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Sweep 22 Oct 2026 · 04:32Z Build v2.1.308 527 read Stable v2.1.308 Latest v2.1.308 Next v2.1.308 Feeds RSS JSON llms.txt llms-full.txt Unofficial

Claude Code v2.1.299 ·

Plugin mods switch on and off mid-session, and org mods must load before a turn

Installed plugin mods now load or unload when their rollout switch changes mid-session, and a turn waits for your organization's mods to load

You'll notice Improvements
JSON All of v2.1.299
You'll noticeTier: how much it should matter to you
4Useful: my rating, 1 to 5
4Signal: worth watching, 1 to 5
PluginsArea: what it touches
ImprovementsKind: in v2.1.299,
What probably matters to youSection of the release

Unclear The rollout switch's name and its default are not stated, so it is unclear whether installed mods are on for a given account.

What

Plugins can ship mods, extra code that hooks into Claude Code. A rollout switch controls whether installed mods are allowed to run. Claude Code now follows that switch during a running session, loading or unloading installed mods when it changes. Before, the switch was not followed mid-session.

New messages you may see:

  • "Waiting for your organization's mods to load." while mods managed by your organization load before a turn
  • "Your organization's mods could not be loaded, so this turn was not run." when they fail
  • a note that installed mods are off for now because the rollout switch reads off, that they load again when it reads on, and that built-in mods keep running

A turn is one round of you sending a message and Claude answering.

Why

If your organization manages mods, a turn can now be stopped when those mods fail to load, instead of running without them.

How sure we are
Something disagreesSomething we can check disagrees with this entry, or the writer said they could not settle it.
The writer flagged doubtThe rollout switch's name and its default are not stated, so it is unclear whether installed mods are on for a given account.

See this entry in the whole of v2.1.299 →

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