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'''Content pack frameworks''' are SMAPI mods designed to simplify the process of creating content packs for Stardew Valley. While they aim to minimize the need for programming experience, some familiarity with coding concepts can be helpful. Creating mods directly in C# for SMAPI may offer insight into the way the game works. [[Modding:Content packs|Content packs]] are one of the two main ways to mod Stardew Valley, alongside [[Modding:Modder Guide/Get Started|creating C# mods for SMAPI directly]].
'''Content pack frameworks''' are SMAPI mods designed to simplify the process of creating content packs for Stardew Valley. While they aim to minimize the need for programming experience, some familiarity with coding concepts can be helpful. Creating mods directly in C# for SMAPI may offer insight into the way the game works. [[Modding:Content packs|Content packs]] are one of the two main ways to mod Stardew Valley, alongside [[Modding:Modder Guide/Get Started|creating C# mods for SMAPI directly]].


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==Content Patcher==
==Content Patcher==
Stardew Valley loads its contents, assets, sprites, maps, and even much of its logic from its [[Modding:Player Guide/Getting Started#Find your game folder|<samp>Content</samp> folder]] folder, which Content Patcher allows you to change.
The recommended framework mod to use is {{nexus mod|1915|Content Patcher}}, which allows you to change how Stardew Valley loads its contents, assets, sprites, maps, and even much of its logic from its [[Modding:Player Guide/Getting Started#Find your game folder|<samp>Content</samp> folder]].


The following is a non-exhaustive list of new things you can add to the game using Content Patcher:
The following is a non-exhaustive list of new things you can add to the game using Content Patcher:
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===Core (1000+ content packs)===
===Core (1000+ content packs)===
{| class="wikitable"
{| class="wikitable sortable"
|-
|-
! mod
! mod
! is CP extension
! is CP extension
! functionality
! functionality
|-
| {{nexus mod|9246|Alternative Textures}} <small>(AT)</small>
| no
| Enables texture variation for placeable objects, buildings and entities. This includes trees, animals, pets, farm buildings, plants, and more.
|-
| {{nexus mod|9969|Fashion Sense}} <small>(FS)</small>
| no
| Allows for bigger accessories, hairstyles, hats, shirts, sleeves and pants, as well as animation support and more.
|-
|-
| {{nexus mod|1720|Json Assets}} <small>(JA)</small>
| {{nexus mod|1720|Json Assets}} <small>(JA)</small>
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See {{github|spacechase0/JsonAssets#readme|its GitHub readme}} for documentation.
See {{github|spacechase0/JsonAssets#readme|its GitHub readme}} for documentation.
|-
 
| {{nexus mod|9246|Alternative Textures}} <small>(AT)</small>
'''Note''': 1.6 adds the ability to add new items natively via CP, which should be the preferred method.
| no
| Enables texture variation for placeable objects, buildings and entities. This includes trees, animals, pets, farm buildings, plants, and more.
|}
|}


===Popular (400+)===
===Popular (400+)===
{| class="wikitable"
{| class="wikitable sortable"
|-
|-
! mod
! mod
! is CP extension
! is CP extension
! functionality
! functionality
|-
| {{nexus mod|3231|Farm Type Manager}} <small>(FTM)</small>
| no
| Add farm-like spawning logic to any map. That includes spawning stumps, debris, forage, meteors, monsters, ores, etc.
|-
|-
| {{nexus mod|4970|Producer Framework Mod}} <small>(PFM)</small>
| {{nexus mod|4970|Producer Framework Mod}} <small>(PFM)</small>
| no
| no
| Add/change the inputs/outputs/behaviour of any machine in the game. That includes vanilla machines (''e.g.,'' [[Keg|keg]]), machines added by other mods, and adding machine logic to any big craftable.
| Add/change the inputs/outputs/behaviour of any machine in the game. That includes vanilla machines (''e.g.,'' [[Keg|keg]]), machines added by other mods, and adding machine logic to any big craftable.
|-
'''Note''': 1.6 adds the ability to add new machine rules natively via CP, which should be the preferred method. PFM still provides several additional features not found in the base game (though most of them are covered by Extra Machine Config, an addon framework on top of CP).
| {{nexus mod|9969|Fashion Sense}} <small>(FS)</small>
| no
| Allows for bigger accessories, hairstyles, hats, shirts, sleeves and pants, as well as animation support and more.
|-
|-
| {{nexus mod|1348|SpaceCore}}
| {{nexus mod|1348|SpaceCore}}
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===Common (100+)===
===Common (100+)===
{| class="wikitable"
{| class="wikitable sortable"
|-
|-
! mod
! mod
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| no
| no
| Add custom icons to artisanal items like [[honey]] or [[wine]] based on the item or flower used to make them.
| Add custom icons to artisanal items like [[honey]] or [[wine]] based on the item or flower used to make them.
'''Note''': The original Nexus version is not updated for 1.6. Use {{github|chsiao58/EvenBetterArtisanGoodIcons|EBAGI}} if you want to make 1.6 content packs.
|-
|-
| {{nexus mod|1254|Custom Furniture}} <small>(CF)</small>
| {{nexus mod|23458|Furniture Framework}} <small>(FF)</small>
| no
| no
| Add new [[furniture]] items.
| A Framework to make "Furniture Packs" with much more freedom that what a simple Content Pack allows: with it you can define seats, table slots, layers, shops, and much more.
|-
| {{nexus mod|3231|Farm Type Manager}} <small>(FTM)</small>
| no
| Add farm-like spawning logic to any map. That includes spawning stumps, debris, forage, meteors, monsters, ores, etc.
|-
|-
| {{nexus mod|1536|Mail Framework Mod}} <small>(MFM)</small>
| {{nexus mod|1536|Mail Framework Mod}} <small>(MFM)</small>
| no
| no
| Add new mail with functionality like custom backgrounds, repeating mail, a wider variety of mail attachments, and support for multiple attachments. (Simple mail without the custom functionality can also be added via Content Patcher.)
| Add new mail with functionality like custom backgrounds, repeating mail, a wider variety of mail attachments, and support for multiple attachments.
|-
'''Note''': 1.6 adds the ability to add new mail natively via CP, which should be the preferred method. MFM still provides several additional features not found in the base game (such as attaching items with higher quality to mail).
| {{nexus mod|5005|Shop Tile Framework}} <small>(STF)</small>
| no
| Add new shops or edit existing shop inventories with a wide variety of conditions.
|-
| {{nexus mod|1820|TMXL Map Toolkit}} <small>(TMXL)</small>
| no
| Add/edit in-game locations and maps. It includes a wide variety of specialized map functionality like crop layers, water color, tile actions, and Lua scripting.
 
See [https://gist.github.com/notevenamouse/6339a7975ae5d13802488d88a8b10a64#file-wip-passive-features-md additional TMXL documentation].
|}
|}


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These have fewer than 100 content packs, but provide useful functionality for specific cases.
These have fewer than 100 content packs, but provide useful functionality for specific cases.


{| class="wikitable"
====Items====
These mods add new functionalities to items, including machines, furniture, and tools.
{| class="wikitable sortable"
|-
|-
! mod
! mod
! is CP extension
! is CP extension
! functionality
! functionality
|-
| {{nexus mod|24374|Advanced Melee Framework}} <small>(AMF)</small>
| no
| A framework for creating custom special attacks and enchantments for individual weapons and weapon types.
|-
|-
| {{nexus mod|11115|Better Crafting}} <small>(BC)</small>
| {{nexus mod|11115|Better Crafting}} <small>(BC)</small>
| yes/no
| Create custom recipes more advanced than those supported by the base game including support for controlling availability and ingredients via [[Modding:Game state queries|game state queries]], running [[Modding:Trigger actions|trigger actions]] when a player crafts the recipe, and multiple possible ingredients or outputs using [[Modding:Item queries|item queries and spawn fields]].
Create custom crafting stations with a limited selection of recipes, which can optionally be excluded from other crafting menus. These crafting stations can be opened via map tile actions or trigger actions. Allows assigning map tile actions to big craftables, which allows using them with the custom crafting stations feature.
|-
| {{nexus mod|20628|Calcifer}}
| yes
| yes
| Create custom recipes more advanced than those supported by the base game including support for controlling availability and ingredients via [[Modding:Game state queries|game state queries]], running [[Modding:Trigger actions|trigger actions]] when a player crafts the recipe, and multiple possible ingredients or outputs using [[Modding:Item queries|item queries and spawn fields]].
| A core mod providing various useful features. Current feature include custom offset for items displayed on furniture, Custom actions when interacting with furniture, custom item category names, and NPC swimming as part of their schedules.
Create custom crafting stations with a limited selection of recipes, which can optionally be excluded from other crafting menus. These crafting stations can be opened via map tile actions or trigger actions. Allows assigning map tile actions to big craftables, which allows using them with the custom crafting stations feature. '''1.6 Only.'''
|-
|-
| {{nexus mod|3853|Content Patcher Animations}} <small>(CP-A)</small>
| {{nexus mod|24794|Craft Anything Framework}}
| yes
| yes
| Animate any texture loaded through Content Patcher, including for textures that can't normally be animated (''e.g.,'' item sprites).
| Extend crafting recipes to allow crafting furniture, weapons, tools, and anything else.
|-
|-
| {{nexus mod|8626|Custom Companions}} <small>(CC)</small>
| {{nexus mod|20619|Custom Bush}}
| no
| yes
| Allows creating custom entities that can be spawned on maps or follow the player around. This includes animals in the world or wandering NPCs.
| Allows custom bushes to be added to the game which work like the tea sapling.  
|-
|-
| {{nexus mod|6293|Custom Crafting Stations}} <small>(CCS)</small>
| {{nexus mod|6293|Custom Crafting Stations}} <small>(CCS)</small>
| no
| no
| Add customized crafting stations which opens menus with a limited selection of recipes, without those recipes cluttering up the vanilla crafting menus. The stations can be [https://stardewvalleywiki.com/Modding:Big_craftables_data big craftables] that are vanilla or added using Json Assets (JA). The stations can also be added via tiledata added to the map.
| Add customized crafting stations which opens menus with a limited selection of recipes, without those recipes cluttering up the vanilla crafting menus. The stations can be [https://stardewvalleywiki.com/Modding:Big_craftables_data big craftables] that are vanilla or added using Json Assets (JA). The stations can also be added via tiledata added to the map.
'''Note''': This mod is in maintenance mode for 1.6 - Using Better Crafting might be a better idea.
|-
| {{nexus mod|7431|Expanded Storage}}
| yes
| Adds custom storages (chests, cabinets, etc.) that support capacity at vanilla levels and beyond.
|-
| {{nexus mod|22256|Extra Machine Configs}}
| yes
| Adds extra functionalities to machine input/output rules, such as additional fuels/byproducts for specific recipes or copying color and flavor of input to the output.
|-
| {{nexus mod|31678|Furniture Machine}}
| yes
| Allows furniture items to accept machine rules, notable input-output rules. Essentially allows machine dimensions bigger than 1x2.
|-
| {{nexus mod|25157|Glow Buff}}
| yes
| Adds a way for authors to apply a real glow effect to food buffs.
|-
| {{nexus mod|20357|Item Extensions}}
| yes
| Gives modders the ability to create custom resources, custom mixed seeds, and interactions between objects in-menu. (1.6)
|-
| {{nexus mod|22975|Machine Terrain Framework}}
| yes
| Adds the ability to define big craftables that can be placed on trees and water, as well as expanding crops behavior with extra drops, plant on water, and customizable triggers.
|-
| {{nexus mod|25287|Prismatic Valley Framework}}
| yes
| Framework to allow mod authors to specify a texture color override, including Prismatic and custom prismatic palettes, to their content using custom fields in Content Patcher. Currently supported: farm animals, objects, big craftables, and boots.
|-
| {{nexus mod|25055|Secret Note Framework}}
| yes
| A framework mod for adding custom Secret Notes to the game. Includes the ability to specify complex eligibility conditions or specific locations, use a different item for the note object, specify custom content and formatting (including images and text, or both), and set any trigger actions to be run when a note is first read.
|-
| {{nexus mod|29073|Trinket Tinker}}
| yes
| Framework for making custom trinkets with special abilities and trinket companions via content patcher. Also allows trinkets to be summoned without requiring the slot via [[Modding:Trigger actions|trigger actions]].
|}
====Maps and locations====
These mods add new functionalities to maps and locations, including extra tile actions and properties.
{| class="wikitable sortable"
|-
! mod
! is CP extension
! functionality
|-
| {{nexus mod|27359|Buildings Included}}
| yes
| Allows map makers to add pre-built buildings to their maps and conditionally add/upgrade buildings.
|-
| {{nexus mod|15792|Bush Bloom Mod}} <small>(BBM)<small>
| yes/no
| Allows creating custom bush blooming schedules to support whatever seasons, days, locations, and items you may want.
|-
| {{nexus mod|32864|Carpentry Catalogue}}
| yes
| Allows custom builder NPCs that can construct buildings like Robin, with either their own list of buildings or shared with Robin. Also allows custom blacksmith NPCs who can sell/upgrade tools after a delay.
|-
| {{nexus mod|8000|Central Station}}
| yes
| Make new locations accessible through [[Bus Stop|bus]], [[Railroad|train]], or [[Boat|boat]], so you don't need to patch paths/warps into existing maps. Has backwards compatibility for {{nexus mod|6183|Train Station}} and {{nexus mod|2905|Bus Locations}}, and adds a new location with randomized tourist/shops which can be populated further by other mods.
|-
|-
| {{nexus mod|1255|Custom Critters}} <small>(CC)</small>
| {{nexus mod|1255|Custom Critters}} <small>(CC)</small>
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| no
| no
| A simplified way of adding custom farms. Supports among other things spawning items/wild crops/resource clumps/beach drops and setting fishing rules within your farms context.
| A simplified way of adding custom farms. Supports among other things spawning items/wild crops/resource clumps/beach drops and setting fishing rules within your farms context.
'''Note''': 1.6 adds the ability to add new farm types natively via CP, which should be the preferred method. CFL still provides several additional features not found in the base game.
|-
| {{nexus mod|9296|Esca's Modding Plugins}}
| yes
| Adds miscellaneous new features for other mods to use. Current features include bed placement and kitchens/minifridges outside of a farmhouse, more Content Patcher Tokens, custom Special Order boards, destroyable bushes, multiple fishing zones, change water color.
|-
|-
| {{nexus mod|7431|Expanded Storage}} <small>(XS)</small>
| {{nexus mod|14493|Mapping Extensions and Extra Properties}}
| yes
| yes
| Adds custom storages (chests, cabinets, etc.) that support capacity at vanilla levels and beyond.
| Allow map authors to spice up their maps with the new custom tile properties and extra features. Features including spawning fake NPCs, closeup interactions, opening a letter and more.
|-
|-
| {{nexus mod|23458|Furniture Framework}} <small>(FF)</small>
| {{nexus mod|28423|Misc Map Action Properties}}
| no
| yes
| A Framework to make "Furniture Packs" with much more freedom that what a simple Content Pack allows: with it you can define seats, table slots, layers, shops, and much more.
| Add features for locations, buildings, and furniture. Includes tile data lights on map/building/furniture, various map wide visual effects, simple critter spawning, some fixes for custom farmhouse mods, extended building draw layer definition that also works on furniture, and more.
|-
|-
| {{nexus mod|22612|More Nightly Events}} <small>(MNE)</small>
| {{nexus mod|20537|Personal Indoor Farm}}
| yes
| yes
| Adds custom night-time events, using either configurable pre-made events, or by making your own with [[Modding:Event data|event scripting]]. '''1.6 Only.'''
| Adds new personal FarmHouse rooms. Modders can add room designs.
|-
|-
| {{nexus mod|6183|Train Station}} <small>(TS)</small>
| {{nexus mod|12311|Solid Foundations}} <small>(SF)</small>
| no
| yes/no
| Make new locations accessible through the [[railroad]] train station, so you don't need to patch paths/warps into existing maps.
| A framework for adding custom buildings to the game.
'''Note''': 1.6 adds the ability to add new buildings natively via CP, which should be the preferred method. SF still supports several features not present in the base game, including custom light sources on building exteriors and auxiliary human door.
|-
|-
| {{nexus mod|17265|Unlockable Bundles}} <small>(UB)</small>
| {{nexus mod|17265|Unlockable Bundles}}
| yes
| yes
| Enables custom bundle creation.
| Enables custom bundle creation and allow items to be registered as wallet currency.
|-
|-
| {{nexus mod|20357|Item Extensions}} <small>(IE)</small>
| {{nexus mod|35477|Ladder Chance Framework}}
| yes
| yes
| Gives modders the ability to create custom resources, custom mixed seeds, and interactions between objects in-menu. (1.6)
| A framework mod to change the chances of a ladder or shaft/hole in the Mines or Skull Cavern under any of numerous conditions using Content Patcher.
|}
 
====Miscellaneous====
These mods extend game functionality in other ways, or provide under-the-hood utilities for modders to use.
{| class="wikitable sortable"
|-
! mod
! is CP extension
! functionality
|-
|-
| {{nexus mod|20537|Personal Indoor Farm}} <small>(PIF)</small>
| {{nexus mod|27100|Button's Extra Trigger Action Stuff}}
| yes
| yes
| Adds new personal FarmHouse rooms. Modders can add room designs
| Adds several extra triggers, actions, and game state queries for Content Patcher mod authors to utilize. See [https://stardew.button.gay/docs/betas the documentation] for a full list and instructions.
|-
|-
| {{nexus mod|23135|Cloudy Skies}}
| {{nexus mod|23135|Cloudy Skies}}
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| A framework for adding custom weather types to the game, with distinct visual and auditory styles. Includes a variety of trigger actions to simulate weather effects, both beneficial and harmful.
| A framework for adding custom weather types to the game, with distinct visual and auditory styles. Includes a variety of trigger actions to simulate weather effects, both beneficial and harmful.
|-
|-
| {{nexus mod|22256|Extra Machine Configs}}
| {{nexus mod|3853|Content Patcher Animations}} <small>(CP-A)</small>
| yes/no
| Animate any texture loaded through Content Patcher, including for textures that can't normally be animated (''e.g.,'' item sprites).
 
'''Note''': It's recommended that you use SpaceCore's animation feature instead.
|-
| {{nexus mod|28284|Cross-Mod Compatibility Tokens}}
| yes
| yes
| Adds extra functionalities to machine input/output rules, such as additional fuels/byproducts for specific recipes or copying color and flavor of input to the output.
| Adds some special, custom Content Patcher tokens that lets mods access the config values, translations, and dynamic tokens from other mods, including mods that are not made for Content Patcher specifically.
|-
|-
| {{nexus mod|22975|Machine Terrain Framework}}
| {{nexus mod|8626|Custom Companions}} <small>(CC)</small>
| yes
| no
| Adds the ability to define big craftables that can be placed on trees and water, as well as aquatic crops.
| Allows creating custom entities that can be spawned on maps or follow the player around. This includes animals in the world or wandering NPCs.
|-
|-
| {{nexus mod|25328|Extra Animal Configs}}
| {{nexus mod|25328|Extra Animal Configs}}
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| Extends farm animal data with additional features, such as multiple harvest types, food other than hay, and multiple choices for hatching/births.
| Extends farm animal data with additional features, such as multiple harvest types, food other than hay, and multiple choices for hatching/births.
|-
|-
| {{nexus mod|14493|Mapping Extensions and Extra Properties}} <small>(MEEP)</small>
| {{nexus mod|29997|Livestock Bazaar}}
| yes
| yes
| Allow map authors to spice up their maps with the new custom tile properties and extra features. Features including spawning fake NPCs, closeup interactions, opening a letter and more.
| Revamps the farm animal purchase menu, and adds ways for mod to create custom animal shops.
|-
|-
| {{nexus mod|20628|Calcifer}}
| {{nexus mod|22612|More Nightly Events}}
| yes
| yes
| A core mod providing various useful features. Current feature include custom offset for items displayed on furniture, Custom actions when interacting with furniture, custom item category names, and NPC swimming as part of their schedules.
| Adds custom night-time events, using either configurable pre-made events, or by making your own with [[Modding:Event data|event scripting]].
|-
|-
| {{nexus mod|15792|Bush Bloom Mod <small>(BBM)<small>}}
| {{nexus mod|30138|Nature In The Valley}} <small>(NiTV)</small>
| yes/no
| yes/no
| Allows creating custom bush blooming schedules to support whatever seasons, days, locations, and items you may want.
| Framework for making catchable animals, creatures, critters and beasts with varying behaviors and temperaments. Creatures can either passively spawn according to conditions such as GSQs, or be spawned actively using [[Modding:Trigger actions|trigger actions]].
|-
|-
| {{nexus mod|20619|Custom Bush}}
| {{nexus mod|22300|Special Power Utilities}}
| yes
| yes
| Allows custom bushes to be added to the game which work like the tea sapling.  
| A categorized special items & powers tab. For mod authors working with powers and books, this mod provides the ability to add/specify tabs for their custom powers, change the "book read" message for custom books, add books that grant recipes, and extra Game State Queries, trigger actions and CP tokens.
|-
| {{nexus mod|9296|Esca's Modding Plugins <small>(EMP)<small>}}
| yes
| Adds miscellaneous new features for other mods to use. Current features include bed placement and kitchens/minifridges outside of a farmhouse, more Content Patcher Tokens, custom Special Order boards, destroyable bushes, multiple fishing zones, change water color.
|-
|-
| {{nexus mod|22300|Special Power Utilities}}
| {{nexus mod|49525|Parchment}}
| yes
| yes
| A categorized special items & powers tab. For mod authors working with powers and books, this mod provides the ability to add/specify tabs for their custom powers, change the "book read" message for custom books, add books that grant recipes, and extra Game State Queries, trigger actions and CP tokens.
| Allows mod authors to create fully customizable in-game books.
|}
|}


==See also==
==See also==
* [[Modding:Index]] for different ways to create mods, and more detailed documentation.
* [[Modding:Index]] for different ways to create mods, and more detailed documentation.
* [https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_Framework_Mods Tutorial: Making Framework Mods] for an external tutorial collecting various instructions and tips on making new framework mods.


[[Category:Modding]]
[[Category:Modding]]


[[pt:Modificações:Frameworks de pacotes de conteúdo]]
[[pt:Modificações:Frameworks de pacotes de conteúdo]]
[[ru:Модификации:Контент-паки и фреймворки]]
[[tr:Modlama:İçerik Paketi Framework'leri]]
[[tr:Modlama:İçerik Paketi Framework'leri]]

Latest revision as of 00:26, 7 August 2026

← Modding:Index

Content pack frameworks are SMAPI mods designed to simplify the process of creating content packs for Stardew Valley. While they aim to minimize the need for programming experience, some familiarity with coding concepts can be helpful. Creating mods directly in C# for SMAPI may offer insight into the way the game works. Content packs are one of the two main ways to mod Stardew Valley, alongside creating C# mods for SMAPI directly.

Here's a list of software for pixel art and JSON text editors we recommend. With software like VS Code and Sublime, you can set up the schema so it checks the formatting of your JSON file as you write your mod. In that way, it's like a built in json validator site. More details on setting up the schema here.

Content Patcher

The recommended framework mod to use is Content Patcher, which allows you to change how Stardew Valley loads its contents, assets, sprites, maps, and even much of its logic from its Content folder.

The following is a non-exhaustive list of new things you can add to the game using Content Patcher:

  • Items (including cooking, crops, trees, clothing, furniture, and new artisan machines that can process inputs)
  • Buildings, maps, and locations
  • Farm animals and pets
  • NPCs, including dialogue, sprites, schedule and events
  • Mail, shops, quests, and special orders

With Content Patcher you can also patch existing assets, which includes:

  • Retexturing sprites, including (but not limited to) item sprites, NPC portraits and map appearance
  • Changing NPC behavior, dialogue or even their name
  • Modify maps to add new locations or warps

See Modding:Content Patcher for a getting started guide.

Other popular frameworks

While you want to use Content Patcher in most cases, other frameworks can be useful if you need features that isn't supported by the game engine itself. These framework mods usually either extend Content Patcher by adding new assets to the game for content packs to edit (in which case they don't have their own content pack formats, but instead rely on Content Patcher's own), or define their own separate formats.

Here is a non-exhaustive list of framework mods used most often to create content packs. (The parenthesis next to each name is the conventional acronym used in the folder name for mods that do not use Content Patcher.).

Core (1000+ content packs)

mod is CP extension functionality
Alternative Textures (AT) no Enables texture variation for placeable objects, buildings and entities. This includes trees, animals, pets, farm buildings, plants, and more.
Fashion Sense (FS) no Allows for bigger accessories, hairstyles, hats, shirts, sleeves and pants, as well as animation support and more.
Json Assets (JA) no Create specific item types, with support for functionality specific to each item type (e.g., specifying crafting/cooking/recipes or gift tastes for new items). It currently supports creating objects, big craftables, crops, fruit trees, hats, weapons, shirts, pants, and boots. Content and images added by Json Assets can also be edited through Content Patcher.

See its GitHub readme for documentation.

Note: 1.6 adds the ability to add new items natively via CP, which should be the preferred method.

Popular (400+)

mod is CP extension functionality
Farm Type Manager (FTM) no Add farm-like spawning logic to any map. That includes spawning stumps, debris, forage, meteors, monsters, ores, etc.
Producer Framework Mod (PFM) no Add/change the inputs/outputs/behaviour of any machine in the game. That includes vanilla machines (e.g., keg), machines added by other mods, and adding machine logic to any big craftable.

Note: 1.6 adds the ability to add new machine rules natively via CP, which should be the preferred method. PFM still provides several additional features not found in the base game (though most of them are covered by Extra Machine Config, an addon framework on top of CP).

SpaceCore yes A framework providing many features to content pack authors. Features include:
  • Crafting/cooking recipes that can take ingredients based on context tags
  • Extra item data, such as buffs on consumption
  • Extra trigger actions, map actions and game state queries
  • Extra yields on crop harvest
  • Animated textures
  • Custom spawnables and procedurally generated dungeons.

Common (100+)

mod is CP extension functionality
Better Artisan Good Icons (BAGI) no Add custom icons to artisanal items like honey or wine based on the item or flower used to make them.

Note: The original Nexus version is not updated for 1.6. Use EBAGI if you want to make 1.6 content packs.

Furniture Framework (FF) no A Framework to make "Furniture Packs" with much more freedom that what a simple Content Pack allows: with it you can define seats, table slots, layers, shops, and much more.
Mail Framework Mod (MFM) no Add new mail with functionality like custom backgrounds, repeating mail, a wider variety of mail attachments, and support for multiple attachments.

Note: 1.6 adds the ability to add new mail natively via CP, which should be the preferred method. MFM still provides several additional features not found in the base game (such as attaching items with higher quality to mail).

Specialized frameworks

These have fewer than 100 content packs, but provide useful functionality for specific cases.

Items

These mods add new functionalities to items, including machines, furniture, and tools.

mod is CP extension functionality
Advanced Melee Framework (AMF) no A framework for creating custom special attacks and enchantments for individual weapons and weapon types.
Better Crafting (BC) yes/no Create custom recipes more advanced than those supported by the base game including support for controlling availability and ingredients via game state queries, running trigger actions when a player crafts the recipe, and multiple possible ingredients or outputs using item queries and spawn fields.

Create custom crafting stations with a limited selection of recipes, which can optionally be excluded from other crafting menus. These crafting stations can be opened via map tile actions or trigger actions. Allows assigning map tile actions to big craftables, which allows using them with the custom crafting stations feature.

Calcifer yes A core mod providing various useful features. Current feature include custom offset for items displayed on furniture, Custom actions when interacting with furniture, custom item category names, and NPC swimming as part of their schedules.
Craft Anything Framework yes Extend crafting recipes to allow crafting furniture, weapons, tools, and anything else.
Custom Bush yes Allows custom bushes to be added to the game which work like the tea sapling.
Custom Crafting Stations (CCS) no Add customized crafting stations which opens menus with a limited selection of recipes, without those recipes cluttering up the vanilla crafting menus. The stations can be big craftables that are vanilla or added using Json Assets (JA). The stations can also be added via tiledata added to the map.

Note: This mod is in maintenance mode for 1.6 - Using Better Crafting might be a better idea.

Expanded Storage yes Adds custom storages (chests, cabinets, etc.) that support capacity at vanilla levels and beyond.
Extra Machine Configs yes Adds extra functionalities to machine input/output rules, such as additional fuels/byproducts for specific recipes or copying color and flavor of input to the output.
Furniture Machine yes Allows furniture items to accept machine rules, notable input-output rules. Essentially allows machine dimensions bigger than 1x2.
Glow Buff yes Adds a way for authors to apply a real glow effect to food buffs.
Item Extensions yes Gives modders the ability to create custom resources, custom mixed seeds, and interactions between objects in-menu. (1.6)
Machine Terrain Framework yes Adds the ability to define big craftables that can be placed on trees and water, as well as expanding crops behavior with extra drops, plant on water, and customizable triggers.
Prismatic Valley Framework yes Framework to allow mod authors to specify a texture color override, including Prismatic and custom prismatic palettes, to their content using custom fields in Content Patcher. Currently supported: farm animals, objects, big craftables, and boots.
Secret Note Framework yes A framework mod for adding custom Secret Notes to the game. Includes the ability to specify complex eligibility conditions or specific locations, use a different item for the note object, specify custom content and formatting (including images and text, or both), and set any trigger actions to be run when a note is first read.
Trinket Tinker yes Framework for making custom trinkets with special abilities and trinket companions via content patcher. Also allows trinkets to be summoned without requiring the slot via trigger actions.

Maps and locations

These mods add new functionalities to maps and locations, including extra tile actions and properties.

mod is CP extension functionality
Buildings Included yes Allows map makers to add pre-built buildings to their maps and conditionally add/upgrade buildings.
Bush Bloom Mod (BBM) yes/no Allows creating custom bush blooming schedules to support whatever seasons, days, locations, and items you may want.
Carpentry Catalogue yes Allows custom builder NPCs that can construct buildings like Robin, with either their own list of buildings or shared with Robin. Also allows custom blacksmith NPCs who can sell/upgrade tools after a delay.
Central Station yes Make new locations accessible through bus, train, or boat, so you don't need to patch paths/warps into existing maps. Has backwards compatibility for Train Station and Bus Locations, and adds a new location with randomized tourist/shops which can be populated further by other mods.
Custom Critters (CC) no Add custom critters to the world, like butterflies and bees.
Custom Farm Loader (CFL) no A simplified way of adding custom farms. Supports among other things spawning items/wild crops/resource clumps/beach drops and setting fishing rules within your farms context.

Note: 1.6 adds the ability to add new farm types natively via CP, which should be the preferred method. CFL still provides several additional features not found in the base game.

Esca's Modding Plugins yes Adds miscellaneous new features for other mods to use. Current features include bed placement and kitchens/minifridges outside of a farmhouse, more Content Patcher Tokens, custom Special Order boards, destroyable bushes, multiple fishing zones, change water color.
Mapping Extensions and Extra Properties yes Allow map authors to spice up their maps with the new custom tile properties and extra features. Features including spawning fake NPCs, closeup interactions, opening a letter and more.
Misc Map Action Properties yes Add features for locations, buildings, and furniture. Includes tile data lights on map/building/furniture, various map wide visual effects, simple critter spawning, some fixes for custom farmhouse mods, extended building draw layer definition that also works on furniture, and more.
Personal Indoor Farm yes Adds new personal FarmHouse rooms. Modders can add room designs.
Solid Foundations (SF) yes/no A framework for adding custom buildings to the game.

Note: 1.6 adds the ability to add new buildings natively via CP, which should be the preferred method. SF still supports several features not present in the base game, including custom light sources on building exteriors and auxiliary human door.

Unlockable Bundles yes Enables custom bundle creation and allow items to be registered as wallet currency.
Ladder Chance Framework yes A framework mod to change the chances of a ladder or shaft/hole in the Mines or Skull Cavern under any of numerous conditions using Content Patcher.

Miscellaneous

These mods extend game functionality in other ways, or provide under-the-hood utilities for modders to use.

mod is CP extension functionality
Button's Extra Trigger Action Stuff yes Adds several extra triggers, actions, and game state queries for Content Patcher mod authors to utilize. See the documentation for a full list and instructions.
Cloudy Skies yes A framework for adding custom weather types to the game, with distinct visual and auditory styles. Includes a variety of trigger actions to simulate weather effects, both beneficial and harmful.
Content Patcher Animations (CP-A) yes/no Animate any texture loaded through Content Patcher, including for textures that can't normally be animated (e.g., item sprites).

Note: It's recommended that you use SpaceCore's animation feature instead.

Cross-Mod Compatibility Tokens yes Adds some special, custom Content Patcher tokens that lets mods access the config values, translations, and dynamic tokens from other mods, including mods that are not made for Content Patcher specifically.
Custom Companions (CC) no Allows creating custom entities that can be spawned on maps or follow the player around. This includes animals in the world or wandering NPCs.
Extra Animal Configs yes Extends farm animal data with additional features, such as multiple harvest types, food other than hay, and multiple choices for hatching/births.
Livestock Bazaar yes Revamps the farm animal purchase menu, and adds ways for mod to create custom animal shops.
More Nightly Events yes Adds custom night-time events, using either configurable pre-made events, or by making your own with event scripting.
Nature In The Valley (NiTV) yes/no Framework for making catchable animals, creatures, critters and beasts with varying behaviors and temperaments. Creatures can either passively spawn according to conditions such as GSQs, or be spawned actively using trigger actions.
Special Power Utilities yes A categorized special items & powers tab. For mod authors working with powers and books, this mod provides the ability to add/specify tabs for their custom powers, change the "book read" message for custom books, add books that grant recipes, and extra Game State Queries, trigger actions and CP tokens.
Parchment yes Allows mod authors to create fully customizable in-game books.

See also