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vibemud

Claude Code에서 /mud 명령으로 로컬 VibeMUD RPG를 조작하는 한국어 중심 플러그인입니다.

Code you can checkTerminal + desktopPaneBandToastBoxButtonText

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

Two kinds: a starter modscode writes from the design above, and the lines of the mod's own code that draw it.

Starter (register.tsx)

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/gallery/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.

What its code calls

runs programsenv varsremembers

The design, read from code

Drawn from the mod's source at the commit read, not from a run: a list is drawn three times, a condition takes its first branch that draws in the desktop app, and a value only the run time knows is shown as a made-up sample (dotted underline) or left out. Colours and type are this site's.

What its code shows

Read from the source at commit 96460b99dc08 on 2026-10-06. 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 readEvery module hooks/hooks.json names was read.claude-marketplace/plugins/vibemud/hooks/register.ts
ParsesEvery file parses as TypeScript or JavaScript.3 files parsed
All its code is in the modEvery import is a file of the mod or the engine's own module; no packages, no require.all its code is in the mod
ReadableNo 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 openNetwork 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 drawsThe 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 lineWhether 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 WindowsWhether every program it starts through $.process exists on Windows (tail, date, open, osascript, /usr/… do not).runs no program a Windows PC lacks
NetworkWhether every fetch names its https host in the code.no network
ProgramsWhether 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 sendsWhether it both reads files or environment variables and reaches the network.reaches no network
Keys in the sourceWhether the source holds what looks like an API key or a private key.no keys in the source
LicenceAn 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

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 the code below (or run claude plugin validate . in its folder), weigh what it reaches, and install the commit you read.

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

This installs the marketplace's latest commit, which may not be the one read here (96460b99dc08). Compare them before you install.

Ask Claude about it

With the modscode connector added, Claude can read this design, what its code reaches and its code, and build on them. Ask it like this:

Read the modscode design "treestar84-vibemud" with its code and make me a pane like it

Search them from Claude: the MCP connector

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