Modding:Content pack frameworks: Difference between revisions
imported>Pathoschild →Other popular frameworks: sort mods; make all tables sortable; update (Farm Type manager moved to popular, Furniture Framework moved to common); fix header to match rest of page |
imported>Pathoschild →Other popular frameworks: remove folder acronyms for Content Patcher extensions (which don't have content pack folders); correct 'is CP extension' for Better Crafting (also has content pack format), Central Station (only edited via Content Patcher), and Content Patcher Animations (has legacy packs) |
||
| Line 119: | Line 119: | ||
|- | |- | ||
| {{nexus mod|11115|Better Crafting}} <small>(BC)</small> | | {{nexus mod|11115|Better Crafting}} <small>(BC)</small> | ||
| yes | | 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 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. | 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. | ||
| Line 127: | Line 127: | ||
| 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. | | 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. | ||
|- | |- | ||
| {{nexus mod|24794|Craft Anything Framework}} | | {{nexus mod|24794|Craft Anything Framework}} | ||
| yes | | yes | ||
| Extend crafting recipes to allow crafting furniture, weapons, tools, and anything else. | | Extend crafting recipes to allow crafting furniture, weapons, tools, and anything else. | ||
| Line 140: | Line 140: | ||
'''Note''': This mod is in maintenance mode for 1.6 - Using Better Crafting might be a better idea. | '''Note''': This mod is in maintenance mode for 1.6 - Using Better Crafting might be a better idea. | ||
|- | |- | ||
| {{nexus mod|7431|Expanded Storage}} | | {{nexus mod|7431|Expanded Storage}} | ||
| yes | | yes | ||
| Adds custom storages (chests, cabinets, etc.) that support capacity at vanilla levels and beyond. | | Adds custom storages (chests, cabinets, etc.) that support capacity at vanilla levels and beyond. | ||
| Line 156: | Line 156: | ||
| Adds a way for authors to apply a real glow effect to food buffs. | | Adds a way for authors to apply a real glow effect to food buffs. | ||
|- | |- | ||
| {{nexus mod|20357|Item Extensions}} | | {{nexus mod|20357|Item Extensions}} | ||
| yes | | yes | ||
| Gives modders the ability to create custom resources, custom mixed seeds, and interactions between objects in-menu. (1.6) | | Gives modders the ability to create custom resources, custom mixed seeds, and interactions between objects in-menu. (1.6) | ||
| Line 189: | Line 189: | ||
| Allows map makers to add pre-built buildings to their maps and conditionally add/upgrade buildings. | | 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> | | {{nexus mod|15792|Bush Bloom Mod}} <small>(BBM)<small> | ||
| yes/no | | yes/no | ||
| Allows creating custom bush blooming schedules to support whatever seasons, days, locations, and items you may want. | | Allows creating custom bush blooming schedules to support whatever seasons, days, locations, and items you may want. | ||
| Line 197: | Line 197: | ||
| Allows custom builder NPCs that can construct buildings like Robin, with either their own list of buildings or shared with Robin. | | Allows custom builder NPCs that can construct buildings like Robin, with either their own list of buildings or shared with Robin. | ||
|- | |- | ||
| {{nexus mod|8000|Central Station}} | | {{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. | | 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. | ||
|- | |- | ||
| Line 210: | Line 210: | ||
'''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. | '''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}} | | {{nexus mod|9296|Esca's Modding Plugins}} | ||
| yes | | 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. | | 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|14493|Mapping Extensions and Extra Properties}} | | {{nexus mod|14493|Mapping Extensions and Extra Properties}} | ||
| 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. | | 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|28423|Misc Map Action Properties}} | | {{nexus mod|28423|Misc Map Action Properties}} | ||
| yes | | 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. | | 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|20537|Personal Indoor Farm}} | | {{nexus mod|20537|Personal Indoor Farm}} | ||
| yes | | yes | ||
| Adds new personal FarmHouse rooms. Modders can add room designs. | | Adds new personal FarmHouse rooms. Modders can add room designs. | ||
| Line 231: | Line 231: | ||
'''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. | '''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}} | | {{nexus mod|17265|Unlockable Bundles}} | ||
| yes | | yes | ||
| Enables custom bundle creation and allow items to be registered as wallet currency. | | Enables custom bundle creation and allow items to be registered as wallet currency. | ||
| Line 244: | Line 244: | ||
! functionality | ! functionality | ||
|- | |- | ||
| {{nexus mod|27100|Button's Extra Trigger Action Stuff}} | | {{nexus mod|27100|Button's Extra Trigger Action Stuff}} | ||
| yes | | yes | ||
| 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. | | 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. | ||
| Line 253: | Line 253: | ||
|- | |- | ||
| {{nexus mod|3853|Content Patcher Animations}} <small>(CP-A)</small> | | {{nexus mod|3853|Content Patcher Animations}} <small>(CP-A)</small> | ||
| yes | | yes/no | ||
| Animate any texture loaded through Content Patcher, including for textures that can't normally be animated (''e.g.,'' item sprites). | | 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. | '''Note''': It's recommended that you use SpaceCore's animation feature instead. | ||
|- | |- | ||
| {{nexus mod|28284|Cross-Mod Compatibility Tokens}} | | {{nexus mod|28284|Cross-Mod Compatibility Tokens}} | ||
| yes | | 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. | | 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. | ||
| Line 274: | Line 274: | ||
| Revamps the farm animal purchase menu, and adds ways for mod to create custom animal shops. | | Revamps the farm animal purchase menu, and adds ways for mod to create custom animal shops. | ||
|- | |- | ||
| {{nexus mod|22612|More Nightly Events}} | | {{nexus mod|22612|More Nightly Events}} | ||
| yes | | yes | ||
| Adds custom night-time events, using either configurable pre-made events, or by making your own with [[Modding:Event data|event scripting]]. | | Adds custom night-time events, using either configurable pre-made events, or by making your own with [[Modding:Event data|event scripting]]. | ||
Revision as of 18:49, 31 December 2025
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. |
| 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. |
| Fashion Sense (FS) | no | Allows for bigger accessories, hairstyles, hats, shirts, sleeves and pants, as well as animation support and more. |
| 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:
|
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 aquatic crops. |
| 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. |
| 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. |
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. |
See also
- Modding:Index for different ways to create mods, and more detailed documentation.
- Tutorial: Making Framework Mods for an external tutorial collecting various instructions and tips on making new framework mods.