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Recently added

Plugins grouped by the day they were added to the directory, newest first.

Sep 20, 2026

  1. Design-axis krill plugin: MCP access to krill's spec (FR5-FR8), design-session (FR1-FR4, FR9-FR10), and milestone/delivery-axis (M3) surfaces, plus producer/architect/reviewer/stakeholder personas and design/product/review skills forked from project-manager.

    Claude Code4 skills6 MCP servers
  2. Postgres MCP access (crystaldba postgres-mcp) to the krill database across tilt/dev/prod

    Claude Code3 MCP servers
  3. Main-session agent that coordinates the day: anchors the real clock, keeps the daily log, sorts every open item into Zach / agent / blocked lanes, and proposes subagent launches instead of doing the work. Launch with claude --agent chief-of-stuff.

    Claude Code
  4. Atmospheric physics: run instructions for the attested radiation budget computations signed in the ASDC bundle, the CERES EBAF energy budget closure and the cloud radiative effect at the top of the atmosphere.

    Claude CodeAgent Plugins5 skills
  5. nowledge-mem177stars

    Personal knowledge graph for Proma — saves Proma conversations, writes startup context into CLAUDE.md, and keeps nmem tools available during work

    Claude Code5 skills
  6. Search and update a Nowledge Mem Cloud workspace from ChatGPT and Codex with explicit scope and transcript boundaries.

    Codex1 skill
  7. nowledge-mem177stars

    Personal knowledge graph for GitHub Copilot CLI — remembers decisions, searches past work, captures sessions

    Claude Code4 skills
  8. nowledge-mem177stars

    Your Codex agent remembers past decisions, finds relevant context, and learns from every session, across all your AI tools.

    Codex5 skills1 MCP server
  9. nowledge-mem177stars

    Personal knowledge graph for Claude Code and Grok — remembers decisions, searches past work, captures sessions

    Claude Code4 skills
  10. nowledge-mem177stars

    Cross-tool memory for AI agents through Nowledge Mem skills and MCP.

    Agent Plugins7 skills1 MCP server
  11. Bounded vertical slice architecture: the decision register, the gates that enforce it, and the hooks that hold an agent to it

    Claude Code3 skills
  12. Build, run, diagnose, deploy, and monetize BNB Chain seller agents with bag.

    CodexClaude Code1 skill
  13. grok3stars

    Local Grok CLI delegation: task, review, resumable history, background jobs, stats, and setup health checks.

    Claude Code11 skills
  14. fusion3stars

    Multi-model orchestration: tier agents, routing rules, blind panel, ultra fleet, model config, and drift doctor.

    Claude Code7 skills
  15. codex3stars

    First party local Codex CLI delegation for tasks, reviews, resumable threads, and durable background jobs.

    Claude Code11 skills
  16. infyicon0stars

    Search 161,000+ free hand-drawn icons and paste ready-to-embed SVG/PNG. No API key.

    Claude Code1 MCP server
  17. Meta-harness that governs an AI coding agent with deterministic, fail-closed gates. Installs the six governance hooks and the skills; inert in any project without a borromeanrings.toml (per-project opt-in).

    Claude Code7 skills
  18. meridian0stars

    Source-grounded Paper Wiki, Lab idea graph, and incremental coding context for Codex.

    Codex4 skills1 MCP server
  19. meridian0stars

    Meridian setup, Paper Wiki, Lab idea graph, and incremental project-change context for Claude Code.

    Claude Code4 skills1 MCP server
  20. meridian0stars

    Source-grounded Paper Wiki, Lab idea graph, and incremental coding context for research agents.

    Agent Plugins4 skills1 MCP server
  21. ADHD-friendly output shaping for Codex: action first, numbered steps, no tangents, and visible progress.

    CodexClaude Code9 skills
  22. Persistent AI governance for Claude Code — council deliberation, P10 pre-execution planning, and a local vault that survives session resets.

    Claude Code1 MCP server
  23. A second opinion on every command, edit and MCP call: Jev typed probabilities, a zero-key allowlist, a local audit log, and a prompt-injection sentinel for Claude Code

    Claude Code
  24. Frank Lloyd AIght. Main-session agent that owns a project's architectural documentation: creates, maintains, reviews, and grades compliance against it, and keeps the canonical document true as its primary priority. Lays deployed, in-flight, and designed states on one numbered page, answers "is this correct?" with a verdict and a staging, relays settled decisions, owns every diagram. Makes no direct code changes: defects in code are filed, not fixed. Launch with claude --agent frank-lloyd-aight.

    Claude Code
  25. dashies1stars

    Publish AI-built dashboards to a stable dashies.ai URL and keep them refreshed on a schedule. Bundles the dashies authoring skill and the Dashies publish MCP (OAuth 2.1 + PKCE, no tokens to paste).

    Codex1 skill1 MCP server
  26. dashies1stars

    Publish AI-built dashboards to a stable dashies.ai URL and keep them refreshed on a schedule. Bundles the dashies authoring skill and the Dashies publish MCP (OAuth 2.1 + PKCE, no tokens to paste).

    Claude Code1 skill1 MCP server
  27. version4stars

    版本号管理插件 - 提供 SemVer 版本管理,支持自动版本更新和手动版本设置

    Claude Code
  28. trellisx4stars

    Trellisx — Trellis 增强改造工具: 跑一次 trellisx-apply 把 强推task / subtask拆分 / worktree隔离 / task.md看板 规则内化进 .trellis 自身 (config.yaml 生命周期 hook + scripts + spec guide); 含 trellisx-flow 强制task闭环 / orchestrate 编排 / workspace 看板 / spec 破坏式重构 / grill 对抗式工件审查; apply 注入内化于 .trellis 不靠平台 hook, 另装 trellisx-guard 平台 hook 在 trellis 项目强制 agent/subagent/worktree 执行载体闭环 + 完成清理

    Claude Code8 skills
  29. skein4stars

    SKEIN — 独立任务编排插件 (零 trellis 依赖, 自带 .skein/ 工作区): 强制 task 闭环 (plan→exec→check→finish) + 双层 DAG 编排调度 + worktree 隔离 + 文本/网页看板。差异化核心是 namespace×inclusion 规则记忆 (.skein/spec): task finish 后自动沉淀可复用学习, 按 always 常驻 / auto 召回 / fileMatch globs 三路注入。含 8 skill (flow 四阶段闭环 / plan 规划 / redo 断点续跑 / spec 记忆 / grill 对抗审查 / exec·research 执行方法论 / setup 初始化) + 11 agent (executor/checker/code-reviewer/researcher/finisher/specer/recaller/plan-auditor/dedup/clean/setup); PreToolUse hook 硬阻直接读写 .skein/ 状态文件, worktree 生命周期全归 CLI。

    Claude Code8 skills
  30. novelist4stars

    小说写作全流程插件 - 从爆款题材选择/世界观/人物/大纲设定到章节编写、一致性检查、校对、去AIGC、重写的端到端工作流。中文目录结构(人物/世界观/章节/大纲/情节/设定)细粒度拆分, 编写前四要素确认, 生成后收尾链(检查→校对→去AIGC→定稿), 支持从指定章节起重写与连续多章重写; craft 三流派叙事镜片 + trending 选题方法论 + humanize 去AI味。

    Claude Code14 skills
  31. notify4stars

    Claude Code Hooks 通知插件 - 通过系统通知和 TTS 语音实时提示会话状态变更、权限请求等重要事件

    Claude Code
  32. 深度研究插件(2026架构)- Task-Centric任务驱动型研究系统。DGoT动态优化降低50%成本,Agentic RAG精度99%,支持8种输出格式

    Claude Code6 skills
  33. Claude Code skill 集合——Git 工作流、项目工程、交互工具。一套 plugin 打包全部 skills,/plugin install 一键装齐。

    Claude Code
  34. wardrobe0stars

    Layered clothing for rigged Blender characters headed to Godot 4.7: a garment that fits, stays over the body without skin showing through, and swings where it hangs free. Cuts a garment from the body it will be worn on (planes applied only to the body part each is for), eases it off the skin with a relax-and-push loop that bridges hollows and a radius field that lets it hang straight from the widest point above instead of tucking under a buttock, keeps the body's own skin weights (jiggle bones included, so a shirt follows follow-through's breasts and belly), hangs a ring of sprung bones around the hem and each cuff with a per-bone inward backstop measured from the rest gap, and lists the skin it covers - but only where the cloth is skinned like the skin under it, because a thigh under a hem hung from the torso swings out from under it. In Godot one call adds the garment's bones to the body's skeleton, moves the garment onto it (skins bind by bone name), matches the covered skin by position and rebuilds the body without those triangles, and springs the hem in a SkeletonModifier3D with an exact damped oscillator. Two levels of detail - skinned only, and skinned with hem bones - and a headless verifier that skins every vertex from the final pose and counts skin through the cloth and holes - hidden skin a viewer could see into, looked at from 48 directions - over any clip.

    Claude Code1 skill
  35. Rigs and animates an arbitrary Blender mesh, including shapes no template covers. Deterministic Python measures the geometry, renders let vision classify it, and the skeleton is fitted from a template where one fits or built from discovered structure where none does. It then binds with bone-heat weights, generates a looping gait for any number of legs - or a travelling wave for a body with none - and exports to glTF with the playback speed the clip's own stride implies, verified by reading the written file back. Throughout it measures rather than assumes: bone axes are probed per bone because an elbow and a knee bend opposite ways, and a rig whose pose evaluation has gone stale is made to error rather than report a confident table of zeros. Since 0.6.0 it also maps any rig to spine, neck, head, tail, legs and arms and poses it by target with IK - the engine behind animate-anything. Since 0.8.0 walks, trots and sprints are derived from ground contacts: a support plane through the measured feet, Froude-scaled stride and duty factor, and per-leg reach solved on that plane - so a sprint reaches and flies instead of replaying a walk faster - and the exporter measures speed on the planted feet. Since 0.9.0 wings are a body part: found from the skin (a sheet, not a tube) or from names, told apart as membrane or feathered, folded through the avian elbow-wrist linkage with one number, and flown - wingbeat, cruise, glide and stall speeds from wing area, span and mass, and spread, flap, glide, dive, take-off and landing clips checked for wings through the body or across the midline. Since 0.10.0 mouths are a body part: found on the skin as a cavity entering the head, given a jaw, throat and gular pouch, tongue chain and a non-deforming mouth socket, skinned by splitting the head along the lips and relaxing the split for stretch, with the gape limited to what the skin takes without folding - and bite, roar, fire-breath, swallow, engulf and purge clips checked for stretch, folded faces, rigid teeth and socket aim. Since 0.11.0 fish swim: fins are found on the skin by thickness and classified by where they attach, a fish with no rig is given a spine and a fan of ray bones per fin, and the body is laid along a travelling wave scaled by body length - stride, tail beat, cruise and burst speed from published scaling, five modes from eel to whale - with swim, sprint, glide, hover, turn, C-start and brake clips checked for tail sweep, a tailward wave and skin folding. Since 0.12.0 bodies with no front or back are an archetype of their own: the identification report measures an axis the body turns onto itself about and its order, a jellyfish, sea star, brittle star or anemone is split on the skin into a hub and a ring of appendages - loose tentacles included - and rigged with a hub, bell ribs and a chain per appendage, weighted from its parts without bone heat; a bell pulses at the rate its diameter implies and steers by closing one side harder, a sea star crawls on its tube feet in any direction, a brittle star rows behind whichever arm is nearest, and an anemone sways and retracts, every clip checked for margin closure, symmetry, tentacle lag and crossing, tips on the floor and stroke direction. Since 0.13.0 hoppers are a body plan of their own: a cricket's or rabbit's legs are found by walking up the skin from each ground contact, their joints are the corners of that walk's centreline - a heel walked separately when a flat foot hides where the shin rises, and joints buried in flesh placed from published proportions - and a pelvis-rooted rig is weighted from the parts; a rabbit hops and half-bounds on measured ankle angles through a femur-parallel-to-metatarsus leg with every planted foot at one belt speed, a cricket walks on tripods, and both jump as a launch, an engine-owned ballistic flight and a landing, checked for take-off angle, knee extension, seams and skin. Since 0.14.0 checks refuse instead of passing quietly: keys stay on the rotation channel a bone actually uses, the floor check ignores bones that carry no skin, and every clip is played back again before export - floor, skin, seam, foot slide, balance - so a layer added after authoring cannot slip through; a walk that moves nothing is refused. cycle takes max_drop, stance_width, named posture (pelvis, flex, neck in degrees toward the front, no rotation signs), an upper body solved inside the clip (arm swing opposite the legs from each arm's rest bend plane, pelvis turn and list, chest counter-rotation, a steady head) and gait styles such as elderly_shuffle, heavy and child; bake_for_game prepares a shape-keyed, over-weighted body for glTF, renders can share one scale, and a Godot MovesController reads the .moves.json manifest directly. Since 0.28.0 a body has mass: per-bone mass, centre of mass and inertia measured from the skin and stored in each bone's own rest frame, where they are constants - the whole body exactly from its surface, and the partition between bones volumetrically, because a weighted surface integral does not partition a volume and silently drags one limb's share into another's. Inside is a winding number rather than a parity, since a body arrives as overlapping shells that disagree about which way is out, and the two measurements are reported against each other so a mesh that is not closed says so instead of quietly reporting a plausible wrong number. Since 0.29.0 the shoulder girdle moves: each shoulder drops as its own side takes the body's weight and swings forward with its own arm, a fraction of a cycle behind both, so a walk has two shoulder dips a stride rather than a chest locked to the arms - a girdle hangs off the axial chain instead of sitting on it, so it is posed by turning that one bone about the body map's axes, before the arms are solved so each arm rides its shoulder. Since 0.30.0 the trunk is coupled through a transfer function rather than a multiplier: the thorax chases the pelvis by the lag a driven damped oscillator would have at the stride frequency, so its sign is nowhere written down - half a cycle of lag IS anti-phase, and it emerges as the fast limit. Pelvis-thorax relative phase, measured off the baked clip and reported per gait, now sweeps from near in-phase at a slow walk toward anti-phase as speed rises, as it does in people, where before it was the same number at every speed. Since 0.31.0 a limb's own physics sets its timing: mass.pendulum turns the measured mass into a natural frequency (a human arm lands near 0.9 Hz and a hand near 1.6), the hand's lag behind the arm is derived from it rather than written down, and mass.angular_momentum reads whole-body angular momentum off the baked clip so that questions like how far an arm should trail its leg are settled by the residual the arms exist to cancel rather than by opinion - which is how the arm's half-cycle earned its place instead of merely keeping it.

    Claude Code1 skill
  36. lookdev0stars

    Lighting and shading for Godot 4.7 scenes built with Blender assets. Renders a scene off-screen and measures it - exposure, clipping, key-to-fill ratio read off an 18% grey probe, albedo range, colour cast - so realism is argued from numbers and images rather than asserted. Lints Godot scenes and Blender materials for the mistakes that make 3D look like CG, applies lighting presets calibrated by measurement in both light-unit modes, compares variants side by side in both orders, and bakes procedural Blender materials into the texture layout glTF and Godot actually read.

    Claude Code
  37. humanform0stars

    Adult human bodies in Blender, built in layers and measured between every one, for Godot 4.7 and the plugins downstream of a body (rig-anything, follow-through, wardrobe, lookdev). 0.1.0 ships the gate: humancheck measures a body in its rig's rest pose - joint heights from bone names in four rig conventions or MPFB joint groups, head count from the midline profile, the crotch as the height where the legs stop being separate, limb segments, hand and foot length, shoulder and hip width over sections that cross the midline, circumferences as convex hulls the way a tape reads them, separate fingers counted across the hand, face relief, joints centred in their limbs, pose, quads, UVs, manifold and symmetry to the surface - against realistic or stylized (Loomis heroic) presets, then renders a fixed orthographic contact sheet in clay, normals and silhouette from four sides with target and measured landmark lines and face, hand and foot close-ups, and hands both to a critic subagent that writes yes/no questions before looking and compares against the previous version. Since 0.2.0 a brief becomes a body: a character sheet (sex, age, stature, weight or build word, realistic or stylized) is resolved against ANSUR II - 6,068 measured adults as a multivariate normal per sex over 65 variables - by conditioning on what the brief fixes, so every other measurement is the one people like that actually have; skin landmarks become joint centres, a stylized body is shifted toward the heroic canon while keeping its own deviations, and a deform rig with rig-anything's bone names is placed exactly on the landmarks. ANSUR II also replaced the realistic preset, settling that MPFB2's arms are about 5 cm short. Since 0.3.0 the body is real: MPFB2 builds it (all-quad topology with deformation loops, UVs, artist skin weights) and a Levenberg-Marquardt solve over its height, weight and muscle macros and sixteen of its own fine targets fits it to the landmark set as humancheck measures it - joint heights, segment lengths, hand and foot, widths, and waist, hip and chest girth with their breadths and depths, because girth alone let the solver answer every waist with a pregnant belly - with priors that make global levers cheap and local girth targets a last resort, and build-aware exceptions (a heavy man carries weight in his belly; a muscular brief keeps its muscle). The game_engine rig is renamed to rig-anything's bone names, so wardrobe and rig-anything read it unchanged. Five briefs fit in 10-15 s each and pass humancheck on the real mesh with no fails or warnings. Since 0.4.0 it reuses and composes: a library of fitted bodies and judged parts indexed by ANSUR z-scores and critic-written tags; a one-call pipeline that reuses a stored body in 0.7 s, warm-starts a similar one from its stored parameters and Jacobian in 2-5 s, or fits a new one in 3.5-7.5 s (down from 13-30 s, by extent-only sections, cached joint groups, Broyden updates and a stall stop); a separate face stage fitting ANSUR's head measurements (interpupillary, head breadth and length, bizygomatic, menton-sellion, head circumference); face designs from MPFB style targets rendered as one grid and judged by one critic call, kept as parts that move between bodies without stitching, with verdict statistics that shrink targets critics keep rejecting; and eyeballs built in MPFB's hidden eye sockets. Since 0.5.0 hands and feet are fitted and designed: a hands-and-feet stage fits ANSUR hand length and breadth, palm length, wrist girth, foot length and breadth and ankle girth in under a second; hand and foot designs combine MPFB's free targets with size offsets in ANSUR standard deviations that the refit reaches on any body, designs the mesh cannot make are screened out before the critic, and stored parts carry measured size tags because critics misread foot width.

    Claude Code3 skills
  38. godot-lsp0stars

    GDScript code intelligence for Claude Code. Godot exposes its language server over TCP only, while Claude Code runs every LSP server over stdio — its `transport: "socket"` option is accepted and then ignored. This bridges the two with a dependency-free 55-line pipe, so hover, go-to-definition, find-references and document symbols work on .gd files with the real engine analysis behind them, including full built-in class documentation.

    Claude Code
  39. Secondary motion for Blender assets headed to Godot 4.7: the parts nobody keyframes - cloth, soft volumes and flesh - recognised, typed, specified and made to move. A router skill measures a mesh and classifies it by the dimension of what moves (strand, shell, volume) and how it is held, then types it - jello, slime, clay, a breast, a bloater's belly - from a JSON registry of names, taught examples and anatomical zones that Claude extends by teaching: an object, a painted group, or zones marked on labelled 2D renders and mapped back onto the vertices each camera saw. Three libraries build it. Cloth is a SoftBody3D pinned by position. Volumes (jello, pudding, slime, clay, water balloons) are lattice shape matching in GDScript, because Godot 4.7.2's Jolt soft body builds no bend or volume constraints: clusters with a whole-body goal for shape memory, volume-normalised squash, plasticity that holds rest volume against the render mesh, a wobble frequency converted through a measured model, substeps chosen from the angle so stiffness never aliases, and contacts cast as rays every substep so a body never tunnels or buzzes. Flesh is a jiggle bone per soft mass on a skinned body - found by how far the surface stands out of its lean envelope inside zones, rigged with feathered four-influence weights, exported with rig-anything's walk, and sprung in a SkeletonModifier3D with an exact damped oscillator, acceleration and relative-gravity loads and volume-keeping squash. Materials carry physical frequencies (gelatin from its shear modulus, soft fat from breast adipose tissue). Every export is read back, and headless verifiers measure pins, stretch, volume kept, penetration, settling and each spring's frequency.

    Claude Code4 skills
  40. Build a whole character for Godot 4.7 from one TOML spec: a humanform body from a brief, baked, with hair, follow-through flesh, rig-anything's move set and wardrobe garments, exported as the glb, .moves.json and garment glbs MovesController and wardrobe.gd read. Stages know what they need and check the file before running, so garments before moves or flesh after garments refuse and name the order; each stage stores an input hash and its report on the rig, so a rebuild skips what has not changed and a fresh Blender session resumes from the saved .blend. Tuned numbers live in the plugins that own them - gait styles, flesh limit shares, garment presets - so a new character is a description, a style and an outfit, with no code.

    Claude Code1 skill
  41. Whole-body actions for any rigged creature in Blender, beyond the walk cycle: crouch, crouch walk, slide, and the recoveries out of a slide - with climb next. A walk can let feet slide a little; these cannot, because they are defined by contacts, so every pose is built from target positions rather than rotation signs. Any rig - hand-built, Rigify, or rig-anything's generic builder, whichever way its hierarchy runs - is first mapped to one body of spine, neck, head, tail, legs and arms, and actions are written in fractions of that body so one description fits a human and a rat. Poses are values that blend, so a slide recovery is simply slide -> deep crouch -> stand, and every new clip is measured to start exactly where the clip before it ends. Each clip is played back through Blender and checked: prediction against playback, planted feet, stance feet on their line, joints folding past sense, bones and skin through the floor, and balance from the skinned centre of mass. Since 0.3.0 move_set's walk, trot and sprint come from rig-anything's contact-based locomotion, with each foot's footfall schedule read back for the engine. Requires rig-anything 0.10.0 or later, which ships the code. Since 0.4.0 winged creatures fold, spread, flap, glide, dive, take off and land, and carry their wings folded through every ground action. Since 0.5.0 creatures with a modelled mouth bite, roar, breathe fire, swallow, and - for a rorqual - engulf and purge, on clips that move only the head and mouth so an engine layers them over walking and flying. Requires rig-anything 0.11.0. Since 0.6.0 fish and whales swim, with fins that fold at speed and spread to brake. Since 0.7.0 radial bodies - jellyfish, sea stars, brittle stars, anemones - pulse, crawl, row, sway and retract, with headings chosen per move because nothing has a front. Requires rig-anything 0.12.0. Since 0.8.0 hoppers hop, bound, walk and jump - a rabbit on measured ankle angles, a cricket from a cocked tibia - as launch, air and landing clips an engine joins without a seam. Since 0.9.0 people walk like who they are: posture, stance width, an upper body inside the clip and gait styles (elderly shuffle, heavy, child, brisk, relaxed) come from rig-anything's cycle, and every clip is re-checked on playback before export. Requires rig-anything 0.14.0.

    Claude Code1 skill
  42. zest0stars

    Create interactive Canvas content with Zest — quizzes, labs, simulations with auto/teacher grading and state persistence

    Claude Code6 skills
  43. seeded-plugin is an open-source Claude Code plugin indexed from GitHub with 1 MCP server. Review its manifest and source before installing.

    Claude Code1 MCP server
  44. Fixture repository spanning discovery categories A-E.

    Claude Code
  45. Fixture plugin that ships one defective skill and registers a skill directory absent from disk.

    Claude Code1 skill
  46. Fixture plugin with structural and behavioural defects.

    Claude Code
  47. Fixture plugin holding one deliberately defective command.

    Claude Code
  48. Fixture plugin holding one deliberately defective agent.

    Claude Code
  49. fixture0stars

    fixture is an open-source Claude Code plugin indexed from GitHub with 1 skill. Review its manifest and source before installing.

    Claude Code1 skill
  50. Fixture plugin whose defects the mechanical auto-fix table repairs.

    Claude Code1 skill