Version: 1.0.0
Purpose: How to evaluate your current position in Structs. What to check, in what order, what the numbers mean.
Tool names below are from the
structs-desktopMCP catalog (seeTOOLS.md).structs_dashboardis the fastest one-call self-snapshot (power, charge, resources, structs + HP);structs_intellooks up any single entity via itsquerymode (the entity is named in the Check column) and also covers scouting, simulation, and power forecasts;structs_actionruns preflight checks.
Run these checks in sequence. Each layer builds on the previous. Stop and act if any critical issue appears.
| Check | MCP Tool | What to Look For |
|---|---|---|
| Player online | structs_intel / structs_dashboard |
(load + structsLoad) <= (capacity + capacitySecondary) — there is no halted field |
| Power status | structs_intel |
Same inequality; headroom = capacity side − load side |
| Command Ship | structs_intel |
Fleet has Command Ship struct, online |
Power formula: availablePower = (capacity + capacitySecondary) - (load + structsLoad). If load exceeds capacity, you go offline and most actions are blocked. Use structs_intel to model Alpha Matter → Watts conversion before building.
Critical: If offline, nothing else matters. Recovery actions are not gated by being offline — struct-deactivate (single or batch, no charge) and reactor infusion always work, so you can shed load or add capacity to climb back online. Fix power, then resume.
| Check | MCP Tool | What to Look For |
|---|---|---|
| Alpha Matter | structs_intel |
alphaMatter or equivalent balance |
| Ore (unrefined) | structs_dashboard / player gridAttributes.ore |
Stealable storedOre on the player, not in the Ore Bunker (bunker only adds planetary shield) |
| Charge | structs_dashboard / player |
charge = blockHeight − lastAction; a missing lastAction means 0 → full charge |
Ore rule: Ore is stealable. Alpha Matter is not. Launch refine with struct-ore-refine-compute (PoW + auto-complete) as soon as ore lands. Unrefined ore = raid target.
| Metric | Interpretation |
|---|---|
| Available power > 20% of capacity | Healthy. Room to build. |
| Available power 5–20% | Warning. One new struct could tip you offline. |
| Available power < 5% | Critical. Deactivate non-essential structs or add capacity. |
Use structs_intel before building to ensure new struct’s passive draw fits. Use structs_action with struct_build_initiate to pre-check build feasibility.
| Check | MCP Tool | What to Look For |
|---|---|---|
| Fleet status | structs_intel |
onStation vs away — raids require fleet away |
| Command Ship | structs_intel |
Online, present |
| Defensive structs | structs_intel (filter by planet) |
PDC, jammers, bunkers; planetary shield is a raid-timer value, not HP |
| Damage potential | structs_intel |
Model attack outcomes before committing |
Fleet rule: Building on planet requires fleet on station. Raiding requires fleet away. Command Ship must be online for both.
| Check | MCP Tool | What to Look For |
|---|---|---|
| Guild membership | structs_intel → guild ref |
Guild ID, member count |
| Guild power | structs_intel |
Guild capacity, alliances |
| Alliances | structs_intel |
Allied guilds, hostile guilds |
| Check | MCP Tool | What to Look For |
|---|---|---|
| Current planet | structs_intel → planet ref |
Planet ID, ore remaining |
| Structs on planet | structs_intel (by planet) |
Miner, Refinery, Bunker, defense |
| Planet ore | structs_intel |
maxOre, remaining ore |
| Exploration readiness | structs_intel |
Current planet empty (0 ore) before exploring |
Exploration rule: You can only own one planet. Must empty current planet before exploring new one.
1. structs_intel({ player_id }) → survival, resources, power
2. structs_intel({ fleet_id }) → military readiness
3. structs_intel({ planet_id }) → expansion state
4. structs_intel({ guild_id }) → if guild member
5. structs_intel (by planet) → struct inventory
| Field | Meaning |
|---|---|
capacity + capacitySecondary |
Total power you can supply |
load + structsLoad |
Total power you consume |
availablePower |
Headroom; must stay positive |
storedOre |
Stealable; refine ASAP |
alphaMatter |
Safe; cannot be stolen |
onStation |
Fleet at planet (for building) |
away |
Fleet in transit (for raids) |