ModsCode / Claude Code Mods / Ranking / vibemud
vibemud
Claude Code에서 /mud 명령으로 로컬 VibeMUD RPG를 조작하는 한국어 중심 플러그인입니다.
What it does
- Draws a band above the prompt, a pane, toasts
- Hooks classic.SessionStart, session.end, session.start, turn.complete and 2 more
- Keeps its own state between turns
- Starts processes
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 vibemud by VibeMUD (pane, band, toast), as ModsCode read it from the mod's code:
// https://modscode.com/claude-mods/mods/treestar84-vibemud/
// 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 band above the prompt; what else goes there is drawn under it
on('ui.render', { component: 'AbovePrompt' }, async ($, e, next) => {
const { Box, Text, Button } = $.ui.resolve(e)
return (
<Box flexDirection="column">
<Box flexDirection="row" columnGap={1}>
<Text color="cyan">
VibeMUD · 연결 확인 필요
</Text>
<Button label="모험 펼치기" />
</Box>
{await next(e)}
</Box>
)
})
// the pane: open it with $.ui.open({ id: 'my-pane', title: "vibemud" })
on('ui.render', { component: 'Pane', requestId: 'my-pane' }, async ($, e) => {
const { Box } = $.ui.resolve(e)
return (
<Box flexDirection="column" />
)
})
on('session.start', async ($, e, next) => {
await $.ui.toast(`VibeMUD 오류: /mud로 다시 열어 주세요.`)
return next(e)
})
}
The mod's own code
Shown under the mod's licence (MIT); its text is below. Keep the notice if you copy these lines.
claude-marketplace/plugins/vibemud/hooks/register.ts lines 325–334 · Band
on('ui.render', { component: 'AbovePrompt' }, async ($, e, next) => {
const original = await next(e);
if (e.props.hasSurvey || opened || !attached || !snapshot || (e.surface !== 'terminal' && e.surface !== 'desktop')) return original;
const { Box, Text, Button } = $.ui.resolve(e);
const ko = snapshot.settings.language !== 'en';
return Box({ flexDirection: 'column', children: [original, Box({ flexDirection: 'row', columnGap: 1, children: [
Text({ color: 'cyan', children: [heartbeatError ? 'VibeMUD · 연결 확인 필요' : `VibeMUD · ${label(snapshot.game.player.mode, ko)}${activeTurn ? ' · FEVER' : ''}`] }),
Button({ key: 'reopen-game', label: ko ? '모험 펼치기' : 'Open adventure', onPress: async () => { await perform($, { type: 'tab', tab: 'adventure' }); } }),
] })] });
});claude-marketplace/plugins/vibemud/hooks/register.ts lines 336–495 · Pane
on('ui.render', { component: 'Pane' }, async ($, e, next) => {
if (e.requestId !== PANE || (e.surface !== 'terminal' && e.surface !== 'desktop')) return next(e);
const { Box, Text, Button, Input } = $.ui.resolve(e);
const ko = snapshot?.settings.language !== 'en';
const word = (a: string, b: string) => ko ? a : b;
const width = Math.max(16, Math.floor(e.props.bodyColumns));
const narrow = width < 38;
const text = (s: string, color?: string) => Text({ ...(color ? { color } : {}), children: [s] });
const muted = (s: string) => Text({ dimColor: true, children: [s] });
const button = (key: string, title: string, intent: Intent) => Button({ key, label: title, onPress: async () => { await perform($, intent); } });
const action = (key: string, title: string, kind: string, payload: Payload = {}) => pending || mutating || !attached
? muted(title) : button(key, title, { type: 'action', kind, payload });
const row = (cells: (string | RenderElement)[], sizes: number[], heading = false) => Box({ flexDirection: 'row', columnGap: 1, children: cells.map((cell, i) => Box({
width: sizes[i], flexShrink: 0, overflow: 'hidden', justifyContent: i ? 'flex-end' : 'flex-start',
children: [typeof cell === 'string' ? Text({ bold: heading, dimColor: heading, wrap: 'truncate-end', children: [cell] }) : cell],
})) });
const rule = (title: string) => {
const head = clip('─ ' + title + ' ', width);
return Text({ bold: true, color: 'cyan', children: [head + '─'.repeat(Math.max(0, width - cellWidth(head)))] });
};
const controls = (children: RenderElement[]) => Box({ flexDirection: 'row', flexWrap: 'wrap', columnGap: 1, children });
const nameButton = (key: string, title: string, size: number, press: () => void | Promise<void>) => Button({ key, plain: true, label: clip(title, size), onPress: press });
const chooseAction = (key: string, title: string, size: number, kind: string, payload: Payload) => pending || mutating || !attached
? muted(clip(title, size)) : nameButton(key, title, size, async () => { await perform($, { type: 'action', kind, payload }); });
const pager = (key: string, count: number, size: number) => {
const total = Math.max(1, Math.ceil(count / size));
const page = Math.max(0, Math.min(pages[key] || 0, total - 1)); pages[key] = page;
const buttons = [muted(`${page + 1}/${total}`)];
for (const [step, title] of [[-1, word('이전', 'Prev')], [1, word('다음', 'Next')]] as const) {
if (page + step >= 0 && page + step < total) buttons.push(Button({ key: key + '-page-' + step, label: title, onPress: () => { pages[key] = page + step; $.ui.invalidate('ui.render'); } }));
}
return { start: page * size, element: total > 1 ? controls(buttons) : null };
};
const body: RenderElement[] = [];
const s = snapshot; const p = s?.game.player;
if (s && p) {
const health = p.max_hp > 0 ? p.hp / p.max_hp : 0;
const state = connecting ? word('연결 중…', 'Connecting…') : heartbeatError || pollError ? word('연결 확인 필요', 'Connection lost')
: !attached ? word('정지 · 시작 필요', 'Stopped · press Start') : activeTurn ? word('코딩 감지 · 피버 ×1.5', 'Coding · FEVER ×1.5')
: now < graceUntil ? word('피버 여운 ', 'Afterglow ') + Math.max(0, Math.ceil((graceUntil - now) / 1000)) + 's'
: s.fever ? word('보너스 피버 ×1.5', 'Bonus FEVER ×1.5') : word('연결됨 · 코딩 대기', 'Connected · ready');
body.push(Text({ bold: true, children: [clip(`Lv.${p.level} ${p.name} · ${label(p.class_id, ko)}`, width)] }));
body.push(text(clip((heartbeatError || pollError ? '! ' : '◆ ') + state, width), heartbeatError || pollError ? 'red' : activeTurn || s.fever ? 'yellow' : 'cyan'));
const meters = columns(width, [12]);
body.push(row([text(`HP ${hpBar(p.hp, p.max_hp, Math.max(4, meters[0]! - 4))}`, health < .3 ? 'red' : 'green'), `${p.hp}/${p.max_hp}`], meters));
body.push(row([text(`XP ${hpBar(p.xp, p.xp_to_next, Math.max(4, meters[0]! - 4))}`, 'cyan'), `${Math.min(100, Math.floor(p.xp / Math.max(1, p.xp_to_next) * 100))}% · ${number(p.gold)}G`], meters));
}
const tabs: [Tab, string, string][] = [['adventure', '모험', 'Play'], ['character', '캐릭터', 'Hero'], ['inventory', '장비', 'Items'], ['map', '지도', 'Map'], ['quests', '퀘스트', 'Quests'], ['settings', '설정', 'Settings']];
const tabColumns = narrow ? 2 : 3;
const tabSize = Math.floor((width - tabColumns + 1) / tabColumns);
for (let i = 0; i < tabs.length; i += tabColumns) body.push(row(tabs.slice(i, i + tabColumns).map(([t, a, b]) => nameButton('tab-' + t, (tab === t ? '> ' : ' ') + word(a, b), tabSize, async () => { await perform($, { type: 'tab', tab: t }); })), Array(tabColumns).fill(tabSize)));
if (migration) {
body.push(rule(word('기존 모험 이어하기', 'Continue your adventure')), text(word('기존 저장을 사용자 데이터 폴더로 복사할 수 있습니다. 원본은 보존합니다.', 'Copy the existing save to your user data folder. The original is kept.')),
muted(migration), button('migrate', word('기존 게임 복사', 'Copy existing game'), { type: 'migrate' }), button('use-global', word('새 게임', 'New game'), { type: 'use-global' }));
} else if (!s || !p) {
body.push(rule('PLANET 64'), text(word('코딩하는 동안 함께 떠나는 모험', 'An adventure alongside your coding')),
connecting ? text(word('저장 불러오는 중…', 'Loading your save…'), 'yellow') : button('start', word('모험 시작', 'Start adventure'), { type: 'start' }));
} else {
if (!attached && tab !== 'adventure') body.push(button('start', connecting ? word('연결 중…', 'Connecting…') : word('모험 시작 / 다시 연결', 'Start / reconnect'), { type: 'start' }));
if (tab === 'adventure') {
const combat = s.game.combat;
body.push(rule(word('탐험', 'Adventure')));
body.push(text(clip(s.location || p.current_dungeon_id || p.current_area_id || word('마을', 'Town'), width)));
body.push(muted(label(p.mode, ko) + ` · MP ${p.mp}/${p.max_mp}`));
if (combat.in_combat) {
const cols = columns(width, [12]);
body.push(row([combat.monster_name || 'Monster', `${combat.monster_hp}/${combat.monster_max_hp}`], cols));
body.push(text(hpBar(combat.monster_hp || 0, combat.monster_max_hp || 1, Math.min(width, 24)), 'red'));
}
// A framed scene keeps the geometry stable as combat phases change.
if (s.scene?.length && width >= 30) body.push(Box({ borderStyle: 'round', borderColor: s.fever ? 'yellow' : 'cyan', width, flexDirection: 'column', children: s.scene.map(line => text(clip(line, width - 2), s.fever ? 'yellow' : 'cyan')) }));
if (p.current_dungeon_id) {
const kills = Number(s.progress.dungeon_kills || 0);
body.push(text(word('보스 접근 ', 'Boss approach ') + hpBar(kills, 5, 8) + ` ${Math.min(kills, 5)}/5`, 'magenta'));
}
if (s.progress.recovery_until) body.push(text(word('회복 중 · 체력이 차면 모험을 재개합니다.', 'Recovering · adventure resumes when ready.'), 'yellow'));
body.push(controls([...(attached ? [] : [button('start', connecting ? word('연결 중…', 'Connecting…') : word('모험 시작', 'Start'), { type: 'start' })]),
...(attached ? [action('hunt', word('사냥', 'Hunt'), 'hunt_start')] : []), action('rest', word('휴식', 'Rest'), 'rest'), action('town', word('귀환', 'Town'), 'town')]));
const earnings = activeTurn ? (expedition?.baseline && s.earnings && expedition.generation === s.generation ? earnedSince(expedition.baseline, s.earnings) : undefined) : outcome?.earnings;
body.push(rule(activeTurn ? word('이번 원정 · 진행 중', 'This expedition · live') : word('지난 원정', 'Last expedition')));
if (earnings) {
const cols = columns(width, [12]);
body.push(row([word('처치 / 획득', 'Kills / loot'), `${earnings.kills} / ${earnings.items}`], cols));
body.push(row([`XP +${number(earnings.xp)}`, `+${number(earnings.gold)}G`], cols));
if (earnings.last_item) body.push(text('◇ ' + earnings.last_item, 'magenta'));
if (!activeTurn && outcome) body.push(muted(duration(outcome.duration) + word(outcome.aborted ? ' · 중단한 작업' : ' · 코딩 중 획득', outcome.aborted ? ' · interrupted' : ' · earned while coding')));
} else body.push(muted(word('Claude 작업이 시작되면 원정을 기록합니다.', 'Your next Claude turn begins an expedition.')));
body.push(rule(word('최근 소식', 'Recent events')));
body.push(...s.game.recent_log.slice(0, 3).reverse().map(line => text(clip(line, width))));
} else if (tab === 'character') {
body.push(rule(word('능력치', 'Attributes')));
const cols = columns(width, [10]);
body.push(row([word('능력', 'Attribute'), word('수치', 'Value')], cols, true));
for (const [key, value] of [['attack', p.attack], ['defense', p.defense], ['accuracy', p.accuracy], ['evasion', p.evasion], ['speed', p.speed], ['regen', p.regen], ['luck', p.luck]] as const) body.push(row([label(key, ko), number(value)], cols));
body.push(row(['MP', `${p.mp}/${p.max_mp}`], cols), row(['XP', `${number(p.xp)}/${number(p.xp_to_next)}`], cols));
body.push(controls([button('party', word('파티', 'Party'), { type: 'tab', tab: 'party' }), button('skills', word('스킬', 'Skills'), { type: 'tab', tab: 'skills' }), button('shop', word('상점', 'Shop'), { type: 'tab', tab: 'shop' })]));
} else if (tab === 'inventory') {
body.push(rule(word('소지품 ', 'Inventory ') + `${s.game.inventory.length}/20`));
const cols = columns(width, narrow ? [6] : [6, 5]);
body.push(row(narrow ? [word('장비 · 선택하여 상세 보기', 'Item · select for details'), word('등급', 'Rarity')] : [word('장비', 'Item'), word('등급', 'Rarity'), word('강화', 'Boost')], cols, true));
const page = pager('inventory', s.game.inventory.length, 6);
for (const item of s.game.inventory.slice(page.start, page.start + 6)) {
const marker = selection === item.id ? '> ' : item.equipped_slot ? '* ' : item.locked ? '# ' : ' ';
const cells = [nameButton('item-' + item.id, marker + item.name, cols[0]!, () => { selection = item.id; $.ui.invalidate('ui.render'); }), text(label(item.rarity, ko), rarityColor(item.rarity))];
if (!narrow) cells.push(text('+' + item.enhancement_level));
body.push(row(cells, cols));
}
if (!s.game.inventory.length) body.push(muted(word('아직 소지품이 없습니다.', 'Your bag is empty.')));
if (page.element) body.push(page.element);
body.push(muted(word('* 착용 # 잠금 > 선택', '* Equipped # Locked > Selected')));
const item = s.game.inventory.find(i => i.id === selection);
if (item) {
body.push(rule(word('장비 상세', 'Item details')), Text({ bold: true, color: rarityColor(item.rarity), children: [item.name] }));
const detail = columns(width, [12]);
for (const pair of [[word('종류', 'Type'), label(item.item_type, ko)], [word('등급 / 강화', 'Rarity / boost'), `${label(item.rarity, ko)} +${item.enhancement_level}`], [word('수량', 'Quantity'), number(item.quantity)]]) body.push(row(pair, detail));
for (const [key, value] of [[item.stat1_type, item.stat1_value], [item.stat2_type, item.stat2_value], [item.stat3_type, item.stat3_value]] as const) if (key && value != null) body.push(row([label(key, ko), '+' + value], detail));
const equipped = s.game.inventory.find(i => i.equipped_slot === item.item_type);
if (equipped && equipped.id !== item.id) body.push(row([word('전투력 비교', 'Power comparison'), `${equipped.power_score || 0} → ${item.power_score || 0}`], detail));
const upgrade = s.enhancements?.[item.id];
if (upgrade?.cost != null && upgrade.success_rate != null) {
body.push(row([word('강화 비용', 'Upgrade cost'), number(upgrade.cost) + 'G'], detail), row([word('성공 / 실패 하락', 'Success / loss'), `${Math.round(upgrade.success_rate * 100)}% / -${upgrade.failure_drop}`], detail));
}
body.push(controls([action('equip', word('착용', 'Equip'), 'equip', { item_id: item.id }), action('enhance', word('강화', 'Enhance'), 'enhance', { item_id: item.id }), action('lock', word(item.locked ? '잠금 해제' : '잠금', item.locked ? 'Unlock' : 'Lock'), item.locked ? 'item_unlock' : 'item_lock', { item_id: item.id }), action('sell', word('판매', 'Sell'), 'shop_sell', { item_id: item.id })]));
if (item.item_type === 'weapon') body.push(action('equip-subweapon', word('보조 무기 착용', 'Equip offhand'), 'equip', { item_id: item.id, equip_slot: 'subweapon' }));
if (item.equipped_slot) body.push(action('unequip', word('착용 해제', 'Unequip'), 'unequip', { equip_slot: item.equipped_slot }));
}
body.push(action('sell-common', word('일반 장비 정리', 'Sell common'), 'sell_common', { rarity: 'Common' }));
} else if (tab === 'map') {
const cols = columns(width, [6, 6]);
for (const [id, title, destinations, kind] of [['areas', word('사냥터', 'Fields'), s.areas, 'hunt_start'], ['dungeons', word('던전', 'Dungeons'), s.dungeons, 'dungeon_enter']] as const) {
body.push(rule(title), row([word('목적지', 'Destination'), 'Lv.', word('이동', 'Go')], cols, true));
const page = pager(id, destinations.length, 5);
for (const place of destinations.slice(page.start, page.start + 5)) body.push(row([
nameButton(id + '-detail-' + place.id, (p.current_area_id === place.id || p.current_dungeon_id === place.id ? '* ' : '') + place.name, cols[0]!, () => { selection = place.id; $.ui.invalidate('ui.render'); }),
text(String(place.level), place.level > p.level ? 'yellow' : 'green'), chooseAction((id === 'areas' ? 'area-' : 'dungeon-') + place.id, word('입장', 'Enter'), cols[2]!, kind, id === 'areas' ? { area_id: place.id } : { dungeon_id: place.id }),
], cols));
if (page.element) body.push(page.element);
}
const place = [...s.areas, ...s.dungeons].find(a => a.id === selection);
if (place) body.push(rule(word('목적지 상세', 'Destination details')), text(place.name), text(word('권장 레벨 ', 'Recommended level ') + place.level));
body.push(action('retreat', word('던전 퇴각', 'Retreat'), 'dungeon_retreat'));
} else if (tab === 'quests') {
body.push(rule(word('일일 퀘스트', 'Daily quests')));
const cols = columns(width, [8, 6]);
body.push(row([word('목표', 'Goal'), word('진행', 'Progress'), word('상태', 'State')], cols, true));
for (const q of s.quests) body.push(row([nameButton('quest-detail-' + q.id, q.title, cols[0]!, () => { selection = q.id; $.ui.invalidate('ui.render'); }), `${q.progress}/${q.target}`, q.status === 'completed' ? chooseAction('quest-' + q.id, word('수령', 'Claim'), cols[2]!, 'quest_claim', { quest_id: q.id }) : label(q.status, ko)], cols));
const q = s.quests.find(q => q.id === selection);
if (q) body.push(rule(word('퀘스트 상세', 'Quest details')), text(q.title), text(hpBar(q.progress, q.target, Math.min(width, 20)), 'green'), text(`${label(q.reward_kind, ko)} +${q.reward_amount} · FEVER +${q.fever_minutes}m`));
body.push(action('claim-all', word('완료 보상 모두 받기', 'Claim all completed'), 'quest_claim_all'));
} else if (tab === 'party') {
body.push(rule(word('동행하는 파티', 'Active party')));
const cols = columns(width, [8]);
body.push(row([word('이름', 'Name'), word('역할', 'Role')], cols, true));
for (const c of s.game.party) body.push(row([c.name, label(c.role, ko)], cols));
body.push(action('recruit', word('동료 모집', 'Recruit'), 'party_recruit'), rule(word('동료 배치 · 슬롯 선택', 'Assign a companion · slot')));
const slots = columns(width, [3, 3, 3]);
body.push(row([word('동료', 'Companion'), '1', '2', '3'], slots, true));
for (const c of s.companions.filter(c => c.unlocked)) body.push(row([nameButton('companion-' + c.id, c.name, slots[0]!, () => { selection = c.id; $.ui.invalidate('ui.render'); }), ...[1, 2, 3].map((slot, i) => chooseAction(`swap-${c.id}-${slot}`, String(slot), slots[i + 1]!, 'party_swap', { slot, companion_id: c.id }))], slots));
const c = s.companions.find(c => c.id === selection);
if (c) body.push(text(c.name + ' · ' + label(c.role, ko)));Licence text (MIT)
MIT License Copyright (c) 2026 Treestar 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), Keep state with $.store
What its code calls
runs programsenv varsrememberssettings hooksships servers
What its code shows
Read from the source at commit 96460b99dc08 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.claude-marketplace/plugins/vibemud/hooks/register.ts |
| Parses | Every file parses as TypeScript or JavaScript.3 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.claude-marketplace/plugins/vibemud/hooks/register.ts:37 node (a shell or interpreter); claude-marketplace/plugins/vibemud/hooks/register.ts:165 node (a shell or interpreter) |
| 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, but reaches nothing outside |
| 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 $.UserPromptExpansion: node (through a shell); UserPromptSubmit: node (through a shell); PreToolUse: node (through a shell); PostToolUse: node (through a shell); Stop: node (through a shell) |
| 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).bin/: mudctl, vibemud, vibemud-hud (+1) on the Bash tool's PATH |
| 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.command mud: allowed-tools [] |
| 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 mud |
| 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 · reads: classic.SessionStart · also: session.start, turn.start, turn.complete, session.end (+2) · timers: clock.every, 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.environment variables, by names the check can't read |
| 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: VIBEMUD_MOD_ACTIVE |
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 treestar84/vibemud/plugin install vibemud@vibemud/reload-pluginsThis installs the marketplace's latest commit, which may not be the one read here (96460b99dc08). 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/treestar84/vibemudgit -C vibemud checkout 96460b99dc0864be1d5fd139385a996568b3264aclaude plugin validate vibemud/claude-marketplace/plugins/vibemudclaude --plugin-dir vibemud/claude-marketplace/plugins/vibemudThe 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 "treestar84-vibemud" 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/treestar84-vibemud/)