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structs-building结构建筑

Agent Skill

structs-building 用于辅助前端页面、组件、样式和交互逻辑开发,适合在 OpenClaw 中需要维护前端项目、生成组件或检查界面实现时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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下载量

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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:structs-building(结构建筑)
来源仓库:https://github.com/abstrct/structs-building
安装命令:
openclaw skills install structs-building
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

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openclaw skills install structs-building

简介

structs-building 管理结构建造与激活操作,涵盖防御定位、隐身与发电机注入功能。

  • 适合策略类游戏或模拟经营场景中规划建筑与资源布局。
  • 支持移动、停用等状态切换指令执行。structs-building 属于效率类 Skill,可作为该场景下的辅助能力补充。
  • 需明确目标坐标与结构类型参数方可生效。
  • 建议结合游戏规则手册验证操作合法性。

SKILL.md

name
structs-building
description
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).

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

适合场景

01

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02

用户想查找某类 Agent Skill 时

03

需要根据任务场景推荐可安装能力包时

04

需要对比不同来源的安装命令和来源信息时

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能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

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