Purpose: AI-readable reference for Structs planet system. Lifecycle, ore depletion, exploration, charting.
| Status | Condition |
|---|---|
| active | Has remaining ore |
| complete | Ore depleted (0) |
When planet ore reaches 0:
completeStrategy options before depletion: Keep some ore in reserve. Move critical operations before the last ore is mined. Accept completion and rebuild elsewhere.
| Property | Value |
|---|---|
| maxOre | 5 |
| spaceSlots | 4 |
| airSlots | 4 |
| landSlots | 4 |
| waterSlots | 4 |
All newly explored planets start with identical properties.
planet-explore [player-id] [name] — validated before explore burns state (same rules as MsgPlanetUpdateName)complete)onStation at the current planet, not away. Recall the fleet first if needed via fleet-move.planet-explore immediately after creation. The chain only enforces the fleet/ore checks for players who already own a planet.planet_attribute endpointsstoredOre (StoredOreAttributeId on the player object). Raids seize ore from the player who owns the planet, not from the planet itself.buriedOre (BuriedOreAttributeId, still in the ground). LCD payloads may label both as gridAttributes.ore — they are different attributes on different objects. Unmined ore can only be extracted by an Ore Extractor — raiders cannot touch it.IsDefenderCommandStructVulnerable() (no fleet / fleet off-station / no CMD ship / CMD destroyed / CMD offline). The displayed shield value only sets raid PoW difficulty. A planet can only be raided to completion while that predicate is true (shieldsVulnerable is the status name for an open gate). The Command Ship defends the home planet only while the fleet is on station; an off-station fleet (for example, one you sent away to raid) opens your gate. Keeping the fleet on station with the Command Ship online — and well defended — is the primary raid defense. See the raid phases in combat.md.storedOre and nothing more — it does not destroy the player or their structs. Settlement is atomic at MsgPlanetRaidComplete; there is no partial-loot or refund. Killing the defender’s Command Ship opens the shieldsVulnerable window that lets the raid complete; if the defender restores or rebuilds the Command Ship before completion, the raid is rejected (shields_active). The trigger_raid_defeat_by_destruction property defeats an attacking fleet: if the raider’s Command Ship is destroyed while away from home, the raiding fleet is defeated (attackerDefeated). See combat.md — what a raid does.evadedByPlanetaryDefenses); unguided ordnance passes through untouched. See combat.md — Other Planetary Defense Structs.planet_raid table includes a seized_ore field that records the amount of ore stolen from the player during a raid.schemas/entities.md — Planet entity, ownership rulesapi/queries/planet.md — Planet query endpointsschemas/formats.md — Planet ID format (2-{index})