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Claude Code Mods

Claude Mods and the tools to build them: a builder skill, then mods

Install

$claude plugin install image-peek@claude-code-mods

Install command taken from the project's README or registry entry. Always review code before running it.

claude-code-mods

Claude Mods and the tools to build them. Four plugins install from this marketplace:

  • image-peek: move the cursor onto a pasted image marker for a large preview pane, with an inline fallback in narrow windows. macOS and Ghostty, with experimental iTerm2 and Herdr support via a startup override.
  • fable-pin: pin subagents to one model.
  • cache-tax: price cold sends and keep the prompt cache warm for a window you set.
  • mod-builder: plan a mod's capabilities, write it, diff its footprint against the plan, prove it loads in an isolated run, and hand over with evidence.

Each mod's README includes validator output and a threat model. The landing page lists the plugins.

Install

claude plugin marketplace add karanb192/claude-code-mods
claude plugin install image-peek@claude-code-mods
claude plugin install mod-builder@claude-code-mods
claude plugin install fable-pin@claude-code-mods
claude plugin install cache-tax@claude-code-mods

Then say "what is a Mod", "find a Mod", "build a Mod", "brainstorm Mods", "migrate this hook", "review my Mod", "debug my Mod" or "publish my Mod" in a session, or type /mod-builder.

What a mod is

A Claude Mod is a Claude Code plugin whose hooks/hooks.json names a JavaScript or TypeScript hooks module. The module exports register(on, options), and each hook is on("event", matcher, async ($, e, next) => result). $ is the engine interface, an object of nouns with verbs on each ($.ui.log, $.fs.write, $.process.run, $.http.fetch, $.model.classify, $.agent.spawn). e is the event. next(e) runs every hook beneath and then the engine, and returning without next answers in the engine's place. The code runs inside Claude Code's own process, with the process's reach, and costs no tokens unless it calls the model.

Mods require Claude Code 2.1.287 or later and are enabled by default. The old CLAUDE_CODE_ENABLE_FUNCTION_HOOKS flag is ignored by these versions. See Anthropic's mod documentation.

Why a budget

Every $ call is spelled out in full, so claude plugin validate can print what a mod will touch before any of its code runs. That printout is the mod's footprint. The skill treats it as a budget. Every idea must justify each process, file, network, model or UI capability it requests, and the plan states the resulting reach level before code exists. After the validator runs, the printed calls: line has to match the plan. A call that is not in the plan gets removed, or the reason it stays gets written down. Nothing widens silently.

Reach levels come from the scanner behind https://github.com/karanb192/awesome-claude-code-mods, which grades every mod on GitHub nightly. L0 draws and remembers. L1 reads files, settings, environment or the transcript. L2 writes files, runs processes or drives Claude. L3 reaches the network. The scoreboard is https://mods.aidojo.si/ and the post that explains it is https://karanbansal.in/blog/claude-mods-scoreboard/.

What the skill asks and produces

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