I published Start the Chain: My Three-Agent Setup Is Now One Command, a follow-up to the main agent post. The main agent, secondary and worker setup is now the agent-chain skill in tmux-agents, started with one command, and the post covers what changed with a week of real use and how projects talk to each other. It also covers what happens after a restart: tmux-main-sequence brings back a chain for every project, and /resume brings back the conversations that matter.
The main agent, secondary and worker setup I pieced together by hand is now
built into tmux-agents. One command starts the chain, a script starts one for
every project after a reboot, and /resume brings back the conversations.
I published How To Move Fast and NOT Break Things with AI, about the point where using an agent's name as its id stopped fitting tmux-agents. It covers the move to real ids in progress for v1.9.0, and the tests, decision records and release rules that grew out of real use. The lesson is to prototype fast, then add structure where the problems show up and leave guard rails for the next agent.
Move fast with AI, and add proper engineering when real usage shows you
need it. For tmux-agents, that meant letting each agent's name double as
its id, until it couldn't, and then adding real ids and guard rails so
the agents and I don't repeat the mistake.
I published Messy Chat with Your Agents? You Just Need One More. Really., about splitting the Claude agent I talk to from the one coordinating work on my Stone Age remake. With tmux-agents, the new main agent has one peer: the coordinator, which handles the main Codex agent and its sub-agents. The post shows the setup before and after, why my conversation got quieter, and the extra hand-off that comes with it.
I published I Gave My Coding Agents a Shared Worktree Pool, about the worktrees Claude and Codex left behind while I was building my Stone Age remake. I run those agents through tmux-agents, which I shipped the day before. I replaced fresh checkouts with reusable slots and shared asset folders, then made a general Python version available as a gist. The post covers the lease rules, the disk cleanup that prompted them, and what I have and haven't tested yet.
I published Your Sub-Agents Shouldn't Disappear: Meet tmux-agents, the introduction to tmux-agents that my last two posts kept pointing back to. It covers why I wanted visible sub-agent sessions, how I use them on my game and this blog, and how to try the tool. I also wrote down a few of the design choices and the limits I'm still working through.
With up to ten agents working on one project, the Claude agent I talked to
was also juggling replies, merges and servers, and I kept waiting for my
turn. The fix was one more pane: a main agent whose only job is to talk to
me, while the old one became a coordinator.
Built-in sub-agents hand you a summary and the work behind it is gone.
tmux-agents gives every delegated task its own Claude or Codex session in
a tmux pane instead, so you can watch it, step in, and pick its
conversation up later.
Claude, Codex and their sub-agents each got their own git worktree, and my
disk quietly filled up with copies of an 8GB game project. The fix was a
small script that makes agents borrow worktrees from a shared pool instead
of creating new ones.