Search found 37 matches

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Wed Nov 01, 2023 7:01 am
Forum: » Stage - Space
Topic: Purchaseable Super Powers
Replies: 0
Views: 2830

Purchaseable Super Powers

The completionist in me wanted to have every tool possible in the space stage. I couldn't find a way to not make the super power dissapear when changing archetypes so I made them all purchaseable. Each can be bought for 99,999,999 sporebucks if allied. Here are the requirements for each one : Soothi...
by
Sun Dec 27, 2020 7:05 pm
Forum: Editor Mods
Topic: Parentless vehicle and building parts
Replies: 0
Views: 3648

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...
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Fri Jun 26, 2020 9:50 am
Forum: » Stage - Space
Topic: Space Stage Harbours
Replies: 5
Views: 9237

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
by
Wed Feb 12, 2020 7:04 pm
Forum: Editor Mods
Topic: Vehicle Part Clipping
Replies: 4
Views: 9735

Re: Vehicle Part Clipping

This is going to be so useful!
by
Fri Jan 24, 2020 10:17 am
Forum: Mod Ideas
Topic: Mod for multiples of each type of building in a city?
Replies: 2
Views: 6216

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.
by
Fri Jan 24, 2020 7:34 am
Forum: » Stage - Cell
Topic: ProfAlba's cell replacer
Replies: 2
Views: 6640

Re: ProfAlba's cell replacer

Thanks. I was surprised at how big the last predator cells ended up being. Nearly the size of epics.
by
Thu Jan 23, 2020 10:38 am
Forum: » Stage - Cell
Topic: ProfAlba's cell replacer
Replies: 2
Views: 6640

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...
by
Wed Oct 16, 2019 6:44 am
Forum: Mod Discussion
Topic: Replacing Maxis Cells
Replies: 3
Views: 7389

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
Mon Oct 14, 2019 2:44 pm
Forum: Editor Mods
Topic: 2.5D Cell Editor
Replies: 0
Views: 5513

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
Fri Oct 04, 2019 5:04 pm
Forum: Mod Discussion
Topic: Removing the limit to the amount of buildings.
Replies: 0
Views: 3597

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
Tue Oct 01, 2019 12:50 pm
Forum: » Stage - Space
Topic: Colony Seaports
Replies: 5
Views: 12361

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
Fri Sep 13, 2019 7:43 am
Forum: Editor Mods
Topic: Spine Connectors
Replies: 3
Views: 8110

Re: Spine Connectors

Oh yeah, I forgot to add that. I actually tried it before sharing it.
I'll change it now.
by
Tue Sep 10, 2019 1:04 pm
Forum: Editor Mods
Topic: Spine Connectors
Replies: 3
Views: 8110

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
Mon Sep 09, 2019 11:08 am
Forum: » Stage - Space
Topic: Better colonies
Replies: 6
Views: 17044

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
Sun May 05, 2019 5:13 pm
Forum: Mod Discussion
Topic: Force Loading
Replies: 3
Views: 5749

Re: Force Loading

No problem I just found it weird that the response was just the spore logo.
by
Sun May 05, 2019 10:01 am
Forum: Mod Discussion
Topic: Force Loading
Replies: 3
Views: 5749

Re: Force Loading

?
by
Fri May 03, 2019 3:47 pm
Forum: Mod Discussion
Topic: Force Loading
Replies: 3
Views: 5749

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
Sun Mar 18, 2018 3:27 pm
Forum: » Stage - Space
Topic: 100 Planets mod V2!!!!
Replies: 10
Views: 25522

Re: 100 Planets mod V2!!!!

A bit too many planets for my taste but hey! Good job!
by
Tue Mar 13, 2018 2:19 pm
Forum: » Stage - Space
Topic: ProfAlba's Grox Replacer
Replies: 3
Views: 8919

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
Tue Mar 13, 2018 1:19 pm
Forum: Mod Discussion
Topic: Replacing Grox buildings and vehicles
Replies: 4
Views: 8319

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). :)

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