Structs Exploration

Explores new planets and manages fleet movement in Structs. Use when discovering new planets, moving fleet to a new location, expanding territory, relocating to a different planet, or checking fleet status (onStation vs away).

Audits

Pending

Install

openclaw skills install structs-exploration

Structs Exploration

Important: Entity IDs containing dashes (like 3-1, 4-5) are misinterpreted as flags by the CLI parser. All transaction commands in this skill use -- before positional arguments to prevent this.

Safety

See SAFETY.md for the trust contract. In this skill:

  • planet-explore for a brand-new player (Tier 0) — routine first action.
  • planet-explore after your first planet (Tier 2 — destroys the old planet) — "The depleted planet is released. All structs on it are destroyed. Fleets present are scattered. Confirm currentOre == 0 and that you have moved every struct you cared about — there is no recovery."
  • fleet-move to a known-friendly destination (Tier 1) — "Instant transit. Verify the destination location ID."
  • fleet-move to unscouted or hostile space (Tier 2) — "You may strand your fleet in enemy range. Scout via query planet and query fleet for nearby hostiles first."

Procedure

  1. Check eligibilitystructsd query structs planet [id]. For an existing player, exploration requires (a) currentOre == 0 on the current planet (fully mined) AND (b) the fleet is onStation at that planet. Brand-new players (no current planet) skip both checks. One planet per player at a time; old planet is released on explore.

  2. Recall fleet first if needed — If your fleet is away (raiding or repositioned), bring it home before exploring: structsd tx structs fleet-move --from [key-name] --gas auto --gas-adjustment 1.5 -- [fleet-id] 2 [current-planet-id]. Then verify: structsd query structs fleet [fleet-id] shows onStation true. Skip this step for first-time exploration.

  3. Explore (first time) — Brand-new player, no prior planet. Tier 0 (routine). CLI prompts; accept:

    structsd tx structs planet-explore --from [key-name] --gas auto --gas-adjustment 1.5 -- [player-id]
    

    New planet: 5 ore, 4 slots per ambit. Fleet moves to new planet.

  4. Explore (subsequent) — You already have a planet. Tier 2 (destroys the old planet). The old planet is released, all structs on it are destroyed, and fleets present are scattered.

    Approval Block — confirm before signing:

    • Current planet's currentOre == 0 (verified via query structs planet)
    • Fleet is onStation at the current planet
    • Every struct you care about has been moved (struct-move to fleet) or you accept the loss
    • You understand this command is NOT reversible

    Then run:

    structsd tx structs planet-explore --from [key-name] --gas auto --gas-adjustment 1.5 -- [player-id]
    
  5. Move fleet — To relocate between planets without exploring (CLI will prompt — verify the destination location ID, especially if it's unscouted):

    structsd tx structs fleet-move --from [key-name] --gas auto --gas-adjustment 1.5 -- [fleet-id] [destination-location-id]
    
  6. Chart — Query planet, grid, attributes to evaluate resource potential and strategic value.

Commands Reference

ActionCLI Command
Explore planetstructsd tx structs planet-explore -- [player-id]
Move fleetstructsd tx structs fleet-move -- [fleet-id] [destination-location-id]
Query planetstructsd query structs planet [id]
List planetsstructsd query structs planet-all-by-player [player-id]
Query fleetstructsd query structs fleet [id]
Query gridstructsd query structs grid [id]
Planet attributestructsd query structs planet-attribute [planet-id] [attribute-type]

Rules: Starting ore = 5. New planet when ore = 0. One planet per player at a time.

TX_FLAGS (interactive — the CLI prompts you to confirm): --from [key-name] --gas auto --gas-adjustment 1.5

TX_FLAGS_APPROVED (only after commander approval; suppresses the prompt): TX_FLAGS plus -y. See SAFETY.md "The -y Rule." Subsequent planet-explore is Tier 2 — always default to interactive so the CLI's confirmation is your last gate before destruction.

Requires: structsd on PATH and a configured signing key.

Verification

  • structsd query structs planet [id] — new planet has currentOre = 5, maxOre = 5
  • structsd query structs planet-all-by-player [player-id] — planet list updated
  • structsd query structs fleet [id] — fleet location matches destination (onStation/away)

Error Handling

  • "planet not complete" — Deplete ore (currentOre = 0) before exploring.
  • "fleet must be onStation to explore" — Recall the fleet to your current planet first via fleet-move. The chain blocks explore until the fleet has actually returned. (New players with no current planet do not see this error.)
  • "fleet away" — Fleet must be available; wait for return or check fleet state.
  • "invalid destination" — Use valid location ID; query grid for options.

See Also