structs-building
Builds and manages structures in Structs. Handles construction, activation, deactivation, movement, defense positioning, stealth, and generator infusion. Use when building a struct, activating or deactivating structs, moving structs between slots, setting defense assignments, enabling stealth, or infusing generators. Build times range from ~17 min (Command Ship) to ~6.4 hours (World Engine).
Install via CLI (Recommended)
clawhub install openclaw/skills/skills/abstrct/structs-buildingStructs 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
- 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.
- Initiate build —
structsd 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). - Proof-of-work —
structsd 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. - 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).
| Action | Charge Cost | Wait Time |
|---|---|---|
| Build complete | 8 | ~48 seconds |
| Move | 8 | ~48 seconds |
| Activate (re-activation only) | 1 | ~6 seconds |
| Defend change | 1 | ~6 seconds |
| Primary weapon | 1-20 | Varies 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):
| Struct | Type ID | Build Difficulty | Wait to D=3 |
|---|---|---|---|
| Command Ship | 1 | 200 | ~17 min |
| Starfighter | 3 | 250 | ~20 min |
| Ore Extractor | 14 | 700 | ~57 min |
| Ore Refinery | 15 | 700 | ~57 min |
| PDC | 19 | 2,880 | ~3.7 hr |
| Ore Bunker | 18 | 3,600 | ~4.6 hr |
| World Engine | 22 | 5,000 | ~6.4 hr |
Metadata
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Find the right skillPaste this into your clawhub.json to enable this plugin.
{
"plugins": {
"official-abstrct-structs-building": {
"enabled": true,
"auto_update": true
}
}
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