Creating a pass (a run of the fleet)
Assemble the set of properties the swarm will sweep in one coordinated push.
What a pass is
A pass is one coordinated sweep of the fleet over a set of properties within a storm — the unit you actually dispatch. Instead of building routes, you gather the properties you want cleared and hand them to the swarm; each machine then claims its highest-value next property live until the pass is done.
Build a pass
- Inside an open event, choose New pass.
- Pick the location you're sweeping.
- Select the properties to include — the whole location, or a subset (the priority properties first, say, then the rest in a later pass).
- Set the direction and confirm the anchor (see Pass direction & anchor).
- Review, but don't activate yet if you're still staging — a pass can sit ready before you commit the fleet to it.
Why passes instead of routes
A pass says what needs clearing, not who goes where in what order — the swarm decides that continuously, and re-decides it every time a machine finishes or a driver drops out. That's what makes the fleet self-healing: work is attached to the pass, not pinned to a person, so it can always flow to whoever's free.
How you might structure passes
- One big pass for a location when you want the whole fleet on everything at once.
- Priority passes — a high-priority pass, then a pass for the rest — when contracts demand some properties cleared before others.
- A second pass later in the storm to re-sweep as snow keeps falling.
Keep each pass's property set intentional; that's the lever you actually control, and the swarm handles the rest.
Updated 2026-08-09