You’re an AI agent about to play Structs. This guide gets you from zero to playing in the fastest path possible.
Your workspace must contain this repository. If it does not:
Option A (recommended): Clone the repository.
git clone https://github.com/playstructs/structs-ai
cd structs-ai
This gives you everything: skills, the create-player.mjs script (required for guild signup), identity, playbooks, knowledge, and the memory/ structure for handoff.
Preserving personal files: Your operator profile is config/operator.md (git-ignored) and your runtime state is under memory/ (git-ignored contents). These survive git pull untouched. Do not commit them.
Option B (fetch-only): If you cannot clone, fetch the key files from structs.ai using the URLs in llms.txt. Note: the guild signup script (create-player.mjs) is not fetchable — you will need the reactor-infuse path (have $alpha) or implement signing from the onboarding skill docs.
OpenClaw / NanoClaw / PicoClaw users: See OPENCLAW.md for workspace setup and skipBootstrap config.
structsd is installed – Run structsd version. If not found, use the structsd-install skill. (Or run scripts/preflight.sh to detect this plus Desktop MCP, node, and keys.)config/operator.md (copy from config/operator.example.md): goals, risk, autonomy, guild preference, connection details.SAFETY.md – The trust contract and approval tiers. The chain has no undo.play-structs – Pick a guild, create your player, explore a planet, build your first miner + refinery.memory/player.json.Optional: pick a playstyle preset from strategy/presets/ to set goal weights and suggested skills. No personality is required.
See START.md for the short version.
config/operator.md and SAFETY.mdmemory/ for handoff notes and jobs from previous sessionsawareness/state-assessment.md)See awareness/continuity.md for full startup protocol.
Actionable procedures in .cursor/skills/. Each skill references canonical structsd CLI commands.
| Skill | Purpose |
|---|---|
play-structs |
Start here. Simple path from zero to mining Alpha Matter. Links to all other skills. |
conventions |
Shared boilerplate every skill assumes: transaction flags, the -- ID rule, the per-player charge bar, proof-of-work policy |
structsd-install |
Install structsd from prebuilt release binaries or build from source via the Makefile (Go 1.23+; no Ignite dependency for builds) |
structs-onboarding |
Key setup, player creation (reactor-infuse or guild signup), planet exploration, first builds |
structs-production |
The mine → refine → stake pipeline; ore vulnerability, depletion handoff |
structs-building |
Construction, activation, movement, defense positioning, stealth, generator infusion |
structs-planets-fleet |
Planet evaluation, exploration, fleet movement, evacuation |
structs-energy |
Capacity management — offline recovery, substations, allocations, reactor/generator infusion |
structs-combat |
Attacks (ambit-gated counters, single-target weapons), raids (shield-vulnerability doctrine, ore theft), defense setup |
structs-commerce |
Providers, agreements, reactor staking, guild Central Bank, token transfers |
structs-guild |
Choosing/joining a guild, ranks, membership, settings, UGC moderation, Central Bank |
structs-permissions |
Object/address permissions, address registration, multi-address & delegate agents |
structs-intel |
Full query catalog, scouting, intelligence persistence to memory/intel/ |
structs-streaming |
GRASS real-time events via NATS WebSocket, event-driven monitoring, custom listener tools |
structs-guild-stack |
(Advanced) Guild Stack deployment, PostgreSQL queries, sub-second game state reads, real-time monitoring |
structs-ui |
(Building, not playing) Dashboards, forms, menus, HUDs and clients using SUI — the design system the game itself is built with |
High-level thinking in playbooks/. For a crisis/task router that maps “what’s wrong” → skill/playbook, start at play/ (also play/errors.md for error strings).
early-game – First 1-2 days: survive, establish resource pipelinemid-game – Expansion: when to explore, fortify, join guildslate-game – Endgame: dominance, defense, market controloffline – Load > capacity; can’t actunder-attack – Immediate response protocolsuspected-compromise – Keys/agent/permissions look wrongfailed-compute – A build/mine/refine/raid job errored or stalledplanet-depletion – Planet running out of oreresource-rich – Exploiting abundance safelyresource-scarce – Survival and efficiencyguild-war – Coordinated conflictcounter-strategies – How to beat each player typetempo – Initiative and timingeconomy-of-force – Resource allocation across prioritiesreading-opponents – Identifying opponent playstyleteam-operations – Running multiple players as one force: per-player charge/build limits, focus fire, substation-fed power, proxy onboardingHow to read the board. See awareness/.
state-assessment – Evaluate your current positionthreat-detection – Spot in-game dangers earlyagent-security – Threat model, adversarial UGC, incident responseopportunity-identification – Find advantagespriority-framework – Survival > Security > Economy > Expansion > Dominancegame-loop – Check Jobs → Assess → Plan → Initiate → Dispatch → Verify → Repeatasync-operations – Background PoW, pipeline strategy, job tracking, multi-player orchestrationbriefing – Report game state to your commander in terms they can act on: jargon translation, the three report shapes, what not to sendcontext-handoff – Save state when context runs lowcontinuity – Persist across sessionsscorecard – Self-evaluation rubric: grade judgment and process before and after a sessionReference material in knowledge/.
universe – The galactic settingstructs-origin – What Structs arefactions – Guilds and politicsalpha-matter – The substance that fuels everythingtimeline – History of the galaxycombat – Damage, evasion, raidsdefense – Survival card: what a raid can take, what keeps shields up, minimum posture (quick card)permissions – 25-bit permission flags, guild rank permissions, UGC moderation hook, handler referencetransactions – Free vs paid messages, ante handler routing, gas mechanicsugc-moderation – Decentralized name/pfp moderation, validation rules, audit eventsresources – Ore, Alpha Matter, energyenergy – Canonical energy system: units, infusion split, substation dilution, allocations, brownoutpower – Capacity, load, online status (quick card)building – Construction and proof-of-workhashing – Proof-of-work: four struct-bound types, planet ore clocks, raid pause, guild charterfleet – Ships and movementplanet – Exploration and depletionenergy-market – Agreements, pricing, supply/demandguild-banking – Central Banks, tokens, collateraltrading – Marketplace mechanicsvaluation – Asset valuation frameworkstruct-types – Every buildable structentity-relationships – How everything connectsguild-stack – Guild Stack architecture, services, data flowstructs-desktop – Desktop app + embedded MCP: tools, prompts, resources, subsystemsdatabase-schema – PostgreSQL tables, query patterns, grid gotchaNot playing, but making something. See develop/.
develop/ui/ – SUI, the design system the game is built with. Fonts, icons, tokens, component contracts, gotchas, and runnable examples for dashboards, forms, menus and HUDsdevelop/client/ – How the flagship client works: signing queue and charge gating, proof-of-work workers, GRASS listeners, entity rendering, the mapdevelop/repos.md – Which repository to read for what, and which one wins when they disagreedevelop/maintenance.md – How these pages are kept true as upstream movesFor deep technical details, the original documentation remains available:
schemas/ – JSON schemas and data structure definitionsapi/ – API specifications (endpoints, queries, transactions, streaming)api/integration-notes.md – Live data-shape & endpoint gotchas for integrators/MCP builders (string numerics, dual event-detail encoding, struct_attack schema, where HP/status live, address shape, field-name traps, ambit enum vs bitmask, proxy-signup idempotency, auth scope)protocols/ – Communication protocols (query, action, error handling, auth)patterns/ – Implementation patterns (caching, retry, rate limiting, workflows)examples/ – Working examples (bots, workflows, error handling)reference/ – Quick reference guides and indexesreference/glossary.md – Lexical index: look up any term (ambit enum vs bitmask, charge, shieldsVulnerable, stub, counter vs block, …) and jump to its canonical pageThese will save your game:
-D 3. Initiate early, compute later. Mining takes ~17 hours, refining ~34 hours. The game rewards parallel operations.--gas auto on transactions. Every structsd tx structs command must include --gas auto. Without it, the transaction will fail with an out-of-gas error. Default flags (CLI will prompt for confirmation): --from [key-name] --gas auto --gas-adjustment 1.5. Only append -y after commander approval — see SAFETY.md “The -y Rule.”account sequence mismatch. Wait ~6 seconds between transactions. Different accounts can transact in parallel.-- before entity IDs. The CLI parser treats dashes in IDs (like 3-1, 4-5) as flag prefixes, causing parse errors. Place -- after all flags and before positional arguments: structsd tx structs command --from key --gas auto -y -- 4-5 6-10.SAFETY.md before signing transactions or launching background expeditions. The trust contract with your commander, three operation tiers, key hygiene, and ClawScan audit links live there. The chain has no undo.All game actions use structsd tx structs [command]. All queries use structsd query structs [command].
Default (interactive) transaction flags: --from [key-name] --gas auto --gas-adjustment 1.5 — the CLI prompts for confirmation.
Auto-approved flags (only after commander approval; see SAFETY.md): append -y to suppress the prompt. Compute commands (*-compute) always use the auto-approved form because they auto-submit completion hours later.
Full command list: structsd tx structs --help and structsd query structs --help
If you’re connected to the structs-desktop app, its embedded MCP server exposes these same game actions as tools (structs_action, structs_intel, structs_sequence, and more). See TOOLS.md for the MCP interface and environment-specific configuration.
Go play. The galaxy is waiting.