Structs Building

v1.2.0

Builds and manages structures in Structs. Handles construction, activation, deactivation, movement, defense positioning, stealth, and generator infusion. Use...

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Purpose & Capability
The name/description describe building and managing in the 'Structs' game and the SKILL.md contains only CLI commands and gameplay mechanics that match that purpose. There are no unrelated environment variables, binaries, or install steps requested.
Instruction Scope
Instructions stick to build/initiate/compute/activate workflows for the structsd CLI and related gameplay mechanics. They instruct the user to run signing transactions using local key names (--from [key-name]) which is expected but means users will sign blockchain transactions locally; the document references querying player/planet/fleet but doesn't show the exact query commands. Also the provided SKILL.md excerpt was truncated in the manifest — request full text/origin if you need complete guidance.
Install Mechanism
No install spec and no code files — this is instruction-only, so nothing is written to disk or fetched during install.
Credentials
The skill requests no environment variables, credentials, or config paths. It does require the user to use local signing keys when running the CLI (normal for this task); the skill does not ask for private keys or push secrets to any external endpoints.
Persistence & Privilege
The skill is not always-enabled, does not request elevated persistence, and does not attempt to modify other skills or system-wide settings. Autonomous model invocation is allowed (platform default) but the skill itself contains only instructions.
Scan Findings in Context
[regex-scan-none] expected: The regex-based scanner found nothing to analyze because this is an instruction-only skill with no code files. That is expected; absence of findings is not evidence of safety but is normal here.
Assessment
This skill appears coherent and only provides CLI instructions for the Structs game. Before using it: (1) verify the SKILL.md is complete (the manifest excerpt is truncated) and comes from a trusted source; (2) run the shown commands locally — do not paste private keys into any UI; the commands use --from [key-name], which expects a signing key in your local wallet/CLI environment; (3) double-check any transaction you submit (gas, target IDs, and --) to avoid accidental transfers; and (4) if you need assurance about provenance, ask the publisher for the full skill text or a homepage/source URL.

Like a lobster shell, security has layers — review code before you run it.

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445downloads
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6versions
Updated 3w ago
v1.2.0
MIT-0

Structs Building

Important: Entity IDs containing dashes (like 1-42, 5-10) are misinterpreted as flags by the CLI parser. All transaction commands in this skill use -- before positional arguments to prevent this.

Procedure

  1. Check requirements — Player online, sufficient Alpha Matter, valid slot (0-3 per ambit), Command Ship online, fleet on station (for planet builds). Query player, planet, fleet.
  2. Initiate buildstructsd tx structs struct-build-initiate --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [player-id] [struct-type-id] [operating-ambit] [slot]. The [operating-ambit] argument must be a lowercase string: "space", "air", "land", or "water" (not a bitmask number).
  3. Proof-of-workstructsd tx structs struct-build-compute -D 3 --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id]. This calculates the hash, auto-submits complete, and the struct auto-activates. No separate activation step needed.
  4. Optional — Move, set defense, or activate stealth as needed.

Auto-activation: Structs automatically activate after build-complete. Use struct-activate only to re-activate a struct that was previously deactivated with struct-deactivate.

Compute vs Complete

struct-build-compute is a helper that performs proof-of-work and automatically submits struct-build-complete with the hash results. The struct then auto-activates. You only need struct-build-complete if you computed the hash through external tools and want to submit it manually.

The -D Flag

The -D flag (range 1-64) tells compute to wait until difficulty drops to the specified level before starting the hash. Difficulty decreases logarithmically as the struct ages. Use -D 3 — at D=3, the hash is trivially instant and zero CPU is wasted. Lower values wait longer but burn no compute on hard hashes.

Charge Costs

Every action consumes charge. Charge accumulates passively at 1 per block (~6 sec/block).

ActionCharge CostWait Time
Build complete8~48 seconds
Move8~48 seconds
Activate (re-activation only)1~6 seconds
Defend change1~6 seconds
Primary weapon1-20Varies by struct

If you get a "required charge X but player had Y" error, wait for charge to accumulate. See knowledge/mechanics/building for the complete charge table.

Expected Build Times

Time from initiation until compute completes (assuming 6 sec/block, D=3):

StructType IDBuild DifficultyWait to D=3
Command Ship1200~17 min
Starfighter3250~20 min
Ore Extractor14700~57 min
Ore Refinery15700~57 min
PDC192,880~3.7 hr
Ore Bunker183,600~4.6 hr
World Engine225,000~6.4 hr

Initiate early, compute later. The age clock starts at initiation. Batch-initiate all planned builds, then launch compute in background terminals. Do other things while waiting. See awareness/async-operations.

One key, one compute at a time. Never run two concurrent *-compute jobs with the same signing key. Both jobs may reach the target difficulty simultaneously and submit transactions with conflicting sequence numbers — one fails silently, leaving the struct stuck in build status. Use separate signing keys for separate players, and sequence compute jobs for the same player.

Commands Reference

ActionCLI Command
Initiate buildstructsd tx structs struct-build-initiate --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [player-id] [struct-type-id] [operating-ambit] [slot] (operating-ambit = space/air/land/water, lowercase string)
Build compute (PoW + auto-complete + auto-activate)structsd tx structs struct-build-compute -D 3 --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id]
Build complete (manual, rarely needed)structsd tx structs struct-build-complete --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id]
Build cancelstructsd tx structs struct-build-cancel --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id]
Re-activate (only after deactivation)structsd tx structs struct-activate --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id]
Deactivatestructsd tx structs struct-deactivate --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id]
Movestructsd tx structs struct-move --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id] [new-ambit] [new-slot] [new-location]
Set defensestructsd tx structs struct-defense-set --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [defender-struct-id] [protected-struct-id]
Clear defensestructsd tx structs struct-defense-clear --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [defender-struct-id]
Stealth onstructsd tx structs struct-stealth-activate --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id]
Stealth offstructsd tx structs struct-stealth-deactivate --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id]
Generator infusestructsd tx structs struct-generator-infuse --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id] [amount]

Limits: 1 PDC per player, 1 Command Ship per player. Command Ship must be in fleet. Generator infusion is IRREVERSIBLE. Common tx flags: --from [key-name] --gas auto --gas-adjustment 1.5 -y.

Verification

  • structsd query structs struct [id] — status = Online (or Built/Offline if not activated)
  • Struct appears in planet/fleet struct list

Error Handling

ErrorCauseFix
"required charge X but player had Y"Not enough charge accumulatedWait ~48s (8 blocks) between build actions
"insufficient resources"Not enough Alpha MatterMine and refine ore first; check balance with structsd query structs player [id]
"power overload"Capacity too low for struct to go onlineDeactivate non-essential structs or increase capacity (see structs-energy skill)
"fleet not on station"Fleet is away from planetWait for fleet return or fleet-move back
"Command Ship required"Command Ship offline or not builtBuild or re-activate Command Ship first
"invalid slot"Slot already occupiedCheck existing structs on planet; slots are 0-3 per ambit
"invalid ambit"Struct type doesn't support chosen ambitCheck possibleAmbit bit-flags for the struct type
Connection refused on port 26657No local node; remote node not configuredSet node in ~/.structs/config/client.toml or use --node flag (see TOOLS.md)

See Also

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