← Back to glossary
+Suggest a term
Concept·Builder Tools·Added today

Claude Code Mods

Also known as: CC mods, Claude Code plugins mods, coding agent mods

Small TypeScript functions that run inside Claude Code and change how it behaves or looks. A mod can rewrite a prompt, intercept a tool call, add new UI, or swap out a built-in feature entirely — written by you or built by Claude itself.

Shipped in Claude Code v2.1.287 on October 1, 2026, mods are JavaScript and TypeScript event handlers that plug into Claude Code's internal execution pipeline. They run inside the agent's own process, not alongside it, which gives them deep access: a mod can watch a tool call before it runs, rewrite or block it, answer it from a different source, or hand it off to a different model entirely.

On the interface side, a mod can draw new UI panels above the prompt, restyle tool-call rows and the spinner, inject buttons, and add slash commands that fire without consuming a Claude turn. Anthropic used mods internally to build existing Claude Code features like /diff and AGENTS.md loading, so the surface is the same one the team uses itself.

Mods ship inside plugins and install via /plugin in the CLI or the desktop app. You can write one in a few lines of TypeScript, submit it to Claude Code's community directory, or ask Claude to write it for you. Because mods run with Claude Code's full access to your machine, Anthropic advises treating them with the same scrutiny as any locally installed software. The launch drew roughly 2 million views and quickly produced community mods for suggestions, custom diff views, and, yes, Tetris in the terminal spinner.

This definition is AI-generated and refreshed weekly. It may contain inaccuracies. Use your own judgment, especially for production decisions.
Related terms
Claude CodeClaude Code HooksAgent HooksAgentic codingAgentic IDE