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.
A Project
Section titled “A Project”One piece of work you delegated: a brief, a Teammate, and everything that happened.
| Status | What 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.
Webhooks
Section titled “Webhooks”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.
Schedules
Section titled “Schedules”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.
Play, stop, message
Section titled “Play, stop, message”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.
Deliverables
Section titled “Deliverables”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.