Search found 30 matches

by ProfAlba
Wed Oct 16, 2019 6:44 am
Forum: Mod Discussion
Topic: Replacing Maxis Cells
Replies: 0
Views: 267

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...
by ProfAlba
Mon Oct 14, 2019 2:44 pm
Forum: Editor Mods
Topic: 2.5D Cell Editor
Replies: 0
Views: 353

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.
by ProfAlba
Fri Oct 04, 2019 5:04 pm
Forum: Mod Discussion
Topic: Removing the limit to the amount of buildings.
Replies: 0
Views: 206

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 ...
by ProfAlba
Tue Oct 01, 2019 12:50 pm
Forum: » Stage - Space
Topic: Colony Seaports
Replies: 0
Views: 422

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.
by ProfAlba
Fri Sep 13, 2019 7:43 am
Forum: Editor Mods
Topic: Spine Connectors
Replies: 3
Views: 967

Re: Spine Connectors

Oh yeah, I forgot to add that. I actually tried it before sharing it.
I'll change it now.
by ProfAlba
Tue Sep 10, 2019 1:04 pm
Forum: Editor Mods
Topic: Spine Connectors
Replies: 3
Views: 967

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...
by ProfAlba
Mon Sep 09, 2019 11:08 am
Forum: » Stage - Space
Topic: Better colonies
Replies: 5
Views: 4976

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.
by ProfAlba
Sun May 05, 2019 5:13 pm
Forum: Mod Discussion
Topic: Force Loading
Replies: 3
Views: 1356

Re: Force Loading

No problem I just found it weird that the response was just the spore logo.
by ProfAlba
Sun May 05, 2019 10:01 am
Forum: Mod Discussion
Topic: Force Loading
Replies: 3
Views: 1356

Re: Force Loading

?
by ProfAlba
Fri May 03, 2019 3:47 pm
Forum: Mod Discussion
Topic: Force Loading
Replies: 3
Views: 1356

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.
by ProfAlba
Sun Mar 18, 2018 3:27 pm
Forum: » Stage - Space
Topic: 100 Planets mod V2!!!!
Replies: 9
Views: 12195

Re: 100 Planets mod V2!!!!

A bit too many planets for my taste but hey! Good job!
by ProfAlba
Tue Mar 13, 2018 2:19 pm
Forum: » Stage - Space
Topic: ProfAlba's Grox Replacer
Replies: 1
Views: 2921

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...
by ProfAlba
Tue Mar 13, 2018 1:19 pm
Forum: Mod Discussion
Topic: Replacing Grox buildings and vehicles
Replies: 4
Views: 3541

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). :)
by ProfAlba
Tue Mar 13, 2018 1:04 pm
Forum: Mod Discussion
Topic: Replacing Grox buildings and vehicles
Replies: 4
Views: 3541

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...
by ProfAlba
Tue Mar 13, 2018 9:46 am
Forum: Mod Discussion
Topic: Replacing Grox buildings and vehicles
Replies: 4
Views: 3541

Replacing Grox buildings and vehicles

I'm wanting to mod my spore game where the Grox are replaced by my own version, let it be the species, buildings and vehicles. I've managed to replace the grox themselves successfully but I'm struggling with replacing the buildings and vehicles. The only place I could find where the grox buildings a...
by ProfAlba
Fri Mar 09, 2018 5:48 pm
Forum: » Stage - Space
Topic: Better colonies
Replies: 5
Views: 4976

Re: Better colonies

Any feedback would be welcome. The mod works but I haven't play tested it enough to know if it is unbalanced or not.
by ProfAlba
Fri Mar 09, 2018 4:29 pm
Forum: » Stage - Space
Topic: Better colonies
Replies: 5
Views: 4976

Better colonies

Well, I finally made a mod. I was frustrated that colonies on T1 and T2 planets couldn't have all building and turret slots filled. The ecosystem seems stable so how come? So I made a mod that lets you fill your colonies as you would on a T3 planet. You will still only be able to place 1, 2 or 3 col...
by ProfAlba
Fri Mar 09, 2018 11:08 am
Forum: Mod Discussion
Topic: 3 full colonies on t0 planets
Replies: 2
Views: 3067

Re: 3 full colonies on t0 planets

Right, I've managed to figure out how to have full colonies on any Tscore (save T0) so all I need to do now is figure out how to do it for T0 planets and get rid of the city number limit.
by ProfAlba
Sun Mar 04, 2018 8:01 am
Forum: Mod Discussion
Topic: 3 full colonies on t0 planets
Replies: 2
Views: 3067

3 full colonies on t0 planets

Greetings, I was wondering if anyone knew whether or not it was possible to make a mod that would let you place 3 colonies and put all buildings and turrets on T0 planets. I downloaded a mod called "Terrafreedom" which said it did that and reverse engineer it but it doesn't seem to work pr...
by ProfAlba
Fri Nov 10, 2017 7:30 am
Forum: Mod Discussion
Topic: .crt files
Replies: 0
Views: 1480

.crt files

Hello, I'm wanting to replace the Grox in my spore game with a remade version (along with new vehicles and buildings). The thing is that in the "editorsaves" package where the creature is, there are these ".creaturedata" files but no ".crt" files. Am I to assume that th...

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