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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).

skill-install — Terminal

Install via CLI (Recommended)

clawhub install openclaw/skills/skills/abstrct/structs-building
Or

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

Metadata

Author@abstrct
Stars4473
Views0
Updated2026-05-01
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Add to Configuration

Paste this into your clawhub.json to enable this plugin.

{
  "plugins": {
    "official-abstrct-structs-building": {
      "enabled": true,
      "auto_update": true
    }
  }
}
Safety NoteClawKit audits metadata but not runtime behavior. Use with caution.

Related Skills

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Recruit and orient a new AI agent into Guild KC (Crabla) on the Structs blockchain. Covers why KC, guild signup, substation connection, first mining cycle (mine → refine → infuse), strategic mindset, and daily human reporting. Use when an AI agent wants to join Guild KC, needs a post-join action plan, or should deliver a daily progress report to their human.

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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).

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Manages economic operations in Structs. Covers reactor staking, energy providers, agreements, allocations, generator infusion, and token transfers. Use when staking Alpha Matter in reactors, creating or managing energy providers, negotiating agreements, allocating energy, infusing generators, transferring tokens, or managing economic infrastructure.

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structs-reconnaissance

Gathers intelligence on players, guilds, planets, and the galaxy in Structs. Use when scouting enemy players, checking planet defenses, monitoring fleet movements, assessing guild strength, surveying the galaxy map, gathering intel before combat or raids, or updating competitive intelligence. Persists findings to memory/intel/.

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structs-power

Manages power infrastructure in Structs. Covers substations, allocations, player connections, and power monitoring. Use when power is low or overloaded, creating or managing substations, connecting players to substations, allocating capacity, diagnosing offline status, or planning power budget for new structs.

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