12-24-2020
Due to an unexpected database update fail, the forum had to undergo a reset to an August backup. This sadly means all new user registations and content posted between 08-08-2020 and 12-24-2020 has been wiped. We apologize for the inconvenience and have taken measures to prevent this error from happening in the future.
12-26-2020
Interested in a moderator position? Speak with Rob55Rod or Darhagonable on my personal Discord server or the official Spore Modding Community Discord server.
Due to an unexpected database update fail, the forum had to undergo a reset to an August backup. This sadly means all new user registations and content posted between 08-08-2020 and 12-24-2020 has been wiped. We apologize for the inconvenience and have taken measures to prevent this error from happening in the future.
12-26-2020
Interested in a moderator position? Speak with Rob55Rod or Darhagonable on my personal Discord server or the official Spore Modding Community Discord server.
Search found 36 matches
- Sun Dec 27, 2020 7:05 pm
- Forum: Editor Mods
- Topic: Parentless vehicle and building parts
- Replies: 0
- Views: 201
Parentless vehicle and building parts
This is a reupload of my parentless vehicle and building parts mod. This mod allows you to make any part in the building or vehicle editor by copying the part without moving it. The building editor parts now are a bit finicky because they can become out of bounds when placing it normally. If you use...
- Fri Jun 26, 2020 9:50 am
- Forum: » Stage - Space
- Topic: Space Stage Harbours
- Replies: 0
- Views: 565
Space Stage Harbours
This is an upgraded version of my Colony Seaports mod I did a while back. The terrain flattening is more circular and makes thing fit much better. It also makes it so that colonies are closer to cliffs. https://i.imgur.com/t0RNVxY.png https://i.imgur.com/XyDQEji.png https://i.imgur.com/coyLSY0.png
- Wed Feb 12, 2020 7:04 pm
- Forum: Editor Mods
- Topic: Vehicle Part Clipping
- Replies: 3
- Views: 3179
Re: Vehicle Part Clipping
This is going to be so useful!
- Fri Jan 24, 2020 10:17 am
- Forum: Mod Request
- Topic: Mod for multiples of each type of building in a city?
- Replies: 2
- Views: 3753
Re: Mod for multiples of each type of building in a city?
I looked into making something like that so that cities could look more varied. I managed to add an extra factory slot on the page but no matter what, when I changed one of them, the other changed as well.
It might be possible but I have no idea how to do it.
It might be possible but I have no idea how to do it.
- Fri Jan 24, 2020 7:34 am
- Forum: » Stage - Cell
- Topic: ProfAlba's cell replacer
- Replies: 2
- Views: 2018
Re: ProfAlba's cell replacer
Thanks. I was surprised at how big the last predator cells ended up being. Nearly the size of epics.
- Thu Jan 23, 2020 10:38 am
- Forum: » Stage - Cell
- Topic: ProfAlba's cell replacer
- Replies: 2
- Views: 2018
ProfAlba's cell replacer
Hello there. I've finished making a cell replacement mod. Changes the maxis cells into, what I think are, more realistic cells while staying true to the base cells. Here are the custom cells : https://media.discordapp.net/attachments/497231007951355904/633355188836761630/unknown.png https://media.di...
- Wed Oct 16, 2019 6:44 am
- Forum: Mod Discussion
- Topic: Replacing Maxis Cells
- Replies: 0
- Views: 2165
Replacing Maxis Cells
Hi, So I've been remaking all the cells from the cell stage and would like to replace all the npc and starter cells. I've found this tutorial but it's incomplete as there no way to modify starter cells with it and I would like to know how to make it from scratch since all the pngs are custom cells a...
- Mon Oct 14, 2019 2:44 pm
- Forum: Editor Mods
- Topic: 2.5D Cell Editor
- Replies: 0
- Views: 2660
2.5D Cell Editor
Here's a 2.5D cell editor that gives a 3D view in the editor so that you can stretch the spine properly while still keeping the 2D mechanics of the cell.
- Fri Oct 04, 2019 5:04 pm
- Forum: Mod Discussion
- Topic: Removing the limit to the amount of buildings.
- Replies: 0
- Views: 1715
Removing the limit to the amount of buildings.
Hello there, So I've been playing around with making planets bigger and I noticed that the cities are quite obviously ridiculously small, infact, they're actually become smol. So I've been playing around with the idea of making cities larger. Not just scaling them up, but having more building slots ...
- Tue Oct 01, 2019 12:50 pm
- Forum: » Stage - Space
- Topic: Colony Seaports
- Replies: 5
- Views: 4111
Colony Seaports
This mod let's you have seaports when placing colonies next to water.
Do note that it will have a seaport if it is a the water level. If you colony is a little bit higher than sea level, then it won't have a seaport.
Do note that it will have a seaport if it is a the water level. If you colony is a little bit higher than sea level, then it won't have a seaport.
- Fri Sep 13, 2019 7:43 am
- Forum: Editor Mods
- Topic: Spine Connectors
- Replies: 3
- Views: 3720
Re: Spine Connectors
Oh yeah, I forgot to add that. I actually tried it before sharing it.
I'll change it now.
I'll change it now.
- Tue Sep 10, 2019 1:04 pm
- Forum: Editor Mods
- Topic: Spine Connectors
- Replies: 3
- Views: 3720
Spine Connectors
This mod makes each vertebrae act like a ball connector. This means that you can attach hands and feet directly to the spine without the use of limbs. Do note that they attach onto the vertebrae and not the skin. It doesn't allow free placement of hands and feet. EDIT : I forgot to add that the crea...
- Mon Sep 09, 2019 11:08 am
- Forum: » Stage - Space
- Topic: Better colonies
- Replies: 6
- Views: 8040
Re: Better colonies
I should add that you won't be able to place more than one colony on T1 (2 on T2) planets so it's still restrictive and T0 planets don't allow building placements like in vanilla.
- Sun May 05, 2019 5:13 pm
- Forum: Mod Discussion
- Topic: Force Loading
- Replies: 3
- Views: 3008
Re: Force Loading
No problem I just found it weird that the response was just the spore logo.
- Sun May 05, 2019 10:01 am
- Forum: Mod Discussion
- Topic: Force Loading
- Replies: 3
- Views: 3008
- Fri May 03, 2019 3:47 pm
- Forum: Mod Discussion
- Topic: Force Loading
- Replies: 3
- Views: 3008
Force Loading
Hi there,
I was wondering if there is any way to force load a creation into an editor that it shouldn't be in?
I'm wanting to load a land vehicle into the sea vehicle editor and modify it there.
I tried using SporeHackv3 but since I have the steam version of spore, it won't work.
I was wondering if there is any way to force load a creation into an editor that it shouldn't be in?
I'm wanting to load a land vehicle into the sea vehicle editor and modify it there.
I tried using SporeHackv3 but since I have the steam version of spore, it won't work.
- Sun Mar 18, 2018 3:27 pm
- Forum: » Stage - Space
- Topic: 100 Planets mod V2!!!!
- Replies: 10
- Views: 16486
Re: 100 Planets mod V2!!!!
A bit too many planets for my taste but hey! Good job!
- Tue Mar 13, 2018 2:19 pm
- Forum: » Stage - Space
- Topic: ProfAlba's Grox Replacer
- Replies: 3
- Views: 4562
ProfAlba's Grox Replacer
This mod replaces The Grox as well as their buildings and their vehicles with my versions which you can find here . https://i.imgur.com/X7MgcQs.jpg https://i.imgur.com/eqTQcTY.jpg You will need to reset your galaxy in order for it to take effect so backup your "pollination.package" and you...
- Tue Mar 13, 2018 1:19 pm
- Forum: Mod Discussion
- Topic: Replacing Grox buildings and vehicles
- Replies: 4
- Views: 4781
Re: Replacing Grox buildings and vehicles
Well I had an idea as you said that it was in decimal instead of in hexadecimal. So I converted the ID numbers into decimal and tried that (1828235C to 405283676).
Turns out it worked! Thank you for the hint (whether it be intentional or not).
Turns out it worked! Thank you for the hint (whether it be intentional or not).

- Tue Mar 13, 2018 1:04 pm
- Forum: Mod Discussion
- Topic: Replacing Grox buildings and vehicles
- Replies: 4
- Views: 4781
Re: Replacing Grox buildings and vehicles
Ok, I tried putting the ID instead of the numbers and it did nothing, it even revert the grox replacement to the normal grox. I was following these instructions from Forgottenspore : Hey guys I was here to speak with Davo in Private but while I was here I figure Ill help out a little...Anyway to Rep...