packages/omo-codex/plugin/components/teammode/skills/teammode/SKILL.md
Run a named team of cooperating Codex workers under one leader, with durable state on disk. This is a Codex-only workflow. It never depends on an external terminal runner - it coordinates through Codex's own collaboration tools plus a bundled state script, on ONE of two transports chosen up front: native MultiAgentV2 agents, or Codex App threads as the fallback.
Use a TEAM when EITHER holds:
Use plain fire-and-forget subagents ($ulw / one-off spawn_agent workers) - NOT a team - when
EITHER holds:
A team buys cross-member coordination at a real overhead cost; only spend it when coordination is the thing you actually need.
Before creating any team state, decide which transport this session can run. Inspect your active tool list and select:
spawn_agent whose schema requires task_name, plus send_message, followup_task,
wait_agent, list_agents, and interrupt_agent. Members are durable native agents
addressed by task name / agent path (/root/<task_name>). The namespaced
multi_agent_v1.* surface never qualifies as a team transport.codex_app.* thread tools are (create_thread, read_thread, send_message_to_thread,
set_thread_title, set_thread_archived).tool_search tool is active, search for the missing sets
(e.g. spawn_agent, codex_app) before concluding: some environments defer tools behind
tool search. A hit is only a lead: revalidate that the visible result is the COMPLETE,
mutually compatible transport set from case 1 or 2 before selecting it. Do not combine
partial hits from different transports.init or fake a team with
partial tooling. If another visible plain-subagent mechanism can independently spawn,
communicate with, and observe plain workers, announce that exact mechanism and use it for
non-overlapping scopes. Otherwise continue serially and report the capability limitation;
never promise or imply plain subagents that this session cannot create.Then, BEFORE running init (or instead of it in case 4), tell the user in one line what this
environment provides and which route you picked:
Teammode transport: MultiAgentV2 (flat spawn_agent with task_name).Teammode transport: Codex App threads (flat V2 tools not present in this session).Teammode unavailable: neither MultiAgentV2 nor codex_app tools exist in this session - using <visible plain-subagent mechanism> for independent scopes.Teammode unavailable: neither MultiAgentV2 nor codex_app tools exist in this session, and no compatible plain-subagent mechanism is available - continuing serially.Pass the choice to init as --transport multi_agent_v2 or --transport codex_app. The
transport is recorded in team.json and is IMMUTABLE for the team's lifetime: a V2 spawn
failure is a V2 blocker to report, never permission to mix Codex App threads into the same
team. Never probe by trial-calling tools; read your tool list, and search it with
tool_search only when a needed set is not visible.
The main session is ALWAYS the team leader; you orchestrate directly and never spin up a separate leader worker. Your job is orchestration, NOT writing product code: split the work and assign each slice, hold live situational awareness of every member, verify and QA what they deliver, relay findings between members, instruct and unblock, and synthesize the result. DELEGATE every code edit to a member - if you catch yourself editing product files while the team runs, that work was a member's slice you should have handed off. You own direction, verification, and integration (the merge), not the keystrokes.
A team is ALWAYS two or more members - never a single-member team. One worker on an isolated job is a plain subagent, not a team; if you end up with a single member, either split off a second distinct slice or drop the team and use a subagent.
Compose the team from what you actually KNOW about the work. Ground the split in real knowledge
of the problem, then divide it into clear, non-overlapping responsibilities - one per aspect of
the work - and give each member exactly one. No two members may own the same thing. Define each
member by a concrete slice: a specific part of the codebase, an ownership area, or a distinct
perspective/lens. Assigning a vague role ("backend dev", "release analyst", "the tester") is an
anti-pattern - it gives the member no real boundary and invites overlap. Each member's focus
names what they own concretely; the lens is one of area, ownership, or perspective.
Give each member a short, distinct --name too - its role or what it watches (e.g.
app-server-lifecycle, mailbox-delivery) - it labels the member everywhere; never reuse
one name for two members. On MultiAgentV2 teams also give each member a unique
--task-name in lowercase_digits_underscores form - it becomes the member's permanent
agent path /root/<task_name>.
A bundled, dependency-free Node script owns all team state so you never author team.json or
the member manual by hand. Run it with node (or bun); it works on macOS, Linux, and Windows.
Replace <skill-root> with this skill's own directory.
node "<skill-root>/scripts/team.mjs" init --name "<team>" --session-name "<session>" --transport multi_agent_v2|codex_app [--session <leader_thread_id>] [--worktree] [--base-branch dev]
node "<skill-root>/scripts/team.mjs" add-member --team <session_id> --id A --name "<short role>" [--task-name <v2_task_name>] --focus "<part/ownership/perspective>" --lens area|ownership|perspective --deliverable "<...>" [--branch <branch>]
node "<skill-root>/scripts/team.mjs" bind-agent --team <session_id> --id A --agent-path /root/<task_name> [--cwd <path>] # multi_agent_v2 teams
node "<skill-root>/scripts/team.mjs" bind-thread --team <session_id> --id A --thread <thread_id> [--cwd <path>] # codex_app teams
node "<skill-root>/scripts/team.mjs" member-prompt --team <session_id> --id A
node "<skill-root>/scripts/team.mjs" set-status --team <session_id> --id A --status reported|blocked|active|archived [--note "<...>"]
node "<skill-root>/scripts/team.mjs" worktree-add --team <session_id> --id A [--base-branch <branch>]
node "<skill-root>/scripts/team.mjs" worktree-remove --team <session_id> --id A [--force]
node "<skill-root>/scripts/team.mjs" integrate --team <session_id> [--id A]
node "<skill-root>/scripts/team.mjs" archive --team <session_id> [--id A] [--note "<...>"]
node "<skill-root>/scripts/team.mjs" delete --team <session_id> [--force]
node "<skill-root>/scripts/team.mjs" status --team <session_id>
init creates .omo/teams/{session_id}/ containing team.json (the single durable state file:
team id, transport, the main-session leader, the member roster, status, worktree config, and a
lifecycle log), guide.md (the auto-generated member field manual), and artifacts/ (a shared
exchange space). On codex_app teams {session_id} is the leader's Codex session id when you can
pass it via --session; otherwise the script generates a stable handle. Re-running init is a
safe no-op. Every mutating subcommand rewrites guide.md, so the manual always matches the
current team.
Mutating subcommands take a per-team state lock before reading and rewriting team.json. It is
safe to run independent add-member, bind-agent, bind-thread, set-status, archive,
delete, guide, and worktree mutation commands concurrently against the same team: they
serialize and each command reads the latest committed state before writing. If a command reports
that team state is locked, do not treat the intended mutation as complete; retry after the named
command finishes, or inspect .omo/teams/{session_id}/.team.lock/owner.json if the previous
command crashed. bind-agent refuses codex_app teams and bind-thread refuses multi_agent_v2
teams, and a refused command never changes team.json.
init the team, then add-member once per member. What happens next depends on the transport.
MultiAgentV2 teams:
worktree-add BEFORE spawning it - flat
spawn_agent has no cwd argument, so the path must ride in the bootstrap message.spawn_agent using only the V2 schema fields:
task_name is that member's --task-name, message is the bootstrap printed by
add-member / member-prompt, and fork_turns is "none" (members read
guide.md for context; full parent history is not their context model). Put any
role, priority, or task-specific routing instruction in message; V2 does not accept
agent_type, model, reasoning_effort, or service_tier, so members inherit the
session model.bind-agent --agent-path with the canonical task name the spawn returned (normally
/root/<task_name>); binding confirms the runtime identity matches the roster and records
the member's cwd. Members are durable: they persist as subagent threads, survive idling,
and are re-tasked with followup_task - never respawned under a second name.list_agents with their task paths; inspect status there instead of
deep links (V2 exposes no thread title or codex:// link surface to you).Codex App teams:
codex_app.create_thread - ALWAYS this tool for
every member - titled [team name] <member name>, using THAT member's own name, so no two
threads share a title. add-member prints the exact title to use. If the tool accepts a
working directory / cwd argument, set it to that member's worktree; otherwise the member's
manual tells it to cd there first. Use codex_app.set_thread_title if the title did not
land at creation. If Codex returns only pendingWorktreeId, the worktree-backed thread is
not ready yet: do not bind-thread and do not send the member bootstrap. Wait until Codex
surfaces a real threadId, then set the title, bind that real id with the cwd, and only
then send the bootstrap.bind-thread to record each thread id (and --cwd), then send that member's bootstrap
trigger as the thread's first message. The trigger is short on purpose: it tells the new
thread to READ its guide.md and team.json rather than carrying the whole protocol inline.codex://threads/<thread_id> next to the raw id - worktree-backed threads are easy to lose
in the sidebar without it. On a codex_app team, a spawned in-process agent is never a
member substitute: it cannot carry the team title or be inspected, titled, archived, or
re-opened with the codex_app.* tools this team runs on.On either transport, a member only counts once it is bound (bind-agent / bind-thread). If
the selected transport's tools stop working mid-run, STOP and say so (see Stop rules); do not
quietly switch transports.
Members push to you and to one another; you never poll them as a routine. The address book is
team.json, and the generated manual binds members to the hard rules, so you mainly keep the
channel open: expect frequent small inbound updates from each member - findings,
WORKING:/BLOCKED: markers, peer digests - rather than one final dump, and act on them as
they arrive.
send_message to /root and reach peers by their
members[].agentPath. You reach members the same way; use followup_task when you hand an
idle member NEW work (it wakes the member), send_message for context that should not
interrupt, and wait_agent only when you are genuinely blocked on their next update - a
wait_agent timeout only means no new mailbox update arrived, never that a member failed.
Your own session IS /root - members can always reach you; leave --session unset.codex_app.send_message_to_thread; you inspect state with
codex_app.read_thread. So members can actually reach you, run init with
--session <your own thread id> - that makes leader.sessionId in team.json a real,
messageable thread; without it members cannot report to you and you are stuck polling.All member-to-member and member-to-leader traffic is in English; when the END user addresses a
member, that member replies in the user's own language. Members hand off files and memos
through the team artifacts/ directory and reference them by path.
Members heartbeat every few tool calls and message you on every finding, blocker, and finished slice (their manual binds them to this). So a member that is quiet between heartbeats is working, not stalled - a stretch of silence is the normal sound of focused work, not a problem to chase. Re-reading a calm member's state, or sending "any update?" / "are you done?" / "hurry up" pings, interrupts that member and slows the whole team. Trust the heartbeat and let them cook.
Message a member only when one of these is true:
Otherwise stay calm and keep the channel open: read inbound updates as they arrive and act on them.
A long-running member is alive; a heartbeat you have not received yet is not a failure. Fallback only when
a member is completed without its deliverable, explicitly BLOCKED:, or no longer running - then
unblock, reassign, or re-task that slice instead of waiting on it. Wait for
every required member's final report before you declare the team done - rushing toward "done" while
members are still mid-slice just produces half-built work you will have to redo.
The moment two members' slices would edit the same files, give each its own git worktree so they
cannot clobber each other. Decide this whenever you see the collision - at team creation OR mid-run,
not only up front. For each colliding member run worktree-add --team <id> --id <member>: it creates
the worktree off the base branch on a derived branch, flips the team into worktree mode, records it in
team.json, and prints the cd path to hand that member. The member works and commits only inside
its own worktree. To land the work, integrate --team <id> merges every member branch into your
current branch with a merge commit (never a squash or rebase); resolve any conflict it reports, then
worktree-remove each worktree at cleanup.
Delivering the path differs by transport: on MultiAgentV2, create the worktree BEFORE spawning
so the bootstrap carries it, or send it to an already-running member as a followup_task; on
Codex App, send a follow-up message that includes both the worktree path and the member's
codex://threads/<thread_id> link. Either way, run bind-agent/bind-thread with
--cwd <worktree> (or --worktree-path) so team.json, guide.md, status, and
member-prompt all point at the same worktree-backed member.
When the member starts inside a worktree, it must verify the assigned cwd exists and contains the
repository checkout before editing. If the directory is missing, empty, or does not look like a git
worktree/repository yet, the member reports BLOCKED: worktree not ready to the leader and waits
instead of editing a parent checkout or an empty directory.
When a decision-complete plan already exists at .omo/plans/<slug>.md (from ulw-plan), execute its
parallel waves as a team instead of one todo at a time. Map it directly:
focus,
and its acceptance criteria + QA become the member's deliverable.Keep the plan file as the shared spec: point each member at its todo by path, and verify the member's result against that todo's acceptance criteria before you integrate.
DISBAND the team the moment it is no longer needed. A team exists only to do its work; once that work is done, or the user no longer wants it, do not leave it lying around - archive every member, then delete the team state only after archival evidence is clean or preserved. A finished team that is never disbanded is a leak.
archive closes the team: notify each active member, copy anything useful into artifacts/,
then close each member on its transport. On MultiAgentV2, interrupt_agent any member still
mid-turn and record in the note that V2 exposes no runtime archive operation - the durable
team.json state IS the archive; never claim a V2 agent itself was archived. On Codex App,
try codex_app.set_thread_archived per member thread; treat failures such as
"Ambiguous Codex thread id" or an id that is ambiguous across hosts as an
app-thread archival blocker, not as a team-state blocker: record the failure in the team log,
tell the user which member thread was not proven archived, and continue the team-state archive
with archive --note "<blocker>". Never pretend a member thread was archived. Do not delete the
team state after an app-thread archival blocker unless the evidence has been copied elsewhere or
the user explicitly accepts that evidence loss.delete removes .omo/teams/{session_id} and refuses while the team is unarchived or any member
is still active unless --force.integrate --team <id> for a direct merge
commit, or push each member branch and open a PR. Then worktree-remove each worktree, archive, and
delete. Cleanup is real work; respect the user's instruction on how to land it.