Search found 120 matches
- Thu Jun 25, 2020 5:54 am
- Forum: Editor Mods
- Topic: INFINITE COLORS: Enhanced Color Picker
- Replies: 31
- Views: 64048
Re: INFINITE COLORS: Enhanced Color Picker
Are creatures made with this meant to be shareable? Seems like sometimes they are and sometimes aren't.
- Thu Apr 04, 2019 2:50 pm
- Forum: Part Mods
- Topic: Master Parts
- Replies: 6
- Views: 17081
Re: Master Parts
What do you mean by "messed up"? Do you mean the animations were missing?duncandonut wrote:the parts are very glitchy, spit and strike were messed up, so was pose, the rest were fine
- Thu Apr 04, 2019 2:50 pm
- Forum: Part Mods
- Topic: Master Parts
- Replies: 6
- Views: 17081
Re: Master Parts
Details(((((E))))) wrote:what tabs are they in i looked and couldn't find them
- Tue Dec 04, 2018 10:28 am
- Forum: Part Mods
- Topic: Master Parts
- Replies: 6
- Views: 17081
Re: Master Parts
They are meant to be the equivalent of buying enough parts for the same stats. That's why.Amy Fridley wrote:This is lot of money!
- Sat Sep 01, 2018 4:09 pm
- Forum: » Stage - Space
- Topic: Communist Archetype Mod
- Replies: 4
- Views: 9766
Re: Communist Archetype Mod
Wow, this is one of those things I wouldn't ever expect to be made, but it was anyways. I don't know whether I should be laughing or be impressed. Well there's not much reason to be impressed this was made a bit sloppy and isn't much of a custom archetype more of a reskin and retext of the knight a...
- Sat Sep 01, 2018 3:04 pm
- Forum: Mod Ideas
- Topic: communist archetype
- Replies: 2
- Views: 5248
Re: communist archetype
Here you go viewtopic.php?f=123&t=6693
- Sat Sep 01, 2018 3:04 pm
- Forum: » Stage - Space
- Topic: Communist Archetype Mod
- Replies: 4
- Views: 9766
Communist Archetype Mod
Mod request from soviet grox of a communist archetype. It replaces the knight archetype. Report any bugs. Don't know if I'll work much on this because I'm probably not going to be using it myself. Also, this mod may not be fully complete so do please post bugs or mistakes because it was made a littl...
- Thu Aug 30, 2018 2:48 pm
- Forum: Mod Ideas
- Topic: communist archetype
- Replies: 2
- Views: 5248
Re: communist archetype
Almost done with this one, will finish it later.
- Thu Aug 30, 2018 12:27 pm
- Forum: Part Mods
- Topic: Master Parts
- Replies: 6
- Views: 17081
Master Parts
This mod basically adds very unbalanced parts at balanced prices for maximum stats. For a list of the parts added look below. They can all be found in the "details" category. Parts Added: * The glasses from the "addon_glasses" mod. Not mine just was annoyed that the original vers...
- Wed Aug 29, 2018 1:03 pm
- Forum: FAQ, Info, and Help
- Topic: Official Dark Injection FAQ! Answers and Fixes!
- Replies: 709
- Views: 593671
Re: Official Dark Injection FAQ! Answers and Fixes!
The installer let's you pick your UI and background. This includes being able to select the default UI and background.strangerthings80 wrote:I like the parts in dark injection but i dont like how it looks, how do i make it look like old spore but have the modded parts?
- Tue Aug 28, 2018 6:34 pm
- Forum: DavoOnline.com & Company
- Topic: Can Your Username Be Changed?
- Replies: 6
- Views: 15608
Re: Can Your Username Be Changed?
I'd also be interested in changing my username if that's possible
- Mon Aug 27, 2018 7:47 am
- Forum: [WIP] Work In Progress
- Topic: [PRE-ALPHA RELEASE] Branching Evolution
- Replies: 68
- Views: 177214
Re: [PRE-ALPHA RELEASE] Branching Evolution
This bug applies to the creature stage and adventures.ThatDemonDavid wrote:Can you fix the collisions? I like this mod a lot but I usually go back to Davo's Flora mod because it has working collisions. When I remove the gaprop tag the plants in this have very large hit boxes.
- Thu Aug 23, 2018 8:51 am
- Forum: Miscellaneous Mods
- Topic: No more hazard events
- Replies: 3
- Views: 6148
No more hazard events
This mod removes the following events from the game: *Sea monster *Meteor Shower *Invading UFO *Invading UFO in tribe stage NoMoreHazardEvents.package Changelog: Version 2: * Oops forgot to test it, previous version had a 100% chance of events instead of 0% I was trying to do :? Version 1: * "R...
- Thu Aug 23, 2018 8:29 am
- Forum: Help
- Topic: How do you make the camera load player models at farther distances in SporeModder?
- Replies: 0
- Views: 4488
How do you make the camera load player models at farther distances in SporeModder?
Trying to fulfill this http://davoonline.com/phpBB3/viewtopic.php?f=16&t=5829&p=31977#p31977 mod request. I got everything besides one thing working. How do you make the character's model show when your more zoomed out? The only scale where you can see your "Hyper Epic" is uncomfor...
- Wed Aug 22, 2018 10:18 am
- Forum: Mod Ideas
- Topic: Mod request, Hyper epics.
- Replies: 7
- Views: 10929
Re: Mod request, Hyper epics.
Almost done.. just trying to figure out how you can make the camera load your player model when you have to zoom so much out to view it.
- Wed Aug 22, 2018 10:14 am
- Forum: Misdiagnosis
- Topic: Custom abilities giving normal attacks
- Replies: 5
- Views: 11361
Re: Custom abilities giving normal attacks
No ideaCaptain Cape wrote:It works in Creature Stage (at least Quick Stab does), but isn't it supposed to work in adventures too?ThatDemonDavid wrote:Try creature stage. If neither work than I wouldn't know.Captain Cape wrote: I tried in an adventure, but it simply uses lvl. 5 Charge. Haven't tried Creature Stage though.
- Wed Aug 22, 2018 9:54 am
- Forum: Mod Ideas
- Topic: Mod request, Hyper epics.
- Replies: 7
- Views: 10929
Re: Mod request, Hyper epics.
So, hello DavoOnline! As you can see im kinda new (I had an account but i was incredibly innactive and i deleted my cookies, so rip.), and i don't know if i should ask this here, plus, i don't wanna waste anyone's time :? So, i was gonna request a mod, similar to davo's epic mod... But, with a play...
- Wed Aug 22, 2018 9:53 am
- Forum: » Stage - Creature
- Topic: Wild Herds
- Replies: 5
- Views: 14241
Wild Herds
This mod removes the nests of all creatures except your own. I requested a similar mod from Darhagonable a while back but, my version also removes the map icons meaning you have to go out and search for creatures as well as remember where they where. It adds to the realism as well as difficulty. Wil...
- Wed Aug 22, 2018 9:44 am
- Forum: Mod Ideas
- Topic: Beta textures, beta models, and Fixed Plant editor.
- Replies: 1
- Views: 4432
Re: Beta textures, beta models, and Fixed Plant editor.
I've considered making the beta cell parts replace or add on to the default cell parts but, never actually started such a project. There are a couple of mods that restore the flora editor. There is Davo's Flora Editor which isn't entirely stable but, has working collisions for adventures and there i...
- Wed Aug 22, 2018 9:39 am
- Forum: Misdiagnosis
- Topic: Custom abilities giving normal attacks
- Replies: 5
- Views: 11361
Re: Custom abilities giving normal attacks
Try creature stage. If neither work than I wouldn't know.Captain Cape wrote:I tried in an adventure, but it simply uses lvl. 5 Charge. Haven't tried Creature Stage though.ThatDemonDavid wrote:It says that in creator sometimes. It could still work as intended in-game.