Claude Code just got mods

Claude Code just got mods. Now you can change how Claude Code itself works, with a few lines of TypeScript.
Anthropic launched them on 1 Oct 2026. Think of game mods: the game stays the same, your mod changes how it plays.
In simple words
- Every time Claude Code does something (runs a tool, draws the screen), it fires an event
- A mod is a small function that catches it and can change, block or replace it
Key features
- Chat to chat: send a message from one session to another. Finish in chat A, hand the result to chat B
- Smarter prompts: rewrite your prompt before the model sees it
- Safety guard: hold rm -rf or a force push until you click Proceed
- Secret filter: hide keys in tool output before Claude reads them
- Your own screen: panels and buttons, like a live "how full is my context" meter
- Instant commands: a /command runs your code at once, even while Claude works
- Model switch: send a request to a different model
- Swap built-ins: /diff is already a mod you can replace
- Self-build: ask Claude Code to write the mod. It reloads live
Mod vs hook vs skill
- Skill = instructions Claude reads
- Hook = a script that can allow, block or log. It can't touch the screen
- Mod = code inside Claude Code. It changes events and the screen
For teams
- Team and Enterprise load a "sec-default" guard first, so installed mods can't override your deny rules
The honest part
- Not sandboxed. A mod can read your files and secrets and act as you
- Chat to chat passes a message, not the full history
- CLI v2.1.287+ and the desktop Code tab. On by default
My take
Hooks let us react. Mods let us reshape. My first mod: an "are you sure?" before any command touches prod.
What would your first mod do? 👇
Sources
// Originally posted on LinkedIn ↗