free.building.place.new | Place a new building | buildingId, pointId, itemUuid?, robotUuid |
free.building.up.new | Start an upgrade (occupies a queue slot) | uuid, upLevel, gold, workerUuid, robotUuid |
free.building.upgrade.finish | Instantly finish (premium currency) | uuid |
queue.finish / .batch | Instantly finish production item(s) | uuid / queueList[] |
building.camp.training | Start camp production (soldiers/equip/chips) | uuid, type, sLevel, sNum, itemId (“id;count|id;count|…” encoded string, not a true array) |
building.camp.collect | Collect finished camp output (Military Camp, Smith Shop, Tactical Chip Factory, NOT Training Base, despite the name) | uuid |
building.production.collect | Collect finished production-line building output: 13 confirmed building types live with real resource collection (Farmland, Iron Mine, Gold Mine, Smelter, Material Workshop, Training Base, Oil Well, Drone Parts Workshop, Component Factory, and the four Season 6 Spore Factory tiers), plus 7 more (Tactical Center, Armament Institute, Tactical Institute, and 4 Truck Station tiers) wired in but still unconfirmed, see Live validation against production. Not to be confused with account-level (non-building, no building uuid) commands also documented there: lw.pve.idle.reward (collects both the “Armed Truck” and “Overlord” idle/AFK tracks in one call), visitor.operate (greets city visitors), al.help.all, alliance.reward.allreceive, and mail claiming. | uuid |
worker.assign.all / assign.single.building | Assign idle workers to production slots | buildingUuid? |
ub.store.upgrade | Pre-stock resources toward a pending upgrade | bUuid, resources{}, items{} |