Built for Stardew Valley 1.6
A Stardew Valley mod maker for people who'd rather draw than code
Repaint any sprite. Swap any sound. Rewrite any line, retune any number. Then invent items, machines, crops and villagers that were never in the game — and export the whole lot as one Content Patcher pack you can drop straight into your Mods folder.
- Free forever
- No account
- Nothing to install
- Your work never leaves your computer
What you can change
- 2,750
- sprites you can repaint
- 435
- audio cues you can replace
- 7,092
- lines of text you can rewrite
- 1,106
- values you can retune
- 48
- villagers you can edit
- 0
- lines of code you write
Six studios, one mod
So what would you actually make?
Every one of these is a real pack you could finish this evening — and most of them mix two or three studios together.
Pastel Pelican Town
Pick a palette you love and take it through the whole valley — seed packets, the community centre, every crop in the ground, the little coffee cup in the corner of the HUD. Then rename the seasons to match.
Joja Corporate Overhaul
Everything goes Joja blue. Parsnips become Root Vegetable Units. Morning is announced by an elevator chime you recorded on your phone at work.
Marry Marnie
Vanilla gives you twelve bachelors and bachelorettes. Tick one box and Marnie — or Gus, or Robin, or Willy — becomes datable. The game handles hearts, dating and the wedding from there.
The Transmuter
Draw a machine, give it a rule — ten Wood in, one Gold Bar out — and place a crafting recipe for it in the game. It gets a real item ID, sits on your farm and hums away like any vanilla machine.
Brutal Valley
Halve every sell price. Double the damage on every sword. Make Ancient Fruit take a fortnight to regrow. A full hard-mode rebalance is a couple of dozen number edits and an afternoon.
A new face in town
Draw a portrait, draw a walking sprite, write what they say when you bump into them on a Tuesday. Somebody who has never existed before, standing outside Pierre's by dinnertime.
Start to finish
Three steps, and none of them are “learn JSON”
From opening the studio to seeing your own pixels on your own farm.
- 1
Make your changes
Search 2,750 sprites by name, open one in the pixel editor and paint. Drag an .ogg onto a sound cue. Type over a line of dialogue. Change a price from 50g to 500g. Invent something the game has never seen.
- 2
Export the pack
Give it a name and hit download. You get a zip with a manifest, a content file and a folder of your assets — the same structure every Content Patcher mod on Nexus has, checked for problems before it lands in your downloads.
- 3
Play it
Unzip it into Stardew Valley/Mods and launch through SMAPI. Your pack is in the load list, your pixels are on the screen, and you made it in an afternoon.
What you actually download
No installer, no proprietary format. Just a folder you could have written by hand, if you had a spare weekend.
PastelPelicanTown/
├── manifest.json
├── content.json
└── assets/
├── textures/spring_crops.png
├── textures/Objects_24.png
├── audio/elevator_chime.ogg
└── npc/rosemary_portrait.pngThe two mods you already have
Packs from here run on the same two mods that nearly every modded Stardew install is already built on. Install them once and every pack you ever make is a drag and drop.
SMAPI — The mod loader. You launch the game through it instead of the normal shortcut.
Content Patcher — The mod that reads your pack and applies it to the game while it runs.
Inside the tool
Six studios that all export into one pack
Work in whichever ones you need and ignore the rest. Everything you touch collects into a single mod at the end.
Textures
2,750 sprites
The heart of the thing. Search the entire game by name — starfruit, kegs, Abigail, the shipping bin — click a sprite and it opens in a proper pixel editor. Items, crops, machines, furniture, villagers, buildings, even the UI chrome.
Open the pixel editor- Pencil, eraser, line, rectangle, ellipse
- Flood fill and colour replace
- Gradients, shade, fade, blend and spray
- Zoom to 32× against a pixel grid
- Select, cut, copy and stamp
- Fifty steps of undo
Sounds
435 cues
Every noise the game makes, swappable.
- Drop in your own .ogg or .wav
- Preview it in the browser before you commit
- Cue list pulled straight from the game's own sound bank
Text
7,092 strings
Rewrite the valley in your own voice.
- Item names, descriptions and tooltips
- Menus, buttons and in-game messages
- Villager names, across all 20 string tables
Values
1,106 entries
The numbers behind the game, on a dial.
- Sell prices and weapon damage
- Crop growth, regrowth and harvest yields
- Type a number, see it in game — no formulas
Create
New content
Not editing the game — adding to it.
- Items, weapons, machines and crops
- Machines take a real input and give a real output
- Crops get all eight growth phases, drawn left to right
- Everything gets a proper item ID, craftable or stocked in a shop
Villagers
48 villagers
Edit who lives here — or move somebody in.
- Make any villager romanceable, not just the vanilla twelve
- Birthdays, home region, age, manner, social anxiety
- Add a brand-new villager with portrait, sprite and dialogue
…and then Export
Name your pack, add a description, download the zip. One file containing everything you changed in every studio.
See the export panel →Made to be trusted
Your farm, your files, your pixels
No cloud, no scraping of the game's art into your downloads, no strings attached to what you build.
Nothing ever uploads
Your sprites, your audio and your text live in your own browser. There is no server holding a copy, because there is no server. Close the tab and your work is still on your machine, waiting.
No account, no install
No sign-up wall, no email, no download, no launcher. Click through to the studio and you are already painting.
Only your pixels ship
Exported textures are stamped onto the vanilla sheet at load time, so a pack you make here never contains ConcernedApe's artwork — only the pixels you drew. Share it anywhere with a clear conscience.
A real mod, not a black box
You get a manifest.json, a content.json and a folder of assets — the exact same files a hand-written Nexus mod has. Open them, read them, edit them by hand if you want to.
Free, all of it
Every studio, every sprite, every export. No tiers, no watermark, no cap on how much you can change.
Checked before you download
The exporter looks over your pack first and tells you plainly if something will not work — a new item nobody can craft or buy, a machine with no recipe, an empty field.
And the honest part: what it can't do
Content Patcher changes the game's art and data, and this tool goes as far as that reaches — which turns out to be remarkably far. What it cannot do is add new mechanics. A new skill tree, a fishing minigame, a custom festival cutscene, a stamina system that works differently — anything that needs real code has to be a C# SMAPI mod, and that is a different craft. If your idea is “what if this looked, sounded, read or cost different?” you are in exactly the right place.
One more small caveat worth knowing up front: you can make any villager romanceable, but the ones who were not written that way have no marriage dialogue and no spouse room in vanilla. The wedding works. The married life is a little sparse — until you write it yourself in the Text studio.
Before you start
Questions people ask first
Do I need to know how to code?
No, and you never touch JSON either. Everything is a canvas, a text box or a number field. The tool writes the Content Patcher files for you at export time — if you are curious you can open them afterwards, but you never have to.
What are SMAPI and Content Patcher?
SMAPI is the mod loader almost every Stardew player already runs; Content Patcher is the mod that applies content packs like the ones made here. Install both once and every pack you build afterwards is just a folder you drop in. The install guide walks through it in four steps.
Read the install guide →Will this break my save?
Retextures, sound swaps, text rewrites and value tweaks are applied while the game runs and are completely reversible — delete the folder and you are back to vanilla. New content behaves like any mod-added item: if you are holding a custom crop and you remove the pack, that slot shows up as an error item until you put the pack back. Back up your save the first time, as you would with any mod.
Is it really free?
Yes. There is no paid tier, no export limit and nothing to unlock. The whole thing runs in your browser, which means it costs nothing to run.
Which version of Stardew Valley does it target?
1.6. The sprite list, the string tables, the audio cue names and the value tables are all read from an actual 1.6 install, and every studio has been verified against the real game.
Does it work in multiplayer?
Cosmetic changes — textures, sounds, most text — are client-side, so you can run them on a farm your friends do not. Anything that adds new content should be installed by everyone on the farm, or the players without it will see error items where your creations should be.
Can I upload what I make to Nexus Mods?
Please do. The artwork in an exported pack is yours, the pack format is the standard one, and nothing here asks for credit or attaches a licence to your work.
Is my work saved if I close the tab?
Yes — the studio keeps your pack in the browser's own storage on your machine, so it is there when you come back in the same browser. It is not a cloud backup though, so export a copy whenever you finish something you would be sad to lose.
The sun's still upThe stars are out
Go make something that wasn't in the game this morning
No account, no download, no cost. Pick a sprite you have looked at a thousand hours and change it into something that's yours.