What
Plugins are add-on packages for Claude Code, and mods are plugins placed in a session's mods folder. This release reworks the messages about loading them:
- The footer hint "Plugins changed. Run /reload-plugins to activate." now has a separate trigger for a first load,
plugin-load-pending, besides the existingplugin-reload-pending. Both clear when nothing is pending. - New messages for mods in the session mods folder, such as "This mod is now loaded." and "This mod reloaded after a change to its files.", cover blocked, failed, paused and removed cases and point to
/reload-pluginsand/plugin. - The status wording for new, removed, held and unbound plugins is now chosen from fixed text depending on whether the item is new, replacing wording like "loaded from this session's mods folder". A plain-wording option was added.
Why
When plugins or mods change during a session, you get clearer feedback on what happened and which command to run next.
Names in the bundle/reload-plugins
The entry above is what we published on the day. These lines were added later, as Anthropic's own pages caught up, and they sit beside the original rather than replacing it.
Confirmed since
Anthropic's documentation has since written up /reload-plugins, on Troubleshoot a mod.
If the reason ends with `; the version loaded before is unloaded`, no version of the mod is running now. Once you fix the error, run [`/reload-plugins`](/docs/en/plugins/cli-reference#reload-plugins) in the session to load the mod again. I…plugins/mods/troubleshoot see the edit
One source agreesOne thing we can check says the same as this entry.
Anthropic's documentation agrees
Anthropic's documentation has since written up /reload-plugins, on Troubleshoot a mod.