Purpose: A lexical index for the whole corpus. Look a term up here when you know what it’s called but not which page explains it. Each entry gives a one-line definition and a link to the canonical page that owns the detail. Where two similar terms are easy to confuse, a Disambiguation note separates them.
This page is a finder, not a source of truth — when a value or rule matters, follow the link and read the canonical page. Terms are alphabetical.
These pairs cause the most integration and tactical errors:
operatingAmbit scale vs the possibleAmbit/weapon-reach scale. Conflating them throws invalid int32. See Ambit enum and Ambit reach bitmask.capacity_exceeded: build-limit vs power — one error string, two causes, told apart by the number magnitude. See capacity_exceeded.struct_attack stub vs full detail — large combat payloads stream without their shot detail. See Stub.attackerDefeated vs defender loss — trigger_raid_defeat_by_destruction defeats the attacker, not the defender. See trigger_raid_defeat_by_destruction.A routing of power capacity from a source (player, reactor, struct, or substation) to a destination, adding to the destination’s capacity and the source’s load. Types: static (fixed), dynamic (updatable), automated (one per source, auto-resizes to the source’s full capacity), provider-agreement (system). Connecting one to a substation needs permission only on your own allocation. → energy.md — Allocations
(Codex term) The human Codex’s name for a player’s planetary mining operation — the planet plus its base structs (Extractor, Refinery, defenses). → planet.md, codex-crosswalk.md
(Codex term) The Codex’s lore name for using the Command Ship’s Alpha Drive to redeploy between battlegrounds — i.e. moving the only movable struct across ambits (struct-move). → combat.md — Command Ship Ambit Mobility
The refined, secure resource. Cannot be stolen by a raid (unlike ore). Produced by refining ore; used for builds, infusion, staking, and guild tokens. The human Codex calls raw, stealable ore “Alpha Ore.” → resources.md
(Codex term) The human Codex’s name for raw, unrefined, stealable ore — our Ore (player storedOre; unmined ore is the planet’s gridAttributes.ore). Refine it to secure it as Alpha Matter. → resources.md
One of four combat layers — Water, Land, Air, Space — plus two special values (none, local). A struct operates in one ambit; weapons reach specific ambits. → combat.md — Ambit Targeting
The ambit numbering used by transaction messages and a struct’s stored operatingAmbit: none=0, water=1, land=2, air=3, space=4, local=5. Pass this (or the CLI name space|air|land|water) when building or moving. → building.md — Ambit Encoding
The ambit numbering used by possibleAmbit and weapon-reach fields, where bit = 1 << enum: none=1, water=2, land=4, air=8, space=16, local=32. Combined with OR (e.g. 6 = land+water). Not the enum. → api/integration-notes.md — Ambit
A unit defense (Tank, and the power generators) that reduces incoming damage by 1. Negated by armour-piercing weapons. → combat.md — Weapon Control vs Defense Type
A weapon property (Battleship primary) that ignores the target’s damage reduction. → combat.md — Multi-Shot Damage
A raid status: the raiding fleet’s own Command Ship was destroyed while away, so the fleet is defeated and sent home. The result of trigger_raid_defeat_by_destruction. → combat.md — Raid statuses
A Structs Desktop native loop (structs_players command) that scores reachable players and dispatches a raider virtual player to raid them. Off until enabled; defaults to autonomy: advise. Arming autonomy: auto is a Tier-2 standing grant — see Standing Automation Grants. → structs-desktop.md, SAFETY.md
A Structs Desktop native loop (structs_players command) that reacts to a raid alarm: identifies the attacker, records a grudge, optionally refines threatened ore, and can fire co-located shooters at the raider’s Command Ship. Off until enabled; defaults to autonomy: advise. Even in advise mode it accumulates grudges that later feed autoraid. → structs-desktop.md, SAFETY.md
A fleet state: the fleet (and its Command Ship) has left its home planet. While away, you cannot build/mine at home, and your home planet’s shields are vulnerable. Required to raid. → fleet.md
(Codex term) The human Codex’s weapon class for mass-accelerator/kinetic munitions — our unguided weapons. Evaded by Defensive Maneuver. → Guided / Unguided
Open-market guild-bank-convert (ualpha → existing uguild.{id} at the live collateral ratio, convert-in fee stays in collateral) and guild-bank-convert-token (atomic token → alpha → other token). Distinct from privileged mint/redeem. minAmountToken is the slippage floor. → guild-banking.md
(Codex/UI term) The human Codex’s name for what powers player actions — our Charge (a per-player, per-block threshold that resets to 0 on use). Caveat: the on-screen “Battery Level” bars are a UI display scale, not the raw charge value — do not equate a bar number with a charge cost. → building.md — Charge Accumulation, codex-crosswalk.md
(Codex term) The human Codex’s name for the four combat layers (Land/Water/Air/Space) — our Ambit. → combat.md — Ambit Targeting
A defender soaking a hit meant for the struct it protects. Requires the defender be in the target’s ambit, the weapon be blockable, and the defender pass a readiness check. Fires only on non-evaded shots, attempted every shot. → combat.md — Blocking
A GRASS category fired when a planet’s raid vulnerability clock (blockStartRaid) is armed. → api/streaming/event-types.md
The clocks that drive proof-of-work difficulty. Build’s clock is per-struct (blockStartBuild). Mine and refine clocks live on the planet (planetBlockStartOreMine / planetBlockStartOreRefine); completing any extractor/refinery resets the shared planet clock. Deactivate decrements quantity; the clock stays until quantity returns to 0. Raid pause shifts planet clocks so pre-raid age is preserved (under_raid while a visitor heads the queue). Raid’s own clock arms when the defender becomes vulnerable (0 = not raidable). → hashing.md
(Codex term) The human Codex’s name for a raid’s completion phase — the countdown that runs once a defender’s planet is vulnerable (no on-station Command Ship), ending in ore seizure. Our raid PoW while shieldsVulnerable. → combat.md — What a raid does
How an agent reports Structs state to a human who does not speak the jargon: lead with the decision, translate vocabulary, date the claim. Distinct from a context handoff (which briefs your future self). → briefing.md
Constructing a struct: struct-build-initiate starts the clock, then a proof-of-work struct-build-compute completes and auto-activates it. → building.md
A struct’s power draw while building (BuildDraw) vs while online (PassiveDraw). Stated in watts; the chain stores milliwatts (×1,000). Sequential, not summed: initiate needs BuildDraw headroom only; complete then applies PassiveDraw. Peak for equal draws is one draw, not 2×. → building.md, power.md, struct-types.md
The per-player cap on how many of a struct type you can own. Most planet structs and the Command Ship are 1; Orbital Shield Generator, Ore Bunker, and fleet combat structs are unlimited. Exceeding it raises capacity_exceeded. → building.md — Struct Limits
Struct-type flag. Fleet types (Command Ship through type 13) are true and may be assigned with struct-defense-set. Planetary types (Ore Extractor onward, including Ore Bunker) are false and raise StructCannotDefend. → combat.md — Assigning Defenders, struct-types.md
Your power capacity: capacity is your own generation (the only part you can allocate out); capacitySecondary is what a connected substation supplies (its connectionCapacity, not re-allocatable). Available power = (capacity + capacitySecondary) − (load + structsLoad). → energy.md — The online equation
The structured error key behind cannot handle new load requirements (required: X, available: Y). Two causes, told apart by magnitude: tiny equal integers = build-limit hit; large values = power-capacity shortage (milliwatts). → building.md — Build Validation Order, troubleshooting
A per-player resource = currentBlock − lastActionBlock. Each action’s “cost” is a minimum threshold the bar must reach; acting resets the bar to 0. You cannot bank or burst charge. Refills ~1/block. → building.md — Charge Accumulation
The chain’s short label for a struct type (CMD Ship, PDC, Orb. Shield, …). The webapp and Desktop board render these, so use them when naming a struct to a human. Distinct from class, which is identical to the type name for every current type. → struct-types.md
(Codex term) The human Codex’s names — “CMD Ship” and the ST-21 “Spearpoint” — for the Command Ship. → combat.md — Struct Destruction
The single movable struct (type 1, 1 per player, 6 HP). Required for planet ops; defends the home planet while the fleet is on station. Destroyable but rebuildable. → struct-types.md, combat.md — Struct Destruction
The per-connection share a substation gives each connected player (its capacitySecondary): (capacity − load) / connectionCount (count defaults to 1; 0 if capacity ≤ load). Recomputed on every connect/disconnect — each new connection dilutes everyone’s share. → energy.md — Substations
Return damage from a defender or the target, fired at most once per struct-attack invocation. Requires the counter-attacker’s weapon to reach the attacker’s ambit (ambit-independent of what it defends). Defenders take no counter damage. → combat.md — Counter-Attack
The difficulty target on *-compute commands: the CLI waits until difficulty decays to D before hashing. -D 3 is the default — instant hash, zero CPU wasted. → building.md — The -D Flag
A struct assigned via struct-defense-set to protect another. The defender’s type must have canDefend: true (fleet types; planetary types cannot defend). Assignment also requires co-located, built, and online. Ambit only governs whether it blocks (same ambit) or merely counters (cross ambit). → combat.md — Assigning Defenders
A unit defense (High Altitude Interceptor) that evades unguided weapons 66% of the time. Beaten by guided weapons. → combat.md — Weapon Control vs Defense Type
A raid status: the planet has no defenders to resolve against. → combat.md — Raid statuses
The proof-of-work target = number of leading hex zeros required. Decays with the operation’s age from 64 (fresh, impossible) toward 1 (aged, instant). The D=8→D=9 jump is the “cliff”. → hashing.md — Difficulty and Decay
A per-target roll where the target’s defense type may dodge an entire volley. Guided vs Signal Jamming, or unguided vs Defensive Maneuver, miss 66% of the time. Planetary interceptors can also evade. → combat.md — Evasion
Your mobile group of structs, including the Command Ship. States: onStation (home) or away. → fleet.md
A category present in the enum but not emitted by the current indexer; fleet movement surfaces as fleet_depart then fleet_arrive. → api/streaming/event-types.md
Planet power structs (types 20/21/22). Hardened HP and carry armour (damage reduction 1). They raise capacity, not neighbours’ HP. → struct-types.md
Chain-global proof-of-work that founds a guild (guild-create-compute). Preimage CHAIN{chainId}|{solver}@{founder}GUILDCHARTER{anchor}NONCE{nonce}. Not a PermHash* bit. Query guild-charter for the live anchor; solving moves it and kills other in-flight nonces. The other founding path is a one-time reactor entitlement (guild-create). → hashing.md — Guild Charter, structs-guild
Game Real-time Application Streaming Service — real-time game events over NATS WebSocket, hosted per guild. → structs-streaming SKILL
The NATS subject a GRASS event is published on. Grid and planet subjects end with the owning player_id (structs.grid.{object_type}.{object_id}.{player_id}, structs.planet.{planet_id}.{player_id}; noPlayer when unresolved) and their payloads carry a player_id field. NATS * matches one token and > matches the rest, so match a planet with structs.planet.{id}.*, not structs.planet.*. → subscription-patterns.md
The brownout cascade: when an object’s load exceeds its capacity, the keeper destroys that object’s outgoing allocations in creation order until load fits — cascading downstream and knocking dependents offline. → energy.md — Brownout
The minimum auto-hit shots before the success-rate roll applies. Only the Starfighter Attack Run secondary has one (= 1); the field is omitempty so it’s absent (=0) on every other type. → combat.md — Multi-Shot Damage
A weapon’s control type. Guided weapons are evaded by Signal Jamming (66%); unguided weapons are evaded by Defensive Maneuver (66%). → combat.md — Weapon Control vs Defense Type
Four struct-bound proof-of-work operations (build, mine, refine, raid) plus the chain-global guild charter puzzle. Charter is not a PermHash* bit. → hashing.md
A struct’s hit points; reaches 0 → destroyed, no regeneration. Lives in struct_attribute, not the base struct row. → combat.md — Health Points, integration-notes.md
A dormant owner (no recent transactions) is not a vulnerable one: online status is pure power math, not activity, so a powered Command Ship keeps defending indefinitely with no player action. Never infer raidability from an inactivity signal or a UI “inactive”/”vulnerable” badge; gate on the live predicate (Command Ship online + fleet on station). A dormant owner who holds ore is a prime siege target, not an opportunistic one. → combat.md — Idle is not vulnerable
Mobile Artillery’s unit defense: it cannot counter-attack when attacked. → struct-types.md — Defensive Properties
Converting Alpha Matter into power capacity at ratio 1 (1 ualpha = 1 mW; 1 gram = 1 kW). A reactor infusion splits ~96/4: the infuser keeps 1 − commission (default 4%) on their own capacity, the reactor keeps the commission. It does not raise any substation’s capacity. → energy.md — Infusion
Planet struct (type 17, 1 per player, noUnitDefenses, built in the space ambit) that provides the planet’s low-orbit ballistic interceptor network, which evades incoming guided ordnance aimed at planetary structs on their own planet (ambit-irrelevant; unguided passes through). → struct-types.md, combat.md — Other Planetary Defense Structs
Planet parameter that adds visiting-fleet slots beyond the base of one. Capacity is 1 + locationListExtra (default extra 0 → one visitor). The home fleet does not consume a slot. Overflow rejects with queue_full. → fleet.md
Power you’ve allocated out to others (distinct from structsLoad, the draw of your own structs). Online requires load + structsLoad ≤ capacity + capacitySecondary. → energy.md — The online equation
Enum 5 / bitmask 32. The Command Ship’s “current ambit” weapon flag — it attacks whatever ambit it currently occupies. → combat.md — Ambit Targeting
A planetary defense (from the Jamming Satellite) that evades incoming guided ordnance aimed at a planetary struct on its own planet, regardless of attacker/target ambit, flagged evadedByPlanetaryDefenses. Unguided ordnance passes through untouched. → combat.md — Other Planetary Defense Structs
Struct lifecycle bits: Materialized (slot reserved, awaiting PoW) → Built (complete, offline) → Online (active). → building.md — Struct State Machine
Multiple projectiles fired at one target in a single volley (primaryWeaponShots). Distinct from multi-target. → combat.md — Targets per attack
Hitting more than one target per volley (primaryWeaponTargets). No weapon does this — every type is targets = 1. → combat.md — Targets per attack
The messaging system GRASS rides on; agents subscribe over WebSocket. → structs-streaming SKILL
The two PoW fields on a *-complete message: nonce (the value found by brute force) and proof (the lowercase-hex SHA-256 digest that clears difficulty). → hashing.md — Universal Input Format
A fleet state: the fleet is at its home planet, so the Command Ship defends it (shields up). → fleet.md
storedOre is mined, stealable ore held by a player (the only raid loot) — on the wire it is the player’s gridAttributes.ore. Unmined ore is the planet’s gridAttributes.ore; there is no remainingOre field on either. Refine storedOre to secure it as Alpha. → resources.md
The PostgreSQL table whose inserts fire the GRASS stream; the source of full struct_attack shot detail when the live payload is stubbed. → structs-streaming SKILL, database-schema.md
Planet struct (type 19, 1 per player) that auto-fires at any attacker of planetary structs after all targets resolve. Multiple players’ PDCs stack. → combat.md — Planetary Defense Cannon
(Codex term) The human Codex’s framing of raid defense: an on-station Command Ship keeps a planet’s defenses “Secure” (unbreachable); when it is away or destroyed they become “Vulnerable.” Maps to our Planetary shield plus the shieldsVulnerable predicate. → combat.md — Raid Phases and SHIELDS_VULNERABLE
A planet’s raid-difficulty value = base 25 + online defense-struct contributions. Higher shield = harder raid PoW. Only matters while the planet is raidable. → struct-types.md — Planetary Shield Contributions
The SHA-256 puzzle that finalizes build/mine/refine/raid. Difficulty decays with age. → hashing.md
Guild-fronted player creation (MsgGuildMembershipJoinProxy): sign a payload, POST to the guild, poll for your player id. Idempotent — a repeat returns resource_already_exists (treat as success). → integration-notes.md — Proxy signup
planet-raid-complete — a proof-of-work assault that seizes all of a vulnerable defender’s storedOre. Does not destroy the player or their structs. → combat.md — What a raid does
The RaidStatus_* lifecycle: initiated → shieldsVulnerable → (raidSuccessful | attackerRetreated | attackerDefeated | ongoing | demilitarized). → combat.md — Raid statuses
A chain energy source — Alpha staked into a validator. Infusing it grants the infuser ~96% of the power as personal capacity and keeps the commission (default 4%) as the reactor’s. Reversible via reactor-defuse (cooldown). → energy.md — Infusion
Self-damage the attacker takes after firing, applied only if it survives the whole sequence (including counters). → combat.md — Recoil Damage
The raid-winnable state: the defender’s fleet is off-station, or their Command Ship is offline/destroyed/absent. The single most important raid gate — and a state you can create (see siege raid), not only wait for. Distinct from an owner being merely idle. → combat.md — Raid Phases and SHIELDS_VULNERABLE
Forcing shieldsVulnerable open on a shielded defender: with your fleet present at the target, strip same-ambit blockers and destroy (or power-starve) the defender’s Command Ship, then complete the raid before they rebuild it. The active counterpart to an opportunistic raid (catching a defender already vulnerable). Most reliable against a dormant defender who won’t rebuild. → combat.md — Raid attack doctrine
A GRASS category fired when a planet’s shield value changes. → api/streaming/event-types.md
A unit-level defense (Battleship, Pursuit Fighter, Cruiser) that evades guided weapons 66% of the time. It is a per-struct field, distinct from the planet-wide low-orbit ballistic interceptor network — both can cause guided fire to miss, and both stack against guided attacks on a defended planet. Beaten by unguided weapons. → combat.md — Weapon Control vs Defense Type
Build positions: 4 per ambit (space/air/land/water) on both the planet and the fleet. A build reserves its slot immediately at initiate; counts are fixed (ore/power capacity scale separately). Fleet-category structs use fleet slots, planet-category use planet slots. → building.md — Slots
(Codex term) The human Codex’s weapon class for self-guided munitions — our guided weapons. Evaded by Signal Jamming. → Guided / Unguided
Enabling a Structs Desktop native loop is not a single transaction — it is a standing grant to sign an open-ended series. Economic loops (harvest, autobuild, autodefend, infuse) are Tier 1; combat loops (autoresponse, autoraid) are Tier 2 and must not run under full autonomy without an explicit commander decision. → SAFETY.md — Standing Automation Grants
A unit defense (Stealth Bomber, Submersible) that blocks cross-ambit targeting only; same-ambit structs can still hit. Attacking breaks stealth. → combat.md — Stealth
A struct’s status is a StructState bit-flag, not an enum: Materialized 1, Built 2, Online 4, Stored 8, Hidden 16, Destroyed 32, Locked 64. E.g. 7 = online, 35 = destroyed. → building.md — Status field (numeric)
The reduced envelope the GRASS stream sends in place of a planet_activity payload (e.g. a large struct_attack) that exceeds ~7995 bytes. It keeps {subject, planet_id, player_id, seq, category, time, stub:'true'} (note stub is the string 'true') and drops the heavy detail. Pull the full shot detail from planet_activity by seq/planet_id. → structs-streaming SKILL — Combat Event Payloads
The GRASS category for an attack, carrying per-shot eventAttackShotDetail[] — unless stubbed. → integration-notes.md — struct_attack event detail schema
The GRASS effect category for an HP change; always streams in full (use it to detect combat when struct_attack is stubbed). → api/streaming/event-types.md
The power drawn by a player’s own online structs: PlayerPassiveDraw (25 W) + the sum of each online struct’s passiveDraw. Distinct from load (power allocated out). A non-zero structsLoad — not capacity > 0 — is the real “this player is functioning” signal. → energy.md — The online equation
The ~5-block window after destruction where a slot may still reference the dead struct ID. destroyed_block records the exact height. → building.md — Struct State Machine
Infrastructure that pools power capacity and shares it evenly across connected players (each gets connectionCapacity). Fed by allocations; capacity dilutes as connections grow. → energy.md — Substations
A Command Ship property: when a Command Ship is destroyed while away from home, its fleet is defeated (attackerDefeated) and sent home. It defeats the attacking fleet — not the defender. → combat.md — What a raid does
Mine/refine compute and complete reject while a visitor heads the planet’s fleet queue (locationListStart != ""). Hashing does not keep decaying; when the queue empties, PauseOreClocksForRaid shifts planet clocks so pre-raid age is preserved. Do not retry compute. → hashing.md, under-attack.md
See Guided / Unguided.
A structs_doctrine preset that bundles max defense with both autonomous combat loops armed but advising (autonomy: advise). Explicit fields override the preset. → structs-desktop.md, SAFETY.md