{"version":"2.1.309","anchor":"mod-hook-skips-are-now-reported-to-the-model","canonical_anchor":"mod-hook-skips-are-now-reported-to-the-model","heading":"Claude is told when a plugin mod's hook is skipped or fails","tier":"notice","area":"Mods","scope":"individual","heads_up":false,"url":"https:\/\/changelogs.core-directive.com\/v\/2.1.309\/e\/mod-hook-skips-are-now-reported-to-the-model","release_url":"https:\/\/changelogs.core-directive.com\/v\/2.1.309","markdown":"### Claude is told when a plugin mod's hook is skipped or fails\n\nWhen a plugin dev mod's hook is skipped or fails, Claude is now told once per distinct failure and asked to fix the mod\n\n**What**\n\nA plugin dev mod is a plugin you are working on, which Claude Code watches and reloads. A hook is an action it runs automatically at certain points. When one of its hooks is skipped or fails, Claude is now told, once for each distinct failure. The message says to edit the mod to fix it, and that the mod reloads when the turn ends.\n\nThis only happens for watched mods in the plugin folder.\n\n**Why**\n\nWhile you build a plugin, Claude can see that a hook broke and fix it straight away, instead of the failure going unnoticed.\n\n- Area: Mods\n- Tier: You'll notice\n- Useful: 2\/5\n- Signal: 3\/5\n- Scope: individual\n- Heads-up: no"}