It is possible to set up a light such that its flashing implies you have at least 75 or 100 score, however.
**Setup** : This light requires several assumptions to be made due to the complex nature of business score calculations. First, it assumes that the level of your career corresponding to your current business is at least 100. Second, it assumes that you are earning business score (loosely speaking, equal to career EXP gain if the career is on, or half of what you would gain if the career is off) at a rate of slightly more than 2 per second (it must exceed 2\*onlineTime + 1800). Note: It would be possible to change numberA below if these assumptions are not true.
To flash at 75 score, numberA should be 352042. To flash at 100 score, numberA should be 3441067.
Program: 1
stringA: curBusinessActivity
stringB:
numberA: 352042 (or 3441067)
numberB: 1000000000000
numberC: 0
boolean1: false
boolean2: false
boolean3: false
In reality, your business score will be higher than 75 or 100 when this light flashes, since score accounts for time the business is active (both online and offline) while this light does not. These numbers have been chosen such that if you were to instantly gain this much business score, you would achieve the desired score.
**Why do I care** : 75 is an important number for business score, marking a new tier of prizes and the final multiplier for business rewards. 100 is the final tier of prizes. It generally does not make much sense to claim a business reward before one of these two numbers. Now you can see at a glance if your business is ready to turn in.
### Raid Time (for idling timed areas)
Idea courtesy of crazye97
**Description** : This light simply counts the timer before being kicked out of areas that display timers.
**Setup** :
Program: 1
stringA: raidTimeLeft
stringB:
numberA: -1
numberB: 180
numberC: 0
boolean1: true
boolean2: false
boolean3: false
Change numberB to the amount of seconds desired. 180 = 3 minutes.
Why do I care: Idling some of the lower-level areas for things like chips can be tedious. Sometimes you want to semi-idle higher-level areas so you can do other things while being able to stay in that area as long as possible. Use a light to warn you when you’re getting close to being kicked out so you can quickly pop back in and reset the timer! This lets you track the timer without exiting the idle screen.
One note on the LolMarket check: The “sell” price that you use is actually when the BUY price is that value. To have it actually sell at 1800 \* level, you’d have to use 1800 / your sell value (starts at 0.9, affected by perks), or 2000.
Thanks, very useful stuff here!
I tried the pet mana thingy, but when I tried to save, it tells me an error occurred. Maybe it brags about “stringB” field being empty?


### Raid Time (for idling timed areas)
**Description** : This light simply counts the timer before being kicked out of areas that display timers.
Program: 1
stringA: raidTimeLeft
stringB:
numberA: -1
numberB: 180
numberC: 0
boolean1: true
boolean2: false
boolean3: false
Change numberB to the amount of seconds desired. 180 = 3 minutes.
**Why do I care** : Idling some of the lower-level areas for things like chips can be tedious. Sometimes you want to semi-idle higher-level areas so you can do other things while being able to stay in that area as long as possible. Use a light to warn you when you’re getting close to being kicked out so you can quickly pop back in and reset the timer!
> *Originally posted by **[WickedVision](/forums/60/topics/482955?page=1#posts-9087662):***
>
> Me dumb. 1000 is the maximum pet mana to check for. My pet does not have 1000 mana, so it didnt work …
That won’t be the problem – there’s some bug in techlights that I found while writing this guide that causes problems when you change a set of lights. Try 200, 200 first, save, then replace with 200, 1000.
And thanks crazye97 – I’m adding that now – seems quite useful!
> *Originally posted by **[Uroogla](/forums/60/topics/482955?page=1#posts-9087774):***
> > *Originally posted by **[WickedVision](/forums/60/topics/482955?page=1#posts-9087662):***
> >
> > Me dumb. 1000 is the maximum pet mana to check for. My pet does not have 1000 mana, so it didnt work …
>
> That won’t be the problem – there’s some bug in techlights that I found while writing this guide that causes problems when you change a set of lights. Try 200, 200 first, save, then replace with 200, 1000.
>
> And thanks crazye97 – I’m adding that now – seems quite useful!
Confirmed. Thank you! (Have you posted it in bugs?)
Nice guide. Some tech lights that I like:
* * *
**Inventory exists**
**Description:** This light activates when your chosen inventory slot is full or empty (depending on what you want).
**Setup:** number A and B here is the value I want to be informed of (1 filled slot, 0 empty) and numberC is the inventory slot (730 is the last chip inventory slot).
Program: 1
stringA: inventoryExists
stringB:
numberA: 1
numberB: 1
numberC: 730
boolean1: false
boolean2: true
boolean3: false
**Why do I care:** This tech light lights up when my chip inventory is completely full, so I don’t have to pointlessly check it. When chip farming I usually set numberC a few numbers lower, so I don’t lose any chip drops.
* * *
**Current cyborg task**
**Description:** This light activates when cyborg is doing the chosen task.
**Setup:** number A and B here is the task(s) I want to be informed of. Recharge is 0, Pong is 1 and so on until Fishing is 20.
Program: 1
stringA: botCurrentOp
stringB:
numberA: 0
numberB: 0
numberC: 0
boolean1: false
boolean2: false
boolean3: false
**Why do I care:** With this light I can see when my cyborg starts recharging without checking the cyborg menu and minimize the time it is unproductive.
* * *
**Awesome refills**
**Description:** This light shows your current AA refills.
**Setup:** Typical variable check.
Program: 1
stringA: awesomeRefill
stringB:
numberA: 950
numberB: 999
numberC: 0
boolean1: false
boolean2: false
boolean3: false
**Why do I care:** When opening boxes, I can see when I have close to 999 refills, so I don’t waste any via overcapping. In this example it lights up when refills are between 950 and 999.
* * *
**SD runs done**
**Description:** This light shows your SD runs done and left today.
**Setup:** Typical variable check.
Program: 1
stringA: arenaChaosLeft
stringB:
numberA: 1
numberB: 1
numberC: 0
boolean1: false
boolean2: false
boolean3: false
**Why do I care:** More of a joke light, but it’s interesting to see how many you did today. This goes down into negatives after your first 10 runs, so -100 would be 110 runs done. In this example I want it to light up when I have 1 run left.
Hi! I’ll look into the bug and try to fix it in the next version. I’ve been quite busy lately so I couldn’t update the game. But once I’m done with my important real life stuff I’ll be back and release more updates, with more awesomeness, bug fixes, and a lot of the recent suggestions!
Also, wow so many clever uses of Technical Lights!
**EXP gain in a specific feature**
**Description:** This light allows you to comparate every single feature, or area in Battle Arena, by simply seeing EXP gain in some minutes.
**Setup:** You should change the number array when you change number, and compare the numbers.
Program: 1
stringA: expSauce
stringB:
numberA: 60
numberB: Any desired number you want to see
numberC: Depends on the feature. See below for the right numbers.
boolean1: False
boolean2: True
boolean3: False
List of all arrays:
Progress Bar is 0, Garden is 6, Battle Arena is 7, Button Machine is 8, Arcade is 10, Stadium is 11, FCG is 12, Lolmarket is 13, Adventures is 14, Fishing is 22.
Change numberA for calculate the EXP gain in the desired time amount. 60 = 1 minute
Change numberB for light the Technical Light when you reached a desired amount of EXP in an amount of time.
**Why do I care:** This light setup can really help on choosing the ideal feature for the perfect EXP rate. It can also help a lot on choosing the area where to idle on Battle Arena. If you use it wisely, it can be a good helper on doing faster ascends.
You should mention, in the attack optimization one, that “Add the number from the tech light to your base attack” means do it in your head, not literally go to the stat screen and buy the number from the tech light to add to your attack. Here’s what happened to me in chat:
“The tech light said I needed to add 1,000 to my attack, so I did. But it still says 1,000. do I keep adding 1,000 until it says 0?”
“No, don’t add 1,000 to your stat. You need to add 1,000 to your stat.”
“I did that. Nothing changed.”
“Did you add 1,000 to your stat?”
“Yeah, but it still says I need to add 1,000.”
“Don’t add 1,000 to your stat, idiot. You need to add 1,000 to your stat.”
“I said I did that. How many times do I have to add 1,000 before the tech light says I don’t need anymore attack?”
“You’re so stupid! Just add 1,000 to your attack!”
After like 30 minutes, someone finally got a dictionary and learned the words to say “Don’t buy the stats, do the math in your head.”