You can now mod Claude Code:
- Change how it behaves
- Customize the UI
- Swap in your own features
Write one with a few lines of TypeScript, or have Claude build it for you. Mods ship inside plugins, so you install them with /plugin in the CLI or desktop app.
A few examples:
We're adding a new plugin to Claude Code: You should Know.
It scans Claude's output for important information you might miss to help keep you in the loop.
Enable it with:
/plugin enable cc-plugin-you-should-know@builtin
Every game is moddable now!
I packaged everything Claude learned modding Terraria and Age of Empires into universal-modder: skills + tools that let Claude Code mod almost any game you own. Engine recon, decompiling, @fal sprites/3D/audio, testing in the real game, even the showcase video.
http://github.com/rehan-remade/universal-modder
JJarrod Watts@jarrodwattsClaude Code just shipped mods...
I made one that connects you to a multiplayer Doom server while Claude is busy.
Every other player in the match is a person waiting for their Claude to finish.
New in Claude Code: claude plugin eval
See what value your plugin is adding, or if it needs more work.
You can create test cases, run your plugin or skill against those test cases, score those runs, then run each case again without the plugin to see the differences.
Mods are absolutely insane. You can now customize Claude to work and look the way you want by just prompting it.
Each person works differently, so there's no reason why everyone should have an identical Claude experience. Make Claude your own, and share mods as plugins so others can try your mods too.