Difference between revisions of "Modding:Content pack frameworks"

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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]]. For a pictorial concept map of many of the most popular frameworks, see [[Modding:Modder_Guide/Get_Started/Pictorial_Guide|this page]].
+
'''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]].
  
 +
Here's a [https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7 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 [https://smapi.io/json/ json validator site]. More details on setting up the schema [https://github.com/Pathoschild/SMAPI/blob/stable/docs/technical/web.md#using-a-schema-file-directly here].
 +
 +
==Content Patcher==
 +
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:
  
 +
* 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
  
Each framework mod defines their own content pack format; see their mod pages for usage.
+
With Content Patcher you can also patch existing assets, which includes:
  
Here's a [https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7 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 [https://smapi.io/json/ json validator site]. More details on setting up the schema [https://github.com/Pathoschild/SMAPI/blob/stable/docs/technical/web.md#using-a-schema-file-directly here].
+
* 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.
  
==Popular frameworks==
+
Here is a non-exhaustive list of framework mods used most often to create content packs. <small>(The parenthesis next to each name is the [[Modding:Content packs#Conventions|conventional acronym used in the folder name]] for mods that do not use Content Patcher.)</small>.
Here are the framework mods used most often to create content packs. <small>(The parenthesis next to each name is the [[Modding:Content packs#Conventions|conventional acronym used in the folder name]].)</small>
 
  
 
===Core (1000+ content packs)===
 
===Core (1000+ content packs)===
Line 14: Line 31:
 
|-
 
|-
 
! mod
 
! mod
 +
! is CP extension
 
! functionality
 
! functionality
|-
 
| {{nexus mod|1915|Content Patcher}} <small>(CP)</small>
 
| Add/edit/replace any content asset in the game (''i.e.,'' assets normally read from [[Modding:Player Guide/Getting Started#Find your game folder|your game's <samp>Content</samp> folder]]). It supports data/image/map files, has functionality like partial patches and prepend/append, and supports many different conditions and tokens (''e.g.,'' to make textures seasonal, data that changes by time of day, etc). A wide variety of mods can be created using Content Patcher, from simple portrait replacements to creating entire NPCs.
 
 
See [[Modding:Content Patcher]] for a getting started guide.
 
 
|-
 
|-
 
| {{nexus mod|1720|Json Assets}} <small>(JA)</small>
 
| {{nexus mod|1720|Json Assets}} <small>(JA)</small>
 +
| 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.
 
| 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 {{github|spacechase0/JsonAssets#readme|its GitHub readme}} for documentation.
 
See {{github|spacechase0/JsonAssets#readme|its GitHub readme}} for documentation.
 +
 +
'''Note''': 1.6 adds the ability to add new items natively. JA still provides several additional features not found in the base game.
 +
|-
 +
| {{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.
 
|}
 
|}
  
Line 31: Line 51:
 
|-
 
|-
 
! mod
 
! mod
 +
! is CP extension
 
! functionality
 
! functionality
|-
 
| {{nexus mod|9246|Alternative Textures}} <small>(AT)</small>
 
| Enables texture variation for placeable objects, buildings and entities. This includes trees, animals, pets, farm buildings, plants, and more.
 
 
|-
 
|-
 
| {{nexus mod|4970|Producer Framework Mod}} <small>(PFM)</small>
 
| {{nexus mod|4970|Producer Framework Mod}} <small>(PFM)</small>
 +
| 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. PFM still provides several additional features not found in the base game.
 +
|-
 +
| {{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}}
 +
| 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.
 
|}
 
|}
  
Line 44: Line 78:
 
|-
 
|-
 
! mod
 
! mod
 +
! is CP extension
 
! functionality
 
! functionality
 
|-
 
|-
 
| {{nexus mod|2080|Better Artisan Good Icons}} <small>(BAGI)</small>
 
| {{nexus mod|2080|Better Artisan Good Icons}} <small>(BAGI)</small>
 +
| 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.
|-
+
 
| [https://smapi.io/mods/#Paritee.27s_Better_Farm_Animal_Variety Better Farm Animal Variety] <small>(BFAV)</small>
+
'''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.
| Add new farm animal types.
 
|-
 
| {{nexus mod|1254|Custom Furniture}} <small>(CF)</small>
 
| Add new [[furniture]] items.
 
|-
 
| {{nexus mod|3043|Custom Music}} <small>(CM)</small>
 
| Replace or add music tracks and sound effects.
 
|-
 
| {{nexus mod|9365|Dynamic Game Assets}} <small>(DGA)</small>
 
| 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 big craftables, boots, crafting recipes, crops, fences, forge recipes, fruit trees, furniture, hats, machine recipes, melee weapons, objects, gift tastes, pants, shirts, shop entries, tailoring recipes, and texture overrides.
 
 
|-
 
|-
 
| {{nexus mod|3231|Farm Type Manager}} <small>(FTM)</small>
 
| {{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.
 
| Add farm-like spawning logic to any map. That includes spawning stumps, debris, forage, meteors, monsters, ores, etc.
|-
 
| {{nexus mod|9969|Fashion Sense}} <small>(FS)</small>
 
| Allows for bigger accessories, hairstyles, hats, shirts, sleeves and pants, as well as animation support and more.
 
 
|-
 
|-
 
| {{nexus mod|1536|Mail Framework Mod}} <small>(MFM)</small>
 
| {{nexus mod|1536|Mail Framework Mod}} <small>(MFM)</small>
| 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.)
+
| no
|-
+
| Add new mail with functionality like custom backgrounds, repeating mail, a wider variety of mail attachments, and support for multiple attachments.
| {{nexus mod|5005|Shop Tile Framework}} <small>(STF)</small>
+
'''Note''': 1.6 adds the ability to add new mail natively. MFM still provides several additional features not found in the base game (such as attaching items with higher quality to mail).
| Add new shops or edit existing shop inventories with a wide variety of conditions.
 
|-
 
| {{nexus mod|1820|TMXL Map Toolkit}} <small>(TMXL)</small>
 
| 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].
 
 
|}
 
|}
  
Line 85: Line 103:
 
|-
 
|-
 
! mod
 
! mod
 +
! is CP extension
 
! functionality
 
! functionality
 
|-
 
|-
 
| {{nexus mod|11115|Better Crafting}} <small>(BC)</small>
 
| {{nexus mod|11115|Better Crafting}} <small>(BC)</small>
 +
| 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]].
 
| 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. '''1.6 Only.'''
+
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|3853|Content Patcher Animations}} <small>(CP-A)</small>
 
| {{nexus mod|3853|Content Patcher Animations}} <small>(CP-A)</small>
 +
| yes
 
| 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.
 
|-
 
|-
 
| {{nexus mod|8626|Custom Companions}} <small>(CC)</small>
 
| {{nexus mod|8626|Custom Companions}} <small>(CC)</small>
 +
| 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.
 
| 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|6293|Custom Crafting Stations}} <small>(CCS)</small>
 
| {{nexus mod|6293|Custom Crafting Stations}} <small>(CCS)</small>
 +
| 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|1255|Custom Critters}} <small>(CC)</small>
 
| {{nexus mod|1255|Custom Critters}} <small>(CC)</small>
 +
| no
 
| Add custom critters to the world, like butterflies and bees.
 
| Add custom critters to the world, like butterflies and bees.
 
|-
 
|-
 
| {{nexus mod|13804|Custom Farm Loader}} <small>(CFL)</small>
 
| {{nexus mod|13804|Custom Farm Loader}} <small>(CFL)</small>
 +
| 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. CFL still provides several additional features not found in the base game.
| {{nexus mod|10202|Custom Obelisks}} <small>(CO)</small>
 
| Add custom obelisks that let you teleport from the farm to any location, as well as totems.
 
|-
 
| {{nexus mod|5966|Custom Ore Nodes}} <small>(CON)</small>
 
| Add rock/mineral types you can break to get items, either custom or from the base game. (1.5)
 
|-
 
| {{nexus mod|6669|Custom Resource Clumps}} <small>(CRC)</small>
 
| Add new types of boulder-sized resource clumps you can break to get items, either custom or from the base game. (1.5)
 
|-
 
| {{nexus mod|10024|Custom Winter Star Gifts}} <small>(CWSG)</small>
 
| Change the gifts people give at the Winter Star festival via a set of many add and replace instructions.
 
 
|-
 
|-
 
| {{nexus mod|7431|Expanded Storage}} <small>(XS)</small>
 
| {{nexus mod|7431|Expanded Storage}} <small>(XS)</small>
 +
| 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.
 
|-
 
|-
 
| {{nexus mod|23458|Furniture Framework}} <small>(FF)</small>
 
| {{nexus mod|23458|Furniture Framework}} <small>(FF)</small>
 +
| 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.
 
| 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|22612|More Nightly Events}} <small>(MNE)</small>
 
| {{nexus mod|22612|More Nightly Events}} <small>(MNE)</small>
| 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.'''
+
| yes
|-
+
| Adds custom night-time events, using either configurable pre-made events, or by making your own with [[Modding:Event data|event scripting]].
| {{nexus mod|6414|Quest Framework}} <small>(QF)</small>
 
| Add modders the ability to create custom quests, define custom quest types and handle quests on the back-end.
 
 
|-
 
|-
 
| {{nexus mod|6183|Train Station}} <small>(TS)</small>
 
| {{nexus mod|6183|Train Station}} <small>(TS)</small>
 +
| no
 
| Make new locations accessible through the [[railroad]] train station, so you don't need to patch paths/warps into existing maps.
 
| Make new locations accessible through the [[railroad]] train station, so you don't need to patch paths/warps into existing maps.
 
|-
 
|-
 
| {{nexus mod|17265|Unlockable Bundles}} <small>(UB)</small>
 
| {{nexus mod|17265|Unlockable Bundles}} <small>(UB)</small>
 +
| yes
 
| Enables custom bundle creation.
 
| Enables custom bundle creation.
 
|-
 
|-
 
| {{nexus mod|20357|Item Extensions}} <small>(IE)</small>
 
| {{nexus mod|20357|Item Extensions}} <small>(IE)</small>
 +
| 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)
 
|-
 
|-
 
| {{nexus mod|20537|Personal Indoor Farm}} <small>(PIF)</small>
 
| {{nexus mod|20537|Personal Indoor Farm}} <small>(PIF)</small>
 +
| yes
 
| Adds new personal FarmHouse rooms. Modders can add room designs
 
| Adds new personal FarmHouse rooms. Modders can add room designs
 +
|-
 +
| {{nexus mod|23135|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.
 +
|-
 +
| {{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|22975|Machine Terrain Framework}}
 +
| yes
 +
| Adds the ability to define big craftables that can be placed on trees and water, as well as aquatic crops.
 +
|-
 +
| {{nexus mod|25328|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.
 +
|-
 +
| {{nexus mod|14493|Mapping Extensions and Extra Properties}} <small>(MEEP)</small>
 +
| 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.
 +
|-
 +
| {{nexus mod|20628|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.
 +
|-
 +
| {{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|20619|Custom Bush}}
 +
| yes
 +
| Allows custom bushes to be added to the game which work like the tea sapling.
 +
|-
 +
| {{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}}
 +
| 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.
 +
|-
 +
| {{nexus mod|12311|Solid Foundations}} <small>(SF)</small>
 +
| yes/no
 +
| A framework for adding custom buildings to the game.
 +
'''Note''': 1.6 adds the ability to add new buildings natively. SF still supports several features not present in the base game, including custom light sources on building exteriors or archways that can be walked underneath.
 +
|-
 +
| {{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|24794|Craft Anything Framework}} <small>(CAF)</small>
 +
| yes
 +
| Extend crafting recipes to allow crafting furniture, weapons, tools, and anything else.
 +
|-
 +
| {{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.
 
|}
 
|}
  

Latest revision as of 18:09, 2 September 2024

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
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. JA still provides several additional features not found in the base game.

Alternative Textures (AT) no Enables texture variation for placeable objects, buildings and entities. This includes trees, animals, pets, farm buildings, plants, and more.

Popular (400+)

mod is CP extension functionality
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. PFM still provides several additional features not found in the base game.

Fashion Sense (FS) no Allows for bigger accessories, hairstyles, hats, shirts, sleeves and pants, as well as animation support and more.
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.

Farm Type Manager (FTM) no Add farm-like spawning logic to any map. That includes spawning stumps, debris, forage, meteors, monsters, ores, etc.
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. 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.

mod is CP extension functionality
Better Crafting (BC) yes 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.

Content Patcher Animations (CP-A) yes 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.

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.
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.

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. CFL still provides several additional features not found in the base game.

Expanded Storage (XS) yes Adds custom storages (chests, cabinets, etc.) that support capacity at vanilla levels and beyond.
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.
More Nightly Events (MNE) yes Adds custom night-time events, using either configurable pre-made events, or by making your own with event scripting.
Train Station (TS) no Make new locations accessible through the railroad train station, so you don't need to patch paths/warps into existing maps.
Unlockable Bundles (UB) yes Enables custom bundle creation.
Item Extensions (IE) yes Gives modders the ability to create custom resources, custom mixed seeds, and interactions between objects in-menu. (1.6)
Personal Indoor Farm (PIF) yes Adds new personal FarmHouse rooms. Modders can add room designs
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.
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.
Machine Terrain Framework yes Adds the ability to define big craftables that can be placed on trees and water, as well as aquatic crops.
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.
Mapping Extensions and Extra Properties (MEEP) 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.
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.
Bush Bloom Mod (BBM) yes/no Allows creating custom bush blooming schedules to support whatever seasons, days, locations, and items you may want.
Custom Bush yes Allows custom bushes to be added to the game which work like the tea sapling.
Esca's Modding Plugins (EMP) 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.
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.
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. SF still supports several features not present in the base game, including custom light sources on building exteriors or archways that can be walked underneath.

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.
Craft Anything Framework (CAF) yes Extend crafting recipes to allow crafting furniture, weapons, tools, and anything else.
Advanced Melee Framework (AMF) no A framework for creating custom special attacks and enchantments for individual weapons and weapon types.

See also

  • Modding:Index for different ways to create mods, and more detailed documentation.