Use when adding, editing, or removing a rule or invariant in AGENTS.md — the shared base instruction every mind receives. Keeps rule IDs unique, the registry rev moving, and both gates green.
Installs into .claude/skills of the current project.
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---
name: mesh-invariants
description: Use when adding, editing, or removing a rule or invariant in AGENTS.md — the shared base instruction every mind receives. Keeps rule IDs unique, the registry rev moving, and both gates green.
---
# Mesh invariants
`AGENTS.md` (repo root) is the one editable, engine-neutral list of procedural
mesh rules, wake-injected into every mind. A rule edited anywhere else does not
reach all agents. This skill is the only path for changing it.
## Procedure
1. Read `AGENTS.md` in full. Rules live under `## Mesh operating contract` as `mesh:N` bullets;
operator invariants live under `### Invariant registry` as
`id | owner | scope | precedence | source | preflight` rows with a
`rev: YYYYMMDD.N` header.
2. Change exactly one thing per edit: add a bullet with a fresh unique ID,
edit one bullet in place, or add/edit one registry row. English only.
3. Bumping the registry: any registry change bumps `rev` (same day → `N+1`).
A row's `source` must cite operator-verbatim + date; `preflight` must name
the live check a claim under it has to record. Never cite a stale `rev`.
4. Verify, by your own hand, both gates:
- `tests/test-mesh-mind-rules-wake.sh` → PASS
- `mesh-rules --check <path-to-edited-AGENTS.md>` → PASS
A red gate is fixed here, never worked around.
5. Route landing to the owner: `[task]` with `owner: mesh-land/genome` naming
the rule ID and both gate results. The skill ends at a verified working
tree, never at a bare push.
6. Announce on the board (`[fyi]`) what changed and its evidence — FYI is the
announcement, not the durability; the file is.