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Creating a pass (a run of the fleet)

Assemble the set of properties the swarm will sweep in one coordinated push.

Storms, runs & passes Updated 2026-08-09

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

  1. Inside an open event, choose New pass.
  2. Pick the location you're sweeping.
  3. Select the properties to include — the whole location, or a subset (the priority properties first, say, then the rest in a later pass).
  4. Set the direction and confirm the anchor (see Pass direction & anchor).
  5. 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.


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Updated 2026-08-09