EDGEchat design
EDGEchat is the EDGE plugin for Claude Code: one install that makes Claude a Cyberpunk 2077 modding assistant. It gives Claude the context (what the game’s files, frameworks and folders are, and the EDGE house rules) and the tools (the EDGE MCP servers, which read the game’s archives, the TweakDB and the running game). It works wherever Claude Code runs: in EDGEkit, in VS Code, and in a terminal.
Status: draft 0.8, P0 decided 2026-10-23, REDagent’s side asked in REDagent#3 on 2026-11-03 (EDGEkit’s tested 2026-10-26); P1 done 2026-10-21; the tools that change things ask before every call, from their own servers (2026-10-22); edgemat added 2026-10-23 (plugin 0.0.5); renamed from EDGEplugin to EDGEchat on 2026-10-17; edgedeck added 2026-10-21 (plugin 0.0.2). Proposed in the EDGEkit session on 2026-10-16 and agreed with the user, who created the repo. P0’s checks ran on 2026-10-16 (see P0 decisions). P1’s skeleton (manifest, marketplace, rednode, redcode and edgedeck, the setup and init-project skills) installs from GitHub, and in VS Code with the game running /edge:setup reported all three servers connected (tests). P2, the knowledge skills, was done on 2026-10-23 (rednode-mods, wolvenkit-projects, archives-and-cr2w). P3 is under way: new-mod and check-mod are in plugin 0.0.8; the in-game test of /edge:new-mod is next. The plugin is the one place every EDGE tool’s MCP server reaches Claude Code, with every setting they need in one form (Every EDGE server).
Why a plugin
Claude Code already runs in EDGEkit (from Open VSX) and in VS Code. Out of the box it knows little about Cyberpunk modding and cannot see the game. Claude Code has four standard ways to change that; a plugin carries the first three in one install.
| Mechanism | What it gives Claude | Role in EDGEchat |
|---|---|---|
| Skills | Instructions loaded only when a task needs them; their short descriptions are always in context | The modding knowledge, one skill per topic |
| MCP servers | Real tools | REDcode’s redcode-mcp (archives, CR2W, TweakDB, sounds, offline), REDnode’s kernel server (the running game), EDGEdeck’s edgedeck-mcp (the mod library and deploys), later EDGEmat’s edgemat-mcp and the other EDGE tools’ servers |
| Skills the user calls (slash commands) | Repeatable tasks | Set up, start a mod, check a mod, write a project’s CLAUDE.md |
A project CLAUDE.md |
Always-on context for one folder | A plugin cannot ship one (Claude Code ignores a plugin’s CLAUDE.md). A skill writes one into the mod’s project when the user asks |
Facts that shape the design
From the Claude Code docs, read on 2026-10-16. Each row names its page under https://code.claude.com/docs/en/.
| Fact | Consequence | Page |
|---|---|---|
A plugin is a folder with .claude-plugin/plugin.json (only name is required); skills/<name>/SKILL.md, agents/, hooks/hooks.json, .mcp.json and bin/ sit at the plugin root |
The repo root is the plugin | plugins/manifest-reference |
A marketplace is .claude-plugin/marketplace.json with name, owner.name and plugins (each with name and source). A source of "./" means the marketplace’s own root |
This repo is both the marketplace and the plugin. Checked in P0 (Claude Code 2.1.299): both manifests pass claude plugin validate --strict, and marketplace add of the folder then plugin install edge@edgemodders installs it. --strict wants a top-level description in marketplace.json. validate . checks the marketplace manifest; validate plugin.json by its path too |
plugins/marketplace-reference |
Users install with /plugin marketplace add Edgemodders/EDGEchat, then /plugin install <plugin>@<marketplace>; recent versions also take claude plugin install <plugin> --marketplace Edgemodders/EDGEchat |
The README gives these two commands | plugins/install |
Plugin and marketplace names are kebab-case and must not look like Anthropic’s (for example not starting claude- or anthropic-) |
See the naming question in P0 | plugins/manifest-reference |
Skills: YAML frontmatter (name, description, when_to_use, disable-model-invocation, user-invocable, allowed-tools, …), then Markdown. Descriptions are always in context (cut at 1,536 characters with when_to_use); the body loads when used. Keep SKILL.md under 500 lines; reference files and scripts/ can sit beside it |
Many small skills with sharp descriptions, details in reference files | skills |
Plugin skills are namespaced: /<plugin>:<skill> |
Commands read like /edge:new-mod if the plugin is named edge |
skills |
MCP servers go in .mcp.json (a mcpServers map: command, args, env for stdio; url, headers for http). ${CLAUDE_PLUGIN_ROOT}, ${CLAUDE_PLUGIN_DATA} and ${CLAUDE_PROJECT_DIR} are substituted |
REDnode’s server is http with a bearer token; redcode-mcp is stdio |
mcp, plugins/manifest-reference |
userConfig in plugin.json asks the user for settings at install (types string, number, boolean, directory, file; sensitive values go to the OS secure store), used as ${user_config.KEY} |
The game folder and REDnode’s token are asked once, the token kept secret | plugins/manifest-reference |
The VS Code extension manages plugins with /plugins and shares plugins, marketplaces and MCP settings with the CLI. It installs in other VS Code forks from Open VSX |
EDGEkit gets the plugin the same way. EDGEkit’s build exists (K1, 2026-10-18) and installs Claude Code from Open VSX at its first start; the plugin inside EDGEkit is still unverified (EDGEkit one-click setup) | vs-code |
claude --plugin-dir ./ loads a plugin for one session; /reload-plugins applies edits; claude plugin validate . --strict checks it; claude plugin eval compares answers with and without the plugin |
The dev loop and the tests | plugins/create, plugins/cli-reference |
If version is set in plugin.json, users stay on it until it is raised; auto-update is off by default for third-party marketplaces |
Raise version to release; the README tells users how to turn on auto-update |
plugins/loading, plugins/host-marketplace |
| Whether plugin MCP servers need the user’s approval is not documented | No approval step: in P0, claude mcp list connected the plugin’s redcode without one, and in P1 (2026-10-21) the VS Code extension connected all three servers without asking. The servers are added silently once the plugin is on |
mcp |
Plugin MCP servers are named plugin:<plugin>:<server> |
Ours show as plugin:edge:rednode and plugin:edge:redcode. Checked in P0 |
Seen in claude mcp list |
| A server the user added by hand with the same URL wins; the plugin’s copy is not listed | Anyone who ran REDnode’s Copy setup keeps that entry, old token and all. The setup skill finds it and tells the user to claude mcp remove it. Checked in P0 |
Seen in claude mcp list |
A .mcp.json at the repo root is also read as this folder’s project servers (asking for approval, with ${user_config.*} unresolved) |
The servers go inline in plugin.json (mcpServers), which validates and loads the same. Checked in P0 |
Seen in claude mcp list |
An unset optional userConfig value becomes an empty string in a server’s args and env |
redcode-mcp 0.2.0 takes an empty variable as set (??), which hides REDcode’s VS Code settings and fails with “The argument ‘file’ cannot be empty”. The plugin started it through scripts/redcode-mcp.cmd, which cleared empty variables first. Checked in P1 with an env dump and an MCP probe. From redcode-mcp 0.4.0 (plugin 0.1.1) an empty variable counts as unset, and the wrapper is gone |
Seen; the docs say only that default is the fallback |
claude plugin validate warns that a CLAUDE.md at the plugin root is not loaded as context |
Ours is for sessions working on this repo, as in every EDGE repo, so it stays; --strict fails on this one warning only |
Seen in P1 |
claude plugin details shows a plugin’s parts and their always-on token cost; claude plugin configure lists and sets userConfig |
The cost check for skill descriptions in P2; configure in the README |
claude plugin --help |
A sensitive option is masked and kept in the platform’s secure credential store, not settings.json. ${user_config.KEY} is substituted in MCP server command, args and env; in skill content a sensitive value becomes a placeholder. Options show after install as a form, and later under the gear on the plugin’s row |
API keys for the EDGE servers (Gemini and OpenAI for edgemat) are asked in the plugin’s form and reach the server as its usual variable. Read 2026-10-21 |
plugins/manifest-reference |
claude plugin update raises the version and says “Restart to apply changes”, but does not mention options the new version added (install does: “N userConfig options not yet set”) |
Every new option is optional, with a working default, and setup names it. Whether VS Code shows the form after an update is unverified. Checked 2026-10-21, 0.0.1 to 0.0.2 |
Seen in the CLI |
| Claude Code cannot read VS Code’s secret storage | A key the tool’s own extension keeps there (EDGEmat’s, EDGEwave’s) is entered a second time in the plugin’s form | VS Code’s secret storage is an extension API |
A server that sets _meta: { "anthropic/requiresUserInteraction": true } on a tool makes Claude Code ask before every call of it, in every permission mode (acceptEdits, auto and bypassPermissions included), with no “don’t ask again”; allow rules do not skip it, and dontAsk denies it. A plugin cannot ship permission rules |
The tools that change the game or the game folder carry the flag in their own servers: REDnode’s api_call and archives_reload from 0.26.16, beside a new api_read for reads that never asks; EDGEdeck’s edgedeck_deploy, edgedeck_undo and edgedeck_remove from edgedeck-mcp 0.28.0 (in the plugin from 0.0.5). Without it, auto mode ran edgedeck_deploy without asking (P1, 2026-10-21). Checked 2026-10-23 in auto mode with plugin 0.0.5 and REDnode 0.32.1: api_read ran without a prompt; api_call (again after one allow), archives_reload, edgedeck_deploy and edgedeck_undo each prompted (tests) |
mcp |
| A server added by hand with the same name as a stdio plugin server runs beside it; both show as Connected | Claude sees every tool twice. setup finds edgedeck, redcode and the old reddeck added by hand. Checked 2026-10-21 with edgedeck |
Seen in claude mcp list |
The VS Code extension has no contribution point or API through which another VS Code extension adds plugins, skills or MCP servers. It shares ~/.claude (settings, plugins, MCP config) with the CLI. It bundles its own CLI and does not put claude on the PATH. A user-level enabledPlugins entry, with the marketplace in extraKnownMarketplaces, adds the marketplace but does not install the plugin: enabledPlugins only turns on an installed one (tested 2026-10-26, EDGEkit#5) |
EDGEchat is a plugin, not a VS Code extension, and is not published to the extension marketplaces. An extension such as EDGEkit could install it for the user, with claude plugin install edge --marketplace Edgemodders/EDGEchat (needs the standalone CLI) or by opening Claude Code’s install link (vscode://anthropic.claude-code/install-plugin?plugin=edge&marketplace=Edgemodders/EDGEchat, with the editor’s own scheme). EDGEkit’s choice: the link. Read 2026-10-19, corrected 2026-10-26 |
vs-code, plugins/loading, plugins/org |
Shape
| Path | What it is |
|---|---|
.claude-plugin/plugin.json |
The plugin: name, version, description, userConfig, and the EDGE MCP servers inline (mcpServers), not in a root .mcp.json (see the facts above) |
.claude-plugin/marketplace.json |
The marketplace, listing this repo’s root as its one plugin |
scripts/ |
edgedeck-mcp.cmd, which starts that server (MCP servers). redcode-mcp.cmd until plugin 0.1.1 |
skills/ |
One folder per skill, SKILL.md plus reference files |
evals/ |
claude plugin eval cases: modding tasks answered with and without the plugin |
docs/ |
This site |
MCP servers
| Server | Transport | Gives | Needs |
|---|---|---|---|
rednode |
http, http://127.0.0.1:41820/mcp, Authorization: Bearer ${user_config.rednode_token} |
The running game: logs, apps, game state, game API lookup, reads (api_read, REDnode 0.26.16) and calls, live TweakDB, screenshots, archive swaps, quest facts and journal (REDnode 0.32.0), and installed mods’ own tools (<package>__<function>, mod_services, mod_read, mod_call, REDnode 0.36.0) (REDnode MCP) |
REDnode in the game with its MCP server switched on; the token from Copy setup. Both are in the launcher’s Settings panel (the gear at the right of the Theme row) since REDnode 0.32.2 |
redcode |
stdio, cmd /c npx -y @edgemodders/redcode-mcp@<version>, no wrapper from 0.4.0 (plugin 0.1.1) |
The game’s files offline through REDbridge: archives, CR2W as JSON and edits, textures, the shipped TweakDB, sound events, WolvenKit project export, import and pack (REDcode MCP) | Windows, .NET 10, REDbridge 0.8.0 or newer, the game folder (it finds them from REDcode’s settings, or REDBRIDGE_EXE and REDCODE_GAME_PATH). Published on npm as @edgemodders/redcode-mcp (0.2.0 on 2026-10-16; the plugin runs 0.3.0 from 0.0.5, which adds the loc_* tools and sound_import with REDbridge 0.10.0 and 0.9.0, and still takes an empty variable as set). cmd /c because npx is a .cmd on Windows. The plugin pins the version and raises it in its own releases. With the plugin’s options unset it falls back to REDcode’s settings (checked in P1: game loaded, 57 archives), but only from VS Code’s own settings folder (%APPDATA%\Code\User); in EDGEkit the options are needed. Asked of REDcode: take an empty variable as unset, and read EDGEkit’s settings folder |
edgedeck |
stdio, cmd /c scripts/edgedeck-mcp.cmd, which runs npx -y @edgemodders/edgedeck-mcp@<version> -- [--library <folder>] [--game <folder>] |
The mod library and deploys: list, add, turn on and off, move, conflicts, loadouts, install a WolvenKit project, deploy, undo, Vortex import (15 edgedeck_* tools; deploy, undo and remove ask before every call from 0.28.0) |
Node.js 20 or newer, Windows. Published on npm as @edgemodders/edgedeck-mcp (0.27.3 on 2026-10-17, 0.28.0 on 2026-10-22, which the plugin runs from 0.0.5; REDdeck was renamed EDGEdeck that day, and @edgemodders/reddeck-mcp is deprecated). In the plugin since 0.0.2. The library is edgedeck_library, else %USERPROFILE%\EDGEdeck: the server does not read EDGEdeck’s VS Code settings, so someone who moved the library sets the option. The game is game_path, else the one the library remembers, else Steam, GOG or Epic. It takes its folders only as arguments, so the wrapper turns the options, passed as variables, into arguments and leaves out an empty one. Checked 2026-10-21: empty options open the default library; a library path with spaces and parentheses opens that folder; claude mcp list connects it from a checkout whose path has spaces |
edgemat |
stdio, cmd /c npx -y @edgemodders/edgemat-mcp@<version>, no wrapper |
Materials: the library built from the user’s game, find a garment’s materials, describe, recolor (mat_edit), apply, make new ones from words (mat_generate) or an image, saved into a WolvenKit project (10 mat_* tools) |
Node.js 20 or newer, Windows, the game and REDbridge 0.8.0 or newer: --game/EDGEMAT_GAME_PATH and --bridge/REDBRIDGE_EXE (from game_path and redbridge_exe), else EDGEmat’s or REDcode’s VS Code settings. For mat_generate, the user’s own key, GEMINI_API_KEY or OPENAI_API_KEY, from the sensitive options gemini_api_key and openai_api_key; Gemini when both are set. It takes an empty variable as unset, so it needs no wrapper. The library is kept in %LOCALAPPDATA%\EDGEmat, shared with the extension. Published on npm as @edgemodders/edgemat-mcp 0.3.1 (2026-10-21). In the plugin since 0.0.5. Checked 2026-10-23: with every option empty it starts and mat_library reports the dev PC’s library; mat_generate with no key answers “No image service key”; claude mcp list connects it |
| EDGEfab, EDGEquest, EDGEmods, EDGEwave | stdio | Each design plans an MCP server beside its extension | Added as each one is published |
api_call and archives_reload on the rednode server can change the player’s game, and so can game_facts_set, game_journal_set and game_teleport (REDnode 0.32.0), mod_call and every mod tool not marked @readonly (REDnode 0.36.0); edgedeck_deploy, edgedeck_undo and edgedeck_remove write to the game folder or delete from the library. Each server marks these so Claude Code asks before every call, in every permission mode (see the facts above): REDnode from 0.26.16, EDGEdeck from 0.28.0. api_read and mod_read read without asking. Since REDnode 0.32.1, api_read refuses a read-like name only when a change word is joined to it with Or, And or Then. edgemat’s mat_generate does not ask, and sends the user’s words to Google or OpenAI on the user’s key; the setup skill says which service it will use.
Every EDGE server in the plugin
The plugin is how every EDGE tool’s MCP server reaches Claude Code: no claude mcp add step per tool, and every setting the servers need in one form. Shared settings are asked once (the game folder and REDbridge feed redcode, edgedeck and later edgemat). For a server to go in, it should:
| Need | Why |
|---|---|
Be on npm as @edgemodders/<tool>-mcp, run with npx -y at a pinned version |
No download step; the plugin raises the version in its own releases |
| Take every setting as an environment variable, and an empty one as unset | An unset option reaches the server as an empty string. Arguments through cmd and npx need a wrapper (redcode, edgedeck have one) |
Read an AI service’s key from the service’s usual variable (GEMINI_API_KEY, OPENAI_API_KEY, ELEVENLABS_API_KEY) |
The plugin fills it from a sensitive option |
| Fall back to the tool’s VS Code settings when nothing is set | Works with the plugin’s options left empty, for anyone with the tool set up in VS Code |
Each new server is then a server entry in plugin.json, options for what it needs, a row in setup, and a version raise.
Skills (first set, P2)
Knowledge skills load on their own when a task matches; command skills are called by the user. Built so far (plugin 0.0.12): rednode-mods, wolvenkit-projects, archives-and-cr2w, edge-tools, setup, init-project, new-mod, check-mod. The general skills (modding-basics, tweakxl, archivexl, redscript, cet-lua) are written only where an eval shows the model needs them (P2 row in Phases).
| Skill | Kind | Covers |
|---|---|---|
modding-basics |
Knowledge | The game’s folders, the frameworks (RED4ext, CET, redscript, TweakXL, ArchiveXL, Codeware, REDmod) and what each is for, load order, the rule that mods never change the game’s own files, deploying with EDGEdeck |
wolvenkit-projects |
Knowledge | The .cpmodproj project: source/archive, source/raw, packed; export, import and pack through redcode-mcp |
archives-and-cr2w |
Knowledge | Archive paths and hashes, CR2W as JSON (dotted paths, 32-bit floats, compiledData, defaults not stored), the one-call edit |
tweakxl |
Knowledge | TweakDB records and flats, .yaml and .tweak files, finding records with the TweakDB tools |
archivexl |
Knowledge | .xl files, appearances, resource patching |
redscript |
Knowledge | Classes, @wrapMethod and @replaceMethod, where .reds files go, REDscript IDE |
cet-lua |
Knowledge | Cyber Engine Tweaks mods: init.lua, events, the overlay |
rednode-mods |
Knowledge | REDnode packages, overlay apps and Node mods, hot reload, the kernel tools (shared with REDagent, below) |
edge-tools |
Knowledge | How the EDGE tools work for the person using them: install, settings, features, fixes. The EDGEmodders wiki (EDGEweb’s docs/wiki), copied at build by tools/sync-docs.mjs, with each tool’s docs site and repo. Added 2026-10-26 at the user’s request: the servers explain what Claude can do with a tool, this skill what the user does in it |
setup |
Command | Checks the MCP servers answer, explains what is missing, and which tools ask before every call |
new-mod |
Command | Starts a mod: asks what it should do, picks the framework, makes the project |
check-mod |
Command | Reads a mod’s files and the game’s logs and lists what is wrong |
init-project |
Command | Writes a CLAUDE.md into the mod’s project: its layout, its frameworks, the house rules |
Where the knowledge comes from
| Source | Use |
|---|---|
| The EDGE repos’ own docs (REDnode’s guides, REDcode’s MCP and API pages, EDGEmat’s spec) | Taken directly; same owner, same license |
REDagent’s briefing (REDagent/redagent/briefing.md) |
Shared, see below |
| The community wiki (wiki.redmodding.org) and framework docs | Read and written in our own words, with links back; never copied. Their licenses are to check in P0 |
| The game, through the MCP servers | Every fact a skill states about the game is checked against it, as EDGEmat’s M0 did |
One source of truth with REDagent
REDagent briefs Claude for modding in the game (briefing.md, about 50 lines, plus REDnode’s overlay apps guide copied in at build). Modders must not get different advice from REDagent and from Claude Code with EDGEchat.
The two do not overlap. REDagent is a whole agent, powered by Claude: its own window, tools and briefing. EDGEchat is not an agent: it connects Claude Code to EDGE, so you chat with EDGE while you build mods. REDagent is an Agent SDK product inside the game, on the player’s API key, with settingSources: [] (it reads no Claude Code settings, skills or plugins) and a rule that it must not look like Claude Code. EDGEchat is for Claude Code, wherever that runs. They share the rednode server. Its phase C6 (REDagent in REDcode) would have put a second assistant in the editor; the user dropped C6 on 2026-10-16, because Claude Code with EDGEchat covers the editor.
Where knowledge lives (decided by the user 2026-10-23; told to REDagent in REDagent#3, 2026-11-03):
| Knowledge | Lives in | Reaches EDGEchat and REDagent by |
|---|---|---|
| One EDGE tool’s own use (REDnode’s guides, REDcode’s MCP docs) | That tool’s repo | Copied at build, the way REDagent already copies REDnode’s overlay-apps.md |
| How to call a server’s tools | The server’s own instructions and tool descriptions | The server; skills do not repeat it |
| General modding (folders, frameworks, TweakXL, ArchiveXL, redscript, CET) | This repo, as skills | Not shared: REDagent works on REDnode packages in the game, where the tools’ own docs are what it needs |
| REDagent’s own rules (what it may touch, its chat loop) | REDagent | Not shared |
Phases
Phases are P0 to P5. Unverified: that no other EDGE repo uses P. Each ends with a test on the dev PC.
| Phase | Builds | The test proves |
|---|---|---|
| P0 Decide | The decisions below, with the user. The single-repo marketplace checked. The knowledge sources’ licenses read | The plan is agreed |
| P1 Skeleton | plugin.json with userConfig (game folder, REDbridge path, REDnode token) and the servers rednode, redcode and edgedeck (added 2026-10-21); marketplace.json; the setup skill (servers answer, hand-added duplicates found); init-project |
Installed from GitHub in the Claude Code CLI and in the VS Code extension, setup reports every server connected while the game runs |
| P2 Knowledge | The knowledge skills, each checked against the game through the MCP servers; eval cases for each. EDGE first (decided 2026-10-23): rednode-mods (done 2026-10-23, Δ +1.00; REDnode’s guide copied by tools/sync-docs.mjs) and wolvenkit-projects (done 2026-10-23, Δ +0.33: the loop across redcode, edgemat, edgedeck and rednode, which no one server explains); archives-and-cr2w is done. No separate EDGEdeck or EDGEmat skill (agreed by the user 2026-10-23; P2 done): their servers’ instructions and tool descriptions already explain each tool, and skills do not repeat a server’s own instructions; what crosses tools is in wolvenkit-projects. General skills (tweakxl, redscript, archivexl, cet-lua, modding-basics) only where an eval shows the model needs them |
claude plugin eval: the plugin answers set modding tasks correctly where plain Claude Code does not |
| P3 Commands | new-mod, check-mod |
A non-coder makes a small working mod from /edge:new-mod alone, in the game |
| P4 Ship | Version 0.1.0, README install steps, docs, EDGEkit providing the plugin (its welcome page and docs, and how it sets up Claude Code, agreed with the EDGEkit session), a line on EDGEkit’s Nexus page, an EDGEweb wiki page; the REDagent knowledge sharing in place | A fresh PC installs Claude Code, adds the marketplace, installs the plugin and is modding |
| P5 Grow | EDGEmat’s server and a materials skill (EDGEmat M2 onward), EDGEwave’s sounds | Each new EDGE tool lands here when it ships |
P2 note (2026-10-23). The first knowledge skill, archives-and-cr2w, was checked against the game and its evals ran: the skill fires, but Claude Code without the plugin answered all three cases just as well (Δ 0.00, tests). General WolvenKit knowledge (the item-to-files chain, path hashes, compiledData) is already in the model. A skill pays for its always-on description only where the model does not know the answer: the EDGE tools themselves (REDnode packages, EDGEdeck, REDcode’s project flow, EDGEmat), facts that change with the game version, and the EDGE house rules. The user chose EDGE first and to keep archives-and-cr2w with a short description (P0 decisions).
P0 decisions
| Question | Status |
|---|---|
| Product name | EDGEchat, decided by the user 2026-10-17 (was EDGEplugin): it names what the user does, chat with EDGE, without the word plugin; and it is not an agent, so not EDGEagent. The repo, docs site and brand were renamed the same day |
| Plugin and marketplace names | Decided by the user 2026-10-23: keep marketplace edgemodders, plugin edge, for short commands (the plugin stayed edge after the rename): so commands read /edge:new-mod and install is /plugin install edge@edgemodders. A marketplace is just the marketplace.json in this repo; the names are not registered anywhere, they only must not start with claude- or anthropic- |
| One repo as marketplace and plugin | Checked 2026-10-16, see the facts above |
| Separate repo, or a plugin folder in REDagent | Separate, decided 2026-10-16. REDagent is a game product that must not look like Claude Code; the plugin covers every EDGE tool; the shared knowledge lives in REDnode and REDcode, not REDagent |
| REDagent C6 | Dropped by the user 2026-10-16; Claude Code with EDGEchat is the editor’s assistant |
| Where shared knowledge lives | Decided by the user 2026-10-23: each EDGE tool’s own docs are the one source (REDnode’s guides, REDcode’s MCP docs); REDagent and EDGEchat both copy them at build. EDGEchat’s general skills are not shared. Told to REDagent in REDagent#3 (2026-11-03) |
How redcode-mcp reaches users |
Done by REDcode: npm, @edgemodders/redcode-mcp 0.2.0 |
| How REDdeck’s server reaches users | Done: REDdeck became EDGEdeck (2026-10-17) and publishes @edgemodders/edgedeck-mcp on npm; in the plugin since 0.0.2 (2026-10-21) |
| EDGEkit | Decided by the user 2026-10-23: one-click setup. EDGEkit asks once (“Set up Claude Code for EDGE?”) and sets up the plugin for the user. Asked of EDGEkit in EDGEkit#5 (2026-10-23). EDGEkit’s first build (da32f12) wrote extraKnownMarketplaces and enabledPlugins into the user settings: in the signed-in test that added the marketplace and installed nothing. Its second (d342a8b) opens Claude Code’s install link on edge, then a session with /edge:setup once the plugin is installed. Tested and passed 2026-10-26 (tests), in EDGEkit 1.140.2 |
| The REDnode token | userConfig with sensitive: true, entered once from REDnode’s Copy setup. Whether REDnode could hand it over by itself later is REDnode’s question |
| Windows only? | The game and REDbridge are Windows; Claude Code runs anywhere. Knowledge skills work everywhere, the servers on Windows |
| Community sources | Default kept 2026-10-23: written in our own words with links back, never copied. A license is read before anything is quoted |
| P2 scope | Decided by the user 2026-10-23: EDGE first. Skills where the model lacks the knowledge (REDnode packages, EDGEdeck, REDcode’s project flow, EDGEmat, the house rules, facts that change with the game version). archives-and-cr2w stays, with a short description |