StructType Entity Schema

Version: 1.1.0 Category: core Entity: StructType Endpoint: /structs/struct_type/{id} Last Updated: 2026-01-16


Properties

Identity

Field Type Required Description
id string (struct-type-id) Yes Struct type identifier (integer as string, e.g., 1, 2, 3). Note: StructType IDs use regular integers, not type-index format.
type string Yes Struct type name (e.g., Command Ship, Miner, Reactor)
class string Yes Struct class identifier (e.g., Command Ship, Miner, Reactor). Used for cosmetic mod linking.
classAbbreviation string No Abbreviated class name (e.g., CMD Ship)
category string Yes Struct category. One of: fleet, mining, refining, power, combat, defense, utility

Cosmetics

Field Type Required Description
defaultCosmeticModelNumber string No Default cosmetic model number (e.g., ST-21)
defaultCosmeticName string No Default cosmetic name (e.g., Spearpoint)

Build Properties

Field Type Unit Description
buildLimit string   Maximum number of this struct type that can be built
buildDifficulty string   Proof-of-work difficulty for building
buildDraw string milliwatts Power draw during building
buildCharge string   Charge cost to build struct

Combat Properties

Field Type Description
maxHealth string Maximum health points

Power Properties

Field Type Unit Description
passiveDraw string milliwatts Power draw when active
generatingRate string   Energy generation rate for generators (if applicable)

Placement Properties

Field Type Description
possibleAmbit string Possible operating ambit (space/air/land/water) – bitmask
movable boolean Whether struct can be moved
slotBound boolean Whether struct is bound to a slot (planet/fleet)

Primary Weapon

Field Type Description
primaryWeapon string Primary weapon type (e.g., guidedWeaponry, noActiveWeaponry)
primaryWeaponControl string Primary weapon control type (e.g., guided)
primaryWeaponCharge string Charge cost for primary weapon
primaryWeaponAmbits string Primary weapon operating ambits – bitmask
primaryWeaponTargets string Number of targets primary weapon can hit
primaryWeaponShots string Number of shots primary weapon can fire
primaryWeaponDamage string Primary weapon damage
primaryWeaponBlockable boolean Whether primary weapon damage can be blocked
primaryWeaponCounterable boolean Whether primary weapon can be countered

Secondary Weapon

Field Type Description
secondaryWeapon string Secondary weapon type (e.g., noActiveWeaponry)

Charge Costs

Field Type Description
activateCharge string Charge cost to activate struct. Genesis sets activateCharge = 1 for all struct types.
oreMiningCharge string Charge cost for ore mining (if applicable)
oreRefiningCharge string Charge cost for ore refining (if applicable)
oreMiningDifficulty string Proof-of-work difficulty for ore mining (if applicable)
oreRefiningDifficulty string Proof-of-work difficulty for ore refining (if applicable)

Stealth

Field Type Description
hasStealthSystem boolean Whether struct has stealth system capability
stealthActivateCharge string Charge cost to activate stealth (if applicable)

Relationships

Relation Entity Schema
instances Struct struct.md

Verification

Property Value
Verified Yes
Verified By GameCodeAnalyst
Verified Date 2025-01-XX
Method code-analysis
Confidence high
Code Reference proto/structs/structs/struct.proto:26, x/structs/types/struct.pb.go
Database Reference structs.struct_type table (80+ columns covering all struct properties: build, weapons, defenses, economics, charges, etc.)

Database Notes

Cheatsheet details added for better struct type documentation. Deprecated charge columns removed from database.