Search found 326 matches
- Mon Nov 27, 2023 2:16 pm
- Forum: Mod Help
- Topic: Trying to create mods.
- Replies: 3
- Views: 61
Re: Trying to create mods.
Is window security saying it is harmful to the PC normal? Is it Windows Smartscreen saying that it protected your PC? If it is, Windows does that for a lot of third-party and unsigned apps. If you're worried though, run the JAR file instead of the EXE file; the latter is only a way to open the form...
- Sun Nov 26, 2023 2:40 pm
- Forum: Dark Injection
- Topic: Help
- Replies: 1
- Views: 34
Re: Help
Where did you buy and install Spore from?
- Sun Nov 26, 2023 2:39 pm
- Forum: Mod Help
- Topic: Trying to create mods.
- Replies: 3
- Views: 61
Re: Trying to create mods.
You'll need to install an OpenJDK runtime, since Sporemodder FX was updated to use a new version of Java - one that Oracle have not released a runtime for.
You can get Microsoft's build of OpenJDK from following this guide:
https://learn.microsoft.com/en-gb/java/openjdk/install
You can get Microsoft's build of OpenJDK from following this guide:
https://learn.microsoft.com/en-gb/java/openjdk/install
- Sun Nov 26, 2023 2:37 pm
- Forum: Tools & Patches
- Topic: Spore ModAPI
- Replies: 709
- Views: 924296
Re: Spore ModAPI
Right-click the folder, select Properties, then go to Security.
And then, click Edit and give each user group the Full Control permission.
- Sat Nov 25, 2023 1:59 pm
- Forum: Mod Discussion
- Topic: Is there a mod that stats of a vehicle doesn't change?
- Replies: 3
- Views: 5534
Re: Is there a mod that stats of a vehicle doesn't change?
Please don't bump old threads like this without a valid cause such as having actually answered the OP's original question.
I'm locking this now, to prevent this happening again.
I'm locking this now, to prevent this happening again.
- Sat Nov 25, 2023 1:56 pm
- Forum: Mod Ideas
- Topic: Pngs/Jpegs as Props..?
- Replies: 1
- Views: 436
Re: Pngs/Jpegs as Props..?
Unfortunately, it wouldn't work.
The images would need to be added to the game itself as part of a mod, rather than just loading them externally.
The images would need to be added to the game itself as part of a mod, rather than just loading them externally.
- Sat Nov 25, 2023 1:54 pm
- Forum: Editor Mods
- Topic: Adventure Text Limit Break - Break GA's text limits in adventures!
- Replies: 2
- Views: 1293
- Sat Nov 25, 2023 1:53 pm
- Forum: » Stage - Cell
- Topic: [WIP] More Cells Mod
- Replies: 7
- Views: 15013
Re: [WIP] More Cells Mod
Please don't bump old posts like this, it's... well, pointless in this case.
I'm locking the thread though, so that it doesn't get bumped further.
- Tue Nov 07, 2023 4:46 pm
- Forum: Miscellaneous Mods
- Topic: Expanded vanilla party v.8
- Replies: 66
- Views: 19047
Re: Expanded vanilla party
Advanced CE is not included in my mod. stop talking about this. I clearly outlined what was integrated and what was done independently in the modification description. My bad. I apologise for this; I didn't realise it was the case. You saw similar functionality and dreamed up all sorts of nonsense....
- Sat Nov 04, 2023 10:34 am
- Forum: Tools & Patches
- Topic: Spore ModAPI
- Replies: 709
- Views: 924296
Re: Spore ModAPI
Is there a version which doesn't need galactic adventures? I don't really have any plan on getting it or is there a way to edit or inject some of my mods that don't work for my steam version I just want the infinite item use that's it. It is currently impossible to add any custom code to Core Spore...
- Fri Nov 03, 2023 2:39 pm
- Forum: [WIP] Work In Progress
- Topic: Solar Spore 0.5a
- Replies: 39
- Views: 46572
Re: Solar Spore 0.5a
Progress update; I've mostly implemented the WIP showcased in the previous update.
It's a research system that allows the user to research powerful tools.
Here's a video showcasing it:
It's a research system that allows the user to research powerful tools.
Here's a video showcasing it:
- Fri Nov 03, 2023 10:38 am
- Forum: » Stage - Space
- Topic: Change Captain Mod
- Replies: 8
- Views: 5611
Re: Change Captain Mod
:arrow: I also add: If we want to play the game when we don't use the ModAPI, are we really obligated to launch it from the application? With the Spore ModAPI Launcher Kit itself, launching Spore from the Spore ModAPI Launcher Kit is required for it to inject code into Spore. If you have any mods t...
- Fri Nov 03, 2023 10:33 am
- Forum: Miscellaneous Mods
- Topic: Expanded vanilla party v.8
- Replies: 66
- Views: 19047
Re: Expanded vanilla party
Okay, but since I saw that the Advanced_CE mod was included in this mod, and that the mod itself required the ModAPI to work, I figured it was possible That's different. Advanced CE has an older version that did not require the Spore ModAPI Launcher Kit, as its effects are already present in Spore'...
- Wed Nov 01, 2023 11:17 am
- Forum: » Stage - Space
- Topic: Change Captain Mod
- Replies: 8
- Views: 5611
Re: Change Captain Mod
Would it be possible to make this mod usable without having to use the ModAPI? Because I'm ''afraid'' of installing it because of the common problems! It's impossible, unfortunately. The mod adds custom code to Spore in order to work, and this requires the Spore ModAPI Launcher Kit. What are the co...
- Wed Nov 01, 2023 11:03 am
- Forum: Miscellaneous Mods
- Topic: Expanded vanilla party v.8
- Replies: 66
- Views: 19047
Re: Expanded vanilla party
:arrow: If this is possible, I would like you to add to your mod, the Change_Captain mod which is on this link: https://davoonline.com/phpBB3/viewtopic.php?p=41278#p41278 , because this mod requires the ModAPI to work :( , and I really need it !I prefer to change my Captains better, especially sinc...
- Tue Oct 17, 2023 9:13 am
- Forum: Mod Ideas
- Topic: Remove ecodisaster
- Replies: 8
- Views: 1714
Re: Remove ecodisaster
Are you sure that you have the UPE mod installed, and that you are running Spore through the Spore ModAPI Launcher Kit?
(You should try using the verifyupe cheat too, to ensure that it's functioning.)
- Tue Oct 17, 2023 9:09 am
- Forum: Mod Ideas
- Topic: Cheats in General
- Replies: 2
- Views: 1100
Re: Cheats in General
Infinite money and disabling the Joker badge would be doable, but the others would not be. Creature abilities are coded in such a way where each individual level is a separate ability, so you would need to create extra abilities. Besides, you wouldn't be able to use them without new parts, so it wou...
- Wed Oct 11, 2023 3:21 pm
- Forum: Mod Ideas
- Topic: Any mod that adds nudge handles to the vehicle/building editors?
- Replies: 2
- Views: 909
Re: Any mod that adds nudge handles to the vehicle/building editors?
For the building editor, you can use its built-in part movement functionality to achieve the same effect. Holding Shift or Ctrl will allow you to move a part freely along the X/Z and Y axes respectively. For the vehicle editor, you can use the Vehicle Part Clipping mod to achieve the same effect: ht...
- Sun Oct 08, 2023 1:41 pm
- Forum: Mod Discussion
- Topic: Replacing Maxis Cells
- Replies: 3
- Views: 5886
Re: Replacing Maxis 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 and I have no idea which one is which. Those creations can also be replaced, from what I remember, since they're also...
- Sun Oct 08, 2023 1:38 pm
- Forum: General Discussion
- Topic: i need good spore mods :(
- Replies: 4
- Views: 981
Re: i need good spore mods :(
There's a list of generally-recommended mods here:
viewtopic.php?t=6508
I would also recommend checking out the Spore Mod Browser:
https://mods.sporecommunity.com/