ModsCode / Claude Code Mods / Ranking / codecraft
codecraft
A Minecraft-inspired HUD for Claude Code: hearts for context, armor for safety nets, XP for verified work, and 60 advancements that persist across sessions
What it does
- Draws a pane, a band above the prompt, toasts
- Adds /inventory, /advancements
- Watches tool calls and can refuse them
- Hooks classic.SessionStart, classic.Stop, classic.UserPromptSubmit, session.compact and 4 more
- Keeps its own state between turns
Good points
- No network calls
- Written in TypeScript
- Has a desktop-specific branch
- Handles errors
Code to start from
A starter ModsCode writes from the drawing it read, and the mod's own lines that draw, where there are any.
Starter (register.tsx)
import type { Register } from 'claude-code'
// Drawn like codecraft by mkpvishnu (pane, band, toast), as ModsCode read it from the mod's code:
// https://modscode.com/claude-mods/mods/mkpvishnu-codecraft/
// Written by ModsCode from that reading, not copied from the mod: use it as you like.
// Each value below stands for one the mod works out at run time; put in your own.
export const register: Register = on => {
// the pane: open it with $.ui.open({ id: 'my-pane', title: "Advancements" })
on('ui.render', { component: 'Pane', requestId: 'my-pane' }, async ($, e) => {
const { Box, Text, Button } = $.ui.resolve(e)
const label = '…'
const label2 = '…'
const label3 = '…'
const title = '…'
const facts = '…'
const how = '…'
const title2 = '…'
const how2 = '…'
const title3 = '…'
const how3 = '…'
const title4 = '…'
const how4 = '…'
const size = '…'
const length = '…'
const hidden = '…'
const value = '…'
const icon = '…'
return (
<Box flexDirection="column">
<Box flexDirection="row" flexWrap="wrap" columnGap={1}>
<Text color="#000000" backgroundColor="#FFAA00" bold>
{label}
</Text>
<Text color="#000000" backgroundColor="#FFAA00" bold>
{label2}
</Text>
<Text color="#000000" backgroundColor="#FFAA00" bold>
{label3}
</Text>
</Box>
<Box flexDirection="column" marginTop={1}>
<Box flexDirection="row">
<Text color="#C6C6C6" bold wrap="truncate">
{title}
</Text>
<Text color="#55FF55" wrap="truncate">
{` ${facts}`}
</Text>
</Box>
<Text color="#AAAAAA" wrap="truncate">
{how}
</Text>
<Box position="absolute" top={0} left={0} flexDirection="column" display="none">
<Box flexDirection="row">
<Text color="#C6C6C6" bold wrap="truncate">
{title2}
</Text>
<Text color="#55FF55" wrap="truncate">
{` ${facts}`}
</Text>
</Box>
<Text color="#AAAAAA" wrap="truncate">
{how2}
</Text>
</Box>
<Box position="absolute" top={0} left={0} flexDirection="column" display="none">
<Box flexDirection="row">
<Text color="#C6C6C6" bold wrap="truncate">
{title3}
</Text>
<Text color="#55FF55" wrap="truncate">
{` ${facts}`}
</Text>
</Box>
<Text color="#AAAAAA" wrap="truncate">
{how3}
</Text>
</Box>
<Box position="absolute" top={0} left={0} flexDirection="column" display="none">
<Box flexDirection="row">
<Text color="#C6C6C6" bold wrap="truncate">
{title4}
</Text>
<Text color="#55FF55" wrap="truncate">
{` ${facts}`}
</Text>
</Box>
<Text color="#AAAAAA" wrap="truncate">
{how4}
</Text>
</Box>
</Box>
<Box flexDirection="row" columnGap={1}>
<Button hotkey="p" plain>
Previous
</Button>
<Button hotkey="n" plain>
Next
</Button>
<Text color="#AAAAAA" wrap="truncate">
{`· ${size}/${length} made · ${hidden} hidden in this tab`}
</Text>
</Box>
<Box flexDirection="row">
<Box width={4} height={2}>
</Box>
<Box width={4} height={2}>
</Box>
<Box width={4} height={2}>
</Box>
</Box>
<Box flexDirection="row">
<Box width={4} height={2}>
</Box>
<Box width={4} height={2}>
</Box>
<Box width={4} height={2}>
</Box>
</Box>
<Box flexDirection="row">
<Box width={4} height={2}>
</Box>
<Box width={4} height={2}>
</Box>
<Box width={4} height={2}>
</Box>
</Box>
</Box>
)
})
// the band above the prompt; what else goes there is drawn under it
on('ui.render', { component: 'AbovePrompt' }, async ($, e, next) => {
const { Box, Text } = $.ui.resolve(e)
const label = '…'
const filled = '…'
const empty = '…'
const parts = '…'
const verifiedText = '…'
return (
<Box flexDirection="column">
<Box flexDirection="row" gap={3}>
<Box flexDirection="column">
<Box flexDirection="row">
<Text color="#C6C6C6">
⛨⛨⛨⛨⛨⛨⛨⛨
</Text>
<Text color="#555555">
⛨⛨⛨⛨⛨⛨⛨⛨
</Text>
</Box>
<Box flexDirection="row" justifyContent="space-between">
<Box flexDirection="row" />
<Box flexDirection="row" />
</Box>
<Box flexDirection="row" gap={1}>
<Text color="#80FF20" bold>
{label}
</Text>
<Box flexDirection="row">
<Text color="#80FF20">
{filled}
</Text>
<Text color="#555555">
{empty}
</Text>
</Box>
</Box>
</Box>
<Box flexDirection="column">
<Text color="#555555">
{parts}
</Text>
<Text color="#FFAA00">
low health · /compact
</Text>
<Box flexDirection="row" gap={2}>
<Text>
{verifiedText}
</Text>
<Text color="#AAAAAA">
{"☠ "}
0
</Text>
</Box>
</Box>
</Box>
<Box flexDirection="row" gap={1} />
{await next(e)}
</Box>
)
})
on('session.start', async ($, e, next) => {
const after = '…'
const made = '…'
const icon = '…'
const title = '…'
await $.ui.toast(`Level up! You are now level ${after}`)
await $.ui.toast(`${made} ${icon} ${title}`)
return next(e)
})
}
The mod's own code
Shown under the mod's licence (MIT); its text is below. Keep the notice if you copy these lines.
codecraft/hooks/register.tsx lines 969–1128 · Pane
on('ui.render', { component: 'Pane', requestId: 'advancements' }, async ($, e) => {
const elements = $.ui.resolve(e)
const { Box, Text, Button } = elements
const all = Object.values(ADVANCEMENTS) as Advancement[]
const titles: Record<string, Advancement> = ADVANCEMENTS
// 28 cells hold the longest title beside its icon, inside the frame
const columns = Math.max(1, Math.min(3, Math.floor((e.props.bodyColumns + 1) / 29)))
const cardWidth = Math.floor((e.props.bodyColumns - (columns - 1)) / columns)
const total = bar(earned.size, all.length, 15)
const rows = [
<Box flexDirection="row" gap={1}>
<Text color={COLOR.xp}>{total.filled}</Text>
<Text color={COLOR.darkGray}>{total.empty}</Text>
<Text color={COLOR.white} bold>
{earned.size}/{all.length}
</Text>
<Text color={COLOR.gray}>advancements made</Text>
</Box>,
]
const tabs = TABS.map((tab, index) => {
const done = all.filter(one => one.tab === tab && earned.has(one.id)).length
const label = ' ' + tab + ' ' + done + ' '
if (index === shownTab) {
return (
<Text color={COLOR.black} backgroundColor={COLOR.gold} bold>
{label}
</Text>
)
}
return (
<Button
key={'tab-' + index}
hotkey={String(index + 1)}
plain
onPress={() => {
shownTab = index
pickedAdvancement = ''
$.ui.invalidate('ui.render')
}}
>
{tab + ' ' + done}
</Button>
)
})
rows.push(
<Box flexDirection="row" flexWrap="wrap" columnGap={1} marginTop={1}>
{tabs}
</Box>,
)
const tab = TABS[shownTab] ?? 'Story'
const hidden = all.filter(one => one.tab === tab && one.isHidden && !earned.has(one.id)).length
const isLocked = (one: Advancement) => !earned.has(one.id) && one.after !== undefined && !earned.has(one.after)
if (sprites && 'Image' in elements && 'Raster' in elements) {
const { Image, Raster } = elements
const inTab = shown().filter(one => one.tab === tab)
const picked =
inTab.find(one => one.id === pickedAdvancement) ?? inTab.find(one => !earned.has(one.id) && !isLocked(one)) ?? inTab[0]
const tree = advancementTree(tab, inTab, earned, picked?.id ?? '', e.props.bodyColumns)
if (tree && picked) {
// The whole screen sits on the tab's ground, so the text and the gap
// around each icon read the same on a light theme as on a dark one
const backdrop = '#' + TAB_GROUND[tab].toString(16).padStart(6, '0')
const ground = tree.bands.map((band, row) => {
return (
<Box flexDirection="row">
{band.map((piece, index) => {
if ('picture' in piece) return <Raster key={'ground-' + row + '-' + index} {...piece.picture} />
const one = titles[piece.id]!
const state = earned.has(one.id) ? 'earned' : isLocked(one) ? 'locked' : 'open'
return (
<Box key={'node-' + one.id} width={4} height={2} backgroundColor={backdrop} hover={{ scope: 'advancement-' + one.id }}>
<Image source={{ file: sprites + 'adv-' + one.id + '-' + state + '.png', format: 'png' }} columns={4} rows={2} alt={one.icon} />
</Box>
)
})}
</Box>
)
})
// What one advancement asks for, every line as wide as the body so a
// card shown over another hides it. It sits over the tree, where it
// stays in view while a tall tree scrolls
const width = e.props.bodyColumns
const lines = width >= 66 ? 2 : 3
const card = (one: Advancement) => {
const isEarned = earned.has(one.id)
const parent = one.after ? titles[one.after] : undefined
const lit = one.frame === 'challenge' ? COLOR.purple : COLOR.gold
const kind = one.frame === 'task' ? '' : one.frame === 'goal' ? 'Goal' : 'Challenge'
const state = isEarned ? '✔ Made' : isLocked(one) && parent ? 'After ' + parent.title : 'Open'
const facts = [kind, one.xp ? '+' + one.xp + ' XP' : '', state].filter(Boolean).join(' · ')
const how = wrapText(one.how, width).slice(0, lines)
return [
<Box flexDirection="row" width={width}>
<Text color={isEarned ? lit : isLocked(one) ? COLOR.stone : COLOR.white} bold wrap="truncate">
{one.title}
</Text>
<Text color={isEarned ? COLOR.green : COLOR.gray} wrap="truncate">
{(' ' + facts).padEnd(Math.max(0, width - one.title.length))}
</Text>
</Box>,
...Array.from({ length: lines }, (_, line) => (
<Text color={COLOR.gray} wrap="truncate">
{(how[line] ?? '').padEnd(width)}
</Text>
)),
]
}
const step = (by: number) => () => {
const at = tree.order.indexOf(picked.id)
pickedAdvancement = tree.order[(at + by + tree.order.length) % tree.order.length] ?? ''
$.ui.invalidate('ui.render')
}
return (
<Box flexDirection="column" width={width} backgroundColor={backdrop}>
<Box flexDirection="row" flexWrap="wrap" columnGap={1}>
{tabs}
</Box>
<Box flexDirection="column" height={lines + 1} marginTop={1}>
{card(picked)}
{tree.order
.filter(id => id !== picked.id)
.map(id => (
<Box
position="absolute"
top={0}
left={0}
flexDirection="column"
backgroundColor={backdrop}
display="none"
hover={{ scope: 'advancement-' + id, display: 'flex' }}
>
{card(titles[id]!)}
</Box>
))}
</Box>
<Box flexDirection="row" columnGap={1}>
<Button key="previous" hotkey="p" plain onPress={step(-1)}>
Previous
</Button>
<Button key="next" hotkey="n" plain onPress={step(1)}>
Next
</Button>
<Text color={COLOR.gray} wrap="truncate">
{'· ' + earned.size + '/' + all.length + ' made' + (hidden > 0 ? ' · ' + hidden + ' hidden in this tab' : '')}
</Text>
</Box>
{ground}
</Box>
)
}
}
const cards = []
for (const advancement of shown().filter(one => one.tab === tab)) {
const isEarned = earned.has(advancement.id)
const parent = advancement.after ? titles[advancement.after] : undefinedcodecraft/hooks/register.tsx lines 1164–1323 · Band
on('ui.render', { component: 'AbovePrompt' }, async ($, e, next) => {
if (e.props.hasSurvey) return next(e)
const { Box, Text } = $.ui.resolve(e)
const isWide = e.props.bodyColumns >= 44
const hudWidth = isWide ? 36 : 20
const used = contextPercent ?? 0
const health = halves(100 - used)
const hearts = []
for (let i = 0; i < 10; i++) {
const left = health - i * 2
if (isHurt) hearts.push(<Text color={COLOR.white}>♥</Text>)
else if (left >= 2) hearts.push(<Text color={COLOR.red}>♥</Text>)
else if (left === 1) hearts.push(<Text color={COLOR.darkRed}>♥</Text>)
else hearts.push(<Text color={COLOR.darkGray}>♡</Text>)
}
// Food empties from the left, as the game's right-anchored bar does
const food = []
if (hungerPercent !== undefined && isWide) {
const full = Math.ceil(halves(100 - hungerPercent) / 2)
for (let i = 0; i < 10; i++) {
if (i < 10 - full) food.push(<Text color={COLOR.darkGray}>░░</Text>)
else food.push(<Text>🍗</Text>)
}
}
const worn = armor()
const { level, into, cost } = levelOf(xp)
const label = 'Lv ' + level
const experience = bar(into, cost, hudWidth - label.length - 1)
const verifiedText = verifiedLine()
const verifiedColor = unverifiedEdits >= 5 ? COLOR.gold : unverifiedEdits === 0 ? COLOR.green : COLOR.gray
// The hotbar: painted slots where the terminal has the cell grid and the
// band has four rows left for them, a line of glyphs otherwise
const elements = $.ui.resolve(e)
// A command that has run five seconds is a boss: its bar drains toward
// the command's timeout
const now = await clockNow($)
const boss = active.find(call => call.tool === 'Bash' && now - call.startedAt >= 5000)
// Rows already spoken for: the boss bar, the HUD and the line under it
const taken = (boss ? 2 : 0) + 3 + 1
const Raster = 'Raster' in elements && e.props.maxRows - taken >= 4 ? elements.Raster : undefined
const Sprite = sprites && 'Image' in elements && e.props.maxRows - taken >= 2 ? elements.Image : undefined
const slots = []
if (e.props.isWorking) {
const running = active[active.length - 1]?.tool
for (const [tool, uses] of [...hotbar].slice(-9)) {
const isHeld = tool === running
slots.push(
Sprite ? (
// The item in its slot, and the stack's count at its foot
<Box flexDirection="row">
<Sprite source={{ file: sprites + 'slot-' + itemOf(tool) + (isHeld ? '-held' : '') + '.png', format: 'png' }} columns={4} rows={2} alt={toolGlyph(tool)} />
<Box flexDirection="column" justifyContent="flex-end">
<Text color={isHeld ? COLOR.white : COLOR.gray} bold={isHeld}>
{String(uses)}
</Text>
</Box>
</Box>
) : Raster ? (
<Raster key={'slot-' + tool} {...slotPicture(tool, uses, isHeld)} />
) : (
<Text color={isHeld ? COLOR.black : COLOR.stone} backgroundColor={isHeld ? COLOR.stone : COLOR.slot} bold={isHeld}>
{' ' + toolGlyph(tool) + ' ' + uses + ' '}
</Text>
),
)
}
for (const call of active.filter(one => one.tool === 'Agent').slice(0, 4)) {
slots.push(
<Text color={COLOR.black} backgroundColor={COLOR.emerald} wrap="truncate">
{' 👤 ' + (call.label.slice(0, 18) || 'villager') + ' '}
</Text>,
)
}
}
const top = []
if (boss) {
const elapsed = now - boss.startedAt
const left = bar(Math.max(0, boss.timeoutMs - elapsed), boss.timeoutMs, hudWidth)
const seconds = Math.floor(elapsed / 1000)
top.push(
<Box flexDirection="row" gap={1} width={hudWidth} justifyContent="space-between">
<Text color={COLOR.purple} bold wrap="truncate">
{boss.label.split('\n')[0]?.slice(0, hudWidth - 7)}
</Text>
<Text color={COLOR.gray}>
{Math.floor(seconds / 60)}:{String(seconds % 60).padStart(2, '0')}
</Text>
</Box>,
)
top.push(
<Box flexDirection="row">
<Text color={COLOR.purple}>{left.filled}</Text>
<Text color={COLOR.darkGray}>{left.empty}</Text>
</Box>,
)
} else if (!titleRow && e.props.maxRows >= 10 && e.props.bodyColumns >= 48) {
const Scene = 'Raster' in elements ? elements.Raster : undefined
if (Scene) top.push(<Scene key="title" {...TITLE} />)
top.push(
<Text color={COLOR.yellow} bold italic>
{splash}
</Text>,
)
}
// The painted HUD where the terminal has the cell grid and the band is
// wide enough for it; the glyph one below otherwise
const foodLeft = hungerPercent === undefined ? undefined : Math.ceil(halves(100 - hungerPercent) / 2)
const picture = hudPicture({ health, isHurt, armor: worn?.points, food: foodLeft, level, into, cost })
const Hud = 'Raster' in elements && e.props.bodyColumns >= picture.columns && e.props.maxRows >= picture.rows + 1 ? elements.Raster : undefined
const notes = (
<Box flexDirection="column">
{worn ? <Text color={COLOR.darkGray}>{worn.points < 10 ? worn.parts : ' '}</Text> : null}
<Text color={COLOR.gold}>{used >= 80 ? 'low health · /compact' : ' '}</Text>
<Box flexDirection="row" gap={2}>
{verifiedText ? <Text color={verifiedColor}>{verifiedText}</Text> : null}
{deaths > 0 ? <Text color={COLOR.gray}>☠ {deaths}</Text> : null}
</Box>
</Box>
)
const Icon = sprites && 'Image' in elements && 'Raster' in elements && e.props.bodyColumns >= 42 ? elements.Image : undefined
if (Icon && 'Raster' in elements) {
// The game's own icons, two columns each: armor over hearts, food on
// the right, the experience bar under both
const Bar = elements.Raster
// Each carries a glyph as its alt, drawn if the terminal turns out not
// to show pictures after all
const ALTS: Record<string, string> = { heart: '♥', 'heart-half': '♥', 'heart-hurt': '♥', 'heart-empty': '♡', armor: '⛨', 'armor-empty': '·', food: '◆', 'food-empty': '·' }
const icon = (name: string) => <Icon source={{ file: sprites + name + '.png', format: 'png' }} columns={2} rows={1} alt={ALTS[name] ?? ' '} />
const heartRow = []
const plateRow = []
const foodRow = []
for (let i = 0; i < 10; i++) {
const left = health - i * 2
heartRow.push(icon(left <= 0 ? 'heart-empty' : isHurt ? 'heart-hurt' : left === 1 ? 'heart-half' : 'heart'))
if (worn) plateRow.push(icon(i < worn.points ? 'armor' : 'armor-empty'))
if (foodLeft !== undefined) foodRow.push(icon(i >= 10 - foodLeft ? 'food' : 'food-empty'))
}
const width = foodLeft === undefined ? 20 : 42
const isBeside = e.props.bodyColumns >= width + 3 + 38
const line = [worn && worn.points < 10 ? worn.parts : '', used >= 80 ? 'low health · /compact' : '', verifiedText ?? '', deaths > 0 ? '☠ ' + deaths : '']
.filter(Boolean)
.join(' · ')
return (
<Box flexDirection="column">
{top}
<Box flexDirection="row" gap={3}>
<Box flexDirection="column" width={width}>
{worn ? <Box flexDirection="row">{plateRow}</Box> : null}
<Box flexDirection="row" justifyContent="space-between">
<Box flexDirection="row">{heartRow}</Box>
<Box flexDirection="row">{foodRow}</Box>
</Box>
<Bar key="xp" {...xpPicture(width, level, into, cost)} />
</Box>Licence text (MIT)
MIT License Copyright (c) 2026 mkpvishnu Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
How to build this: Pane (panel), Deny a tool call
What its code calls
runs programsenv varstool callsremembers
What its code shows
Read from the source at commit e2b23c2b444b on 2026-10-11. The first group decides whether a mod is listed; the rest is for you to weigh. A later commit is not read until the next crawl.
| Decides the listing: code you can check | |
|---|---|
| Entry read | Every module hooks/hooks.json names was read.codecraft/hooks/register.tsx |
| Parses | Every file parses as TypeScript or JavaScript.2 files parsed |
| All its code is in the mod | Every import is a file of the mod or the engine's own module; no packages, no require.all its code is in the mod |
| Readable | No minified lines, no eval or new Function, no import of a computed path, no encoded blobs.no minified code, no eval, no encoded blobs |
| Calls in the open | Network and programs are reached as $.http.fetch and $.process.run in place, never passed around.every call outside goes through $ in the open |
| For you to weigh before installing | |
| Where it draws | The terminal, the desktop app, both, or nothing (hooks only: a guard or a prompt rewriter), as its code says. Shown, never a reason to leave a mod out.draws in the terminal and the desktop app, with its own branch for the desktop |
| Install line | Whether its repository's own .claude-plugin/marketplace.json lists it, so it installs from that marketplace with the lines on its page.listed in its repository's .claude-plugin/marketplace.json: installs from there |
| Programs on Windows | Whether every program it starts through $.process exists on Windows (tail, date, open, osascript, /usr/… do not).runs no program a Windows PC lacks |
| Network | Whether every fetch names its https host in the code.no network |
| Programs | Whether every program it starts is named in the code and is not a shell, an interpreter or a network tool.git (reaches the network) |
| Reads and sends | Whether it both reads something of yours (files, environment variables, the transcript, settings) and reaches outside (the network, an MCP server, another session, telemetry).reads environment variables and reaches the network |
| Keys in the source | Whether the source holds what looks like an API key or a private key.no keys in the source |
| Licence | An open licence (MIT, Apache-2.0, BSD, ISC, Unlicense, 0BSD, CC0) with its text lets ModsCode show its code; otherwise the code is linked.MIT |
| Settings hooks | Hooks declared in hooks/hooks.json or plugin.json beside the module: a command (a shell when it has no args), an HTTP request, an MCP tool or a model prompt at an event. They run outside $.no settings hooks: its function hooks alone |
| Servers it ships | MCP servers (a program, or a URL; a headersHelper is a shell command; a .mcpb bundle is unpacked at run time), LSP servers, monitors (a shell command for the whole session) and bin/ (on the PATH of the Bash tool).ships no MCP or LSP server, no monitor, no bin/ |
| Skills, commands, agents | What its Markdown declares beyond text: allowed-tools granted for the turn, hooks added when a skill is invoked, a command run before Claude reads the skill.no skills, commands, agents or workflows |
| Tools and MCP | Whether every tool it calls through $.tool.call and $.mcp.call is named in the code, and none is a shell (Bash through the tool runs a shell without $.process).calls no tool, MCP server or command |
| Asks of the model | Completions it runs ($.model.complete, fork, classify), subagents it spawns, prompts it submits as you, and the tools, commands and agents it adds.adds command inventory, adds command advancements |
| Events it hooks | By what a hook there can do: gates (refuse a tool call, a prompt, a setting, another plugin), shapes (what the model reads: the system prompt, tool descriptions, each request), reads (your input, the events of the settings hooks, every event with *), and the rest.gates: command.run (inventory, advancements), tool.call, classic.UserPromptSubmit, classic.Stop · reads: classic.SessionStart · also: session.start, turn.start, turn.complete, session.compact (+2) · timers: clock.after |
| Reads, by name | The environment variables and files it names, and whether it reads the transcript, settings.json, the prompt box or the mouse selection.env: USER, TERM_PROGRAM, TERM, KITTY_WINDOW_ID |
| Writes, by name | The files and environment variables it names, and whether it changes settings, the prompt box, the clipboard, the conversation (a row the model reads) or another session.env: CODECRAFT_STATUSLINE |
This is a reading of the code text, not a security review: it does not run the mod, and it cannot see what a program the mod starts does. The check before installing is yours. How mods are chosen
Install it
Check it yourself before you install it. Mods run unsandboxed, with your permissions, and ModsCode does not vouch for what this code does. Read its code (or run claude plugin validate . in its folder), weigh what it reaches, and install the commit you read.
From its marketplace
Its repository is its marketplace. Add that marketplace (in the terminal with these commands, or in the desktop app's plugin settings) and install the mod from it:
/plugin marketplace add mkpvishnu/claude-mods/plugin install codecraft@claude-mods/reload-pluginsThis installs the marketplace's latest commit, which may not be the one read here (e2b23c2b444b). Compare them before you install. /reload-plugins loads it into a session that is already open.
Try the commit ModsCode read
No marketplace needed. In a terminal, clone the repository, check out the commit read, validate the mod, and load it for one session:
git clone https://github.com/mkpvishnu/claude-modsgit -C claude-mods checkout e2b23c2b444b897c7992650b5dbc30dcefff7f9cclaude plugin validate claude-mods/codecraftclaude --plugin-dir claude-mods/codecraftThe validate line lists the events the mod hooks and what it asks Claude Code to do, without running it. The last line loads the mod for this session only and writes nothing to your settings. If the author has rewritten history, the commit may no longer exist.
Ask Claude about it
With the ModsCode connector added, Claude can read this mod's code and what it reaches, and build on them. Ask it like this:
Read the ModsCode mod "mkpvishnu-codecraft" with its code and make me one like itSearch them from Claude: the MCP connector
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Badge for your README
If this is your mod, paste this into your README. It links to this page.
[](https://modscode.com/claude-mods/mods/mkpvishnu-codecraft/)