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Campaigns

What a campaign is

A campaign launches a whole queue of tokens, one after another, without you sitting on the button. For each token in order it creates a launch, funds fresh wallets, launches and buys, waits for the sell trigger, sweeps home, and moves on.

The token queue

Add tokens to the queue with a name, symbol, description and image. They launch in the order shown, and each carries its own status: pending, launching, done or failed.

Two ways to control spend

ModeHow it behaves
AmountsYou set the dev buy and per-wallet funding directly. Total spend is whatever that comes to, per token, with no cap.
CapYou set one budget for the whole campaign plus a per-token figure. PumpRug derives the dev and per-wallet amounts to fit, and stops the queue before a token would breach the cap.

In cap mode each token is also fitted to what the funding wallet actually holds at that moment. The same SOL is recycled from token to token, but fees shrink it slightly every round; without this the queue would start failing outright once the balance dipped below the fixed per-token figure. When there is no longer enough for a viable launch, the campaign stops and says so.

Sell modes

A campaign advances when the current token sells, so the sell mode drives the whole loop:

Stopping

Stop halts the queue: the token already in flight finishes, then nothing further starts. The status is persisted whether or not a runner is alive in the process, so a stop always takes effect even after a restart.

Sell & stop is the panic button. It stops the queue first so nothing new can start underneath it, sells every launch still holding tokens, then sweeps every launch you have ever created — including ones already marked sold, because a partial sell or failed sweep can leave SOL behind.

Consecutive failure guard

If launches fail back-to-back the campaign stops rather than marching through the queue burning fees on each one. The default is two in a row.