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Messages and Projects

Messages is where you talk. A Project is where a Teammate works.

In Messages, a Teammate reads but never writes

Section titled “In Messages, a Teammate reads but never writes”

It can search the Library, look things up, consult another Teammate, and answer. It can’t change a file or deliver anything. When the answer requires writing, it offers to open a Project. It never writes silently.

One piece of work you delegated: a brief, a Teammate, and everything that happened.

StatusWhat it means
working the Teammate is on it.
waiting it needs you: a question, an approval, or an Access it doesn’t have (shown as Needs access).
scheduled the Teammate set a time to pick it up again.
done finished, with its report in Messages.
failed something broke; the last message says what. Play retries.
give up the Teammate concluded it can’t get there (impossible brief, information it can’t find, Access refused) and explains why. Reply with what was missing to start again.
stopped you stopped it. Play resumes it.

Activity every step, as it happens · Files edited the files it touched · Schedules and Webhooks what resumes it without you · Usage what it cost, see Reading Usage.

A Webhook is a link that resumes a Project from the outside. Create one in Webhooks, copy it, and give it to whatever should call it: an automation, a CI step, a button in another tool. Each call drops a message into the Project — the resume message you wrote, plus whatever the caller sent — and the Teammate picks it up exactly as if you had messaged it: a running Project reads it on its next turn, a done one reopens.

A Teammate can create a Webhook too, when it has to wait for something outside oship — a build to finish, a form to be filled — and share the link with whoever will call it. You’ll see it in Webhooks, marked as created by that Teammate.

  • A Webhook link is a key. Anyone who has it can message that Project. If it leaks, revoke it in Webhooks and create a new one; the old link stops working at once. Webhooks can’t be edited.
  • Calls are anonymous. oship records which Webhook was called, not who called it. The Teammate reads what arrives as outside information, not as instructions from you.
  • Webhooks don’t change a status. A done Project with a Webhook stays done. Filter the Projects list by Listening to see which ones have an active Webhook.
  • Everything shows in Activity. Each call appears there with its message and the Webhook chip.
  • Pasting the link in a browser doesn’t fire it. Webhooks answer to POST only — what automations send. Your browser just shows a short note saying so.
  • A call on a Project with a one-time Schedule set by the Teammate consumes that Schedule, like a message would.
  • Limits: 64 KB per call, 60 calls per minute per Webhook.

A Schedule makes a Project resume on the clock. Add one in Schedules — Repeat (every weekday, every day, every week, every month, every N hours, at the time you choose) or Once (a date and a time) — with a message the Teammate reads when it fires. At each run the Project resumes exactly as if you had messaged it, does the work, and finishes.

A Teammate can set a Schedule too: check again Monday, follow up in two days, or a repeating one when its Role calls for it. You’ll see it in Schedules, marked as set by that Teammate, and you can revoke it.

  • Yours stay yours. A Schedule you set is never removed by the Teammate. If it finds one useless, it says so; you decide.
  • Once is consumed, Repeat isn’t. When a Project resumes for another reason — your message, Play, a Webhook — a one-time Schedule set by the Teammate is dropped; the Teammate is told why and decides whether to set it again. A repeating Schedule stays.
  • Schedules don’t change a status. A done Project with a repeating Schedule stays done, with a small clock showing its next run.
  • A missed run happens once. If oship was unavailable at the time, the run happens when it’s back, marked Late — never a burst of catch-ups.
  • Out of credit. A run that can’t start waits for credit, like any Project would; the Schedule stays until you revoke it.
  • Times follow the time zone of the device you set them on, daylight saving included. Shortest repeat: every hour.

Stop ends the whole Project, delegates included; what was written stays. Play resumes it from the top-level Project. You can message it while it runs; messaging a done Project reopens it, and so does a Webhook call.

What a Teammate hands you, saved in the Library and listed on the Project. A Site is a web Deliverable on its own address. Sites are private: only you, signed in, can open them.

Several Projects run at once, including several for the same Teammate.