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Old 09-29-2008, 03:22 PM
1/4 Life's Avatar
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[Release] Spore Mods Megathread

Quote:
Currently quoted Mods:
WARNING: These were created for Spore version 1.1.0.338 (1.0) and may be incompatible with future patches. Most, if not all of these work with Spore version 1.1.0.358 (1.1).
1: 42
Author: Rick
Version: 1.0
Download: Rick's Spore Stuff
Download: SolidFiles
Download: SporeMods.org
Changes the Staff Of Life so that it never uses any charges and reduces its cooldown to 10 seconds.

2: Asymmetry Hack
Author: Rick
Version: 1.0
Download: Rick's Spore Stuff
Download: SolidFiles
Download: SporeMods.org
Disables symmetry in all editors.

3: Space is Fun
Author: Rick
Version: 1.0
Download: Rick's Spore Stuff
Download: SolidFiles
Download: SporeMods.org
Download: (Lite) Rick's Spore Stuff (Same thing but without the artifact change)
Download: (Lite) SolidFiles (Same thing but without the artifact change)
Download: (Lite) SporeMods.org (Same thing but without the artifact change)
Increases the minimum time required between attacks, raids, and disasters to from 15 minutes to 2 hours.
Increases the maximum artifacts per planet to 8

4: Life Mod
Author: 1/4 Life
Version: 2.0 (Updated, please redownload!)
Download: FileFront
Download: SolidFiles
Download: SporeMods.org
Download: (Lite) ZFile (Same thing, but without the Epicizer or Species Eradicator. If you already have v1.0, don't download this.)
Download: (Lite) SporeMods.org (Same thing, but without the Epicizer or Species Eradicator. If you already have v1.0, don't download this.)
Gives the Creature Tweaker, Create Creature, Wildlife Sanctuary, Epicizer, and Species Eradicator tools infinite uses.
Designed to make the Space stage just as creative as the creature stage. Why should it be so hard to do what Spore was designed for?

5: Freelancing Mod
Author: rylasasin
Version: 2.0 (Updated, please redownload!)
Download: SporeMods
Download: SolidFiles
Download: SporeMods.org
Increases all mission payouts by 10x, 15x, or 20x.
Different empires have different personalities, some will try to stiff you, others will be quite generous.
Increases the chances of a shot down ship or blown up city to drop money.
Designed to make missions a viable source of money.

6: Scupltist's Dream
Author: 1/4 Life
Version: 1.0
Download: FileFront
Download: ZFile
Download: SolidFiles
Download: SporeMods.org
Reduces the recharge time on all planet sculpting tools from 20 seconds to 1 second.
Designed to make planet customization easy and fun.

7: Superweapon Mod
Author: Cheesemonkey
Version: 1.0
Download: Bodongo
Download: ZShare
Download: SolidFiles
Download: SporeMods.org
Removes the need for ammo on the Planet Buster, Antimatter bomb, and Antimatter missile.
Cuts down the cooldown on the antimatter bomb.
Horribly Unbalanced, but good for those that are tired of searching for ammo.

8: Anti-Piss-Off Planet Buster
Author: Cheesemonkey
Version: 1.0
Download: ZShare
Download: SolidFiles
Download: SporeMods.org
Modifies the Planet Buster so that it does not anger local empires.

9: Mayflower Mod
Author: 1/4 Life
Version: 2.0 (Updated, please redownload!)
Download: FileFront
Download: SolidFiles
Download: SporeMods.org
Gives the Colony Incredi-Pack, Embassy, Spice Storage, Loyalty Booster, and Happiness Booster tools infinite uses.
Reduces the recharge time on all above tools from 30 seconds to 1 second.
Designed to make empire expansion easy, without being too cheap.

10: Mr. Fusion
Author: 1/4 Life
Version: 1.0
Download: FileFront
Download: SolidFiles
Download: SporeMods.org
Triples the amount of Energy your spaceship can hold, while also tripling the cost of recharging.
Makes Energy replenishment less of a bother, while still costing the same amount of money over time. It also makes exploration and war much easier.

11: iDrive
Author: d4v3y0rk
Version: 2.0 (Updated, please redownload!)
Download: Google Code
Download: SolidFiles
Download: SporeMods.org
Download: (v1.0) Google Code (All Interstellar Drive upgrades travel the maximum distance, making all upgrades useless.)
Download: (v1.0) SporeMods.org (All Interstellar Drive upgrades travel the maximum distance, making all upgrades useless.)
Increases the maximum travel distance of the Interstellar Drive. The absolute maximum distance is 20 parsecs. (The maximum range of Seti).

12: Energy Recharge and Trade Route Increase
Author: Denton
Version: 1.0
Download: ZShare
Download: SolidFiles
Download: SporeMods.org
Gives you 4 Energy every 5 seconds.
Increases the max trade route count to 5 (Default is 3)
Contrary to popular belief, this mod is compatible with Mr. Fusion.

13: Better Planetary Bazaar
Author: karthikthepro
Version: 1.0
Download: More Awesome Than You Forums
Download: SolidFiles
Download: SporeMods.org
Increases the total ammo count of all purchasable tools in bazaars to 99.
Possibly incompatible with other mods which edit tools.

14: Super Powers
Author: karthikthepro
Version: 1.0
Download: More Awesome Than You Forums
Download: SolidFiles
Download: SporeMods.org
Reduces the cooldown time on all archetype powers to 10 seconds.
Removes the relationship score damage when using Zealot or Scientist super powers.

15: Certain Capture
Author: Denton
Version: 1.0
Download: (100%) ZShare
Download: (100%) SporeMods.org
Download: (95%) ZShare
Download: (95%) SporeMods.org
Download: (80%) ZShare
Download: (80%) SporeMods.org
By default, you have a 20% chance of destroying a colony instead of capturing, and a 100% chance of destroying an outpost (T0 Planet) on capture. This mod reduces that.
Comes in 3 versions. 100% chance of capture, 95% chance of capture, and 80% chance of capture (You also have an 80% chance of destroying a colony, making this version equal.)

16: No Galactic Center Limit
Author: snazza
Version: 1.0
Download: More Awesome Than You Forums
Removes the range limit near the galactic center.
Incredibly useful, though a bit of a cheat if you haven't already reached the galactic center.

17: Santa Maria Mod
Author: Trapani
Version: 1.0
Download: SporeMods.org
Download: MediaFire
Gives unlimited ammo for the following: Monolith, Fireworks, Bio-Stabilizer, Bio-Protector, Uber Turret, Planet Buster, Anti-Matter Missie, and the Anti-Matter Bomb.

18: Friendly Grox Mod
Author: Omni
Version: 1.0
Download: SporeMods.org
Download: (Patch) SporeMods.org (Explained Below)
Removes almost all the specific settings for the Grox relationships, making them just like the other Empires. Only three things are kept; they never surrender, they aren't angry if you break the Galactic Code.
This mod is not particularly recommended as it removes the challenge of getting to the center of the galaxy, but Spore is a sandbox at heart, even with notable linearity tacked onto it.
Other races will still get angry at you for allying with the Grox. This can be avoided by using the above fix package or Easy Going Empires.

19: Easy Going Empires
Author: Omni
Version: 1.0
Download: SporeMods.org
Download: (With Certain Capture) SporeMods.org
This mod removes the negative effects from Allying with the Grox and from committing an atrocity, i.e. breaking the Galactic Code.
This mod conflicts with Certain Capture and the Free Love Happy Ray. A Certain Capture compatibility patch provided, and the Free Love Happy Ray thread has an Easy Going Empires compatible version.

20: Free Love Happy Ray
Author: Omni
Version: 1.0
Download(s): Home Thread on SporeMods.org
Increases the potency of the Happy Ray to make it much easier to befriend others.
All incompatibilities explained in download link.

21: More Space Mod
Author: Trapani
Version: 1.1
Download: SporeMods.org
Download: MediaFire
More planets/moons per solar system.
Reduces Bio-disaster Rate, and Attack Rate. (Similar to Spaceisfun)
Increases Planet Spice Storage.
Greater chance of finding rare items, and more of them per planet.
Increases maximum trade route count to 15.
Production increase for the Economic Archetype.
Planets under T3 can have more buildings.
Larger gifts from other Empires.
Incompatible with Space is Fun and Energy Recharge and Trade Route Increase!

22: Space Tools Mega Pack
Author: d4v3y0rk
Version: 1.0
Download: Google Code
Download: SolidFiles
Download: SporeMods.org
Decreases the recharge time on all space tools to 1 second.
Gives all tools infinite ammo.
Cheat/Sandbox mod, whatever you would like to call it.
Incompatible with almost all above mods. (So long as they modify tools in any way.)
Has some bugs.

Installing Mods:
Installing current generation Spore mods is simple enough, simply copy the .package file into Spore's Data directory. The data directory is typically located in C:Program FilesElectronic ArtsSporeData. To uninstall a mod, simply delete the .package file.

Troubleshooting Mods:
Spore has a rather odd way of loading packages. If a mod you've installed isn't working, and it's working for others, you can try adding an a to the front of the file name. For instance, if you were having trouble with the super powers mod, you could try renaming it from SuperPower.package to aSuperPower.package

Temporarily Disabling Mods:
You'll notice below that one of my mods is a .old file, rather than a .package file. You can temporarily disable mods this way, which is exceptionally useful for mods like the asymmetry hack. Simply rename the mod in question from *.package to *.package.old




Quote:
Originally Posted by 1/4 Life
Creating Mods:
Mod Creation Tools:
The Spore modding tools were created by our very own Rick (rck). So far, we have a .Package Viewer, .Package Maker, and a tool to convert .Prop files to .XML, and vice versa. These tools can be downloaded from Rick's Spore Stuff. The tools are currently in beta form and are highly unstable, but if you want to get modding yourself, they're out and ready to use.

.Package Viewer
The .Package Viewer is the only tool to have a VGUI. This tool is short and sweet, you can open up any Spore .package file and extract the entire package file's contents into a folder (No single .prop selection as of yet). Simply open the .Package you wish to edit, and then extract it via File->Save All.


Prop to XML Tool
This tool either needs to be run from the command prompt, or by dragging a desired prop file onto it in Explorer. I recommend the latter. The tool will create an XML file in the same directory as the .prop file you dragged.

XML to Prop Tool
The same principals apply, you can run it from the Command Prompt or drag a desired XML file onto it in explorer. From there it'll convert the XML into a .propnew. Rename this to .prop before creating your mod's .package.

.Package Creator
This tool can only be run from the Command Prompt. It takes two arguments. The first argument is the name and location you want your mod's .package to be, and the second is the path to the files.xml for your mod. (Explained Below)



Example usage:
Gibbed.Spore.PackageMaker mymod.package files.xml

Now, I'm sure you're wondering what this "files.xml" is. When you extract a .packfile in Package Viewer it creates a files.xml, which contains every single file in the .package. Edit this to only include the files you're including in your mod, and then path to it with Package Maker.

How should I open .XML files?:
You can use just about any text editor, if you don't want to download anything simply use Notepad. I personally recommend Notepad++.

Mod Maker:
More coming soon. For now the tool should be self explanatory. This serves as an alternate .Package Maker.



DISCLAIMER: This thread is a copy from another (Not so Spore related) forum, I will do my best to keep this updated.

Last edited by 1/4 Life : 10-16-2008 at 08:32 PM.
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Old 09-29-2008, 03:42 PM
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Now THAT is useful.

Also, GLORY, 1/4 LIFE HAS BLESSED OUR FORUMS WITH HIS PRESENCE! *Bows a little*.

For those of you who don't know who 1/4 life is... Go get steam... You'll find out eventually.

EDIT:
Also, if it's not too much trouble, you may as well throw the mods you took out back in. At the end of the day, it's a megathread. If the character limit bogs you down, tell me what you need added and I'll change my post to suit.
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Last edited by xStaticwolf : 09-29-2008 at 03:45 PM.
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Old 09-29-2008, 03:58 PM
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Teh Nooblet
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Quote:
Originally Posted by xStaticwolf
Also, if it's not too much trouble, you may as well throw the mods you took out back in. At the end of the day, it's a megathread. If the character limit bogs you down, tell me what you need added and I'll change my post to suit.

Done and done.
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Old 09-29-2008, 05:25 PM
Teh Nooblet
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do I need to patch my game in order to run these? I haven't patched because of all the bad rep I heard about it.
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Old 09-29-2008, 06:06 PM
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Teh Nooblet
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Quote:
Originally Posted by Tokughavita
do I need to patch my game in order to run these? I haven't patched because of all the bad rep I heard about it.

No, you do not. All of these mods were designed for Spore 1.0 and work with 1.1
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Old 09-29-2008, 06:41 PM
Teh Nooblet
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I was just wondering, because none of the mods I've downloaded worked :
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Old 09-29-2008, 07:43 PM
Teh Nooblet
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Quote:
Originally Posted by Tokughavita
I was just wondering, because none of the mods I've downloaded worked :

can you open the command prompt from the start menu and cd to c:Program FilesElectronic ArtsSporeData and do a
dir > output.txt then post the contents of that file do the board...
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Old 09-29-2008, 10:48 PM
Teh Nooblet
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scratch that I was a dumbass, I got them to work. can you tell me why every time I terraform a planet with the sculpting tools, if I leave the planet and come back everything is undone
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Old 09-29-2008, 10:49 PM
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Well I want to know the opposite. Do the mods work with the patch? I have the patch and I don't see why everyone is having problems with it. Works fine for me.
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Old 09-29-2008, 11:20 PM
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Quote:
Originally Posted by xMasterOfGamez
Well I want to know the opposite. Do the mods work with the patch? I have the patch and I don't see why everyone is having problems with it. Works fine for me.

I'm using the 1.1 patch as well, and I can confirm every mod in this thread work works flawlessly.

The only issue I've had with patch 1.1 was the in-ability to leave my home planet, and that was solved by simply removing any trees/details in my cities before leaving (Works great now).

Last edited by 1/4 Life : 09-29-2008 at 11:22 PM.
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Old 09-30-2008, 09:49 AM
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I am whee on facepunch, thanks for this excellent thread on both facepunch and xspore.
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Old 09-30-2008, 11:16 AM
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Wow, great thread, thanks 1/4 Life =D
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Old 09-30-2008, 08:31 PM
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Thank you man. I subscribed to this thread. Also this should be stickied.
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Old 10-01-2008, 12:02 AM
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Help, the description and ID fields for the Spore Mod Maker keep resetting when I save the files, also if I type something in an ID field I can't type in any of the others.
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Old 10-01-2008, 04:10 PM
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Little Problem

I really wanted to get the sculptists dream hack, but unfortunately, it isn't a .package file. Any tips would be much abliged.
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Old 10-01-2008, 04:56 PM
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Quote:
Originally Posted by Bofosho
I really wanted to get the sculptists dream hack, but unfortunately, it isn't a .package file. Any tips would be much abliged.
Yeah, how do you use the .rar files, theyre not packages, so where can they go?
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Old 10-01-2008, 05:29 PM
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Quote:
Originally Posted by Bofosho
I really wanted to get the sculptists dream hack, but unfortunately, it isn't a .package file. Any tips would be much abliged.

Sculptist's Dream is in a .7z file, which can be extracted using WinRAR or 7zip.

I personally recommend 7zip.

Edit:

-Added Mayflower Mod v2.0
-Added Mr. Fusion.
-Added iDrive.
-Added Space Tools Mega Pack.


Edit:

Could an admin change the title of this thread to "[Release] Spore Mods Megathread"?

Edit:

-Added Energy Recharge and Trade Route Increase Mod
-Added Better Planetary Bizarre Mod
-Added Super Powers Mod

Edit:

-Added Certain Capture
-Added No Galactic Center Limit
-Various thread edits.
-Thread unified on all forums.

Last edited by 1/4 Life : 10-10-2008 at 08:51 PM.
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Old 10-11-2008, 07:54 AM
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Thread also stickied
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Old 10-11-2008, 08:39 AM
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Quote:
Originally Posted by xAndy
Thread also stickied

Sweet man.
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Old 10-11-2008, 04:34 PM
Teh Nooblet
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how do we turn .prop into .package? I didn't get that part.
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