技能详情(站内镜像,无评论)
许可证:MIT-0
MIT-0 ·免费使用、修改和重新分发。无需归因。
版本:v1.1.0
统计:⭐ 0 · 260 · 0 current installs · 0 all-time installs
⭐ 0
安装量(当前) 0
🛡 VirusTotal :可疑 · OpenClaw :可疑
Package:abstrct/structs-building
安全扫描(ClawHub)
- VirusTotal :可疑
- OpenClaw :可疑
OpenClaw 评估
The skill's instructions match its stated purpose (building structs) but they instruct submitting signed blockchain transactions and assume access to local signing keys without declaring or constraining credential access, which is a meaningful inconsistency the user should understand before installing.
目的
The name and description (building/managing structs) align with the CLI tx commands in SKILL.md. However, the skill implicitly requires access to a signing key (used via `--from [key-name]`) and a working structsd CLI, but the registry metadata does not declare any required credentials or binaries. That omission is notable: interacting with the network and submitting transactions legitimately requires signing capability, so the skill should do…
说明范围
The SKILL.md instructs running `structsd tx ...` commands that will submit transactions to a network (including auto-submitting proof-of-work and auto-activation). Those operations will transfer state and can consume player resources/charges; the instructions assume the agent will run these commands and use a local signing key. The doc does not define how to 'Query player, planet, fleet' (missing example commands), nor does it restrict when th…
安装机制
This is an instruction-only skill with no install spec and no embedded code; nothing is written to disk by the skill itself. That minimizes supply-chain risk, but it does assume the `structsd` CLI is present on PATH without declaring it.
证书
The skill declares no required env vars or primary credential, yet every transaction command uses `--from [key-name]` (a signing identity). The SKILL.md effectively requires access to the user's local keyring or signing key, but the skill metadata does not declare or warn about this. This mismatch (no declared credential but clear operational need for signing keys) is disproportionate and should be resolved before use.
持久
always is false and there are no install hooks or persistent modifications declared. Autonomous invocation is permitted (platform default) — combined with the above concerns this could allow the agent to submit transactions if invoked autonomously, so the user should be cautious about granting autonomous execution, but the skill itself is not requesting elevated persistence.
安装(复制给龙虾 AI)
将下方整段复制到龙虾中文库对话中,由龙虾按 SKILL.md 完成安装。
请把本段交给龙虾中文库(龙虾 AI)执行:为本机安装 OpenClaw 技能「Structs Building」。简介:Builds and manages structures in Structs. Handles construction, activation, dea…。
请 fetch 以下地址读取 SKILL.md 并按文档完成安装:https://raw.githubusercontent.com/openclaw/skills/refs/heads/main/skills/abstrct/structs-building/SKILL.md
(来源:yingzhi8.cn 技能库)
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 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).
3. **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.
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).
| 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](https://structs.ai/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 |
**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](https://structs.ai/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
| Action | CLI Command |
|--------|-------------|
| 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]` (`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 cancel | `structsd 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]` |
| Deactivate | `structsd tx structs struct-deactivate --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id]` |
| Move | `structsd tx structs struct-move --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id] [new-ambit] [new-slot] [new-location]` |
| Set defense | `structsd tx structs struct-defense-set --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [defender-struct-id] [protected-struct-id]` |
| Clear defense | `structsd tx structs struct-defense-clear --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [defender-struct-id]` |
| Stealth on | `structsd tx structs struct-stealth-activate --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id]` |
| Stealth off | `structsd tx structs struct-stealth-deactivate --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id]` |
| Generator infuse | `structsd 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
| Error | Cause | Fix |
|-------|-------|-----|
| "required charge X but player had Y" | Not enough charge accumulated | Wait ~48s (8 blocks) between build actions |
| "insufficient resources" | Not enough Alpha Matter | Mine and refine ore first; check balance with `structsd query structs player [id]` |
| "power overload" | Capacity too low for struct to go online | Deactivate non-essential structs or increase capacity (see `structs-energy` skill) |
| "fleet not on station" | Fleet is away from planet | Wait for fleet return or `fleet-move` back |
| "Command Ship required" | Command Ship offline or not built | Build or re-activate Command Ship first |
| "invalid slot" | Slot already occupied | Check existing structs on planet; slots are 0-3 per ambit |
| "invalid ambit" | Struct type doesn't support chosen ambit | Check `possibleAmbit` bit-flags for the struct type |
| Connection refused on port 26657 | No local node; remote node not configured | Set `node` in `~/.structs/config/client.toml` or use `--node` flag (see TOOLS.md) |
## See Also
- [knowledge/mechanics/building](https://structs.ai/knowledge/mechanics/building) — Build times, difficulty, charge costs
- [knowledge/mechanics/power](https://structs.ai/knowledge/mechanics/power) — Capacity, load, online status
- [knowledge/entities/struct-types](https://structs.ai/knowledge/entities/struct-types) — All struct type IDs and properties
- [knowledge/entities/entity-relationships](https://structs.ai/knowledge/entities/entity-relationships) — How entities connect
- [awareness/async-operations](https://structs.ai/awareness/async-operations) — Background PoW, pipeline strategy