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Spore

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Title Screen

Spore

Developer: Maxis
Publisher: Electronic Arts
Platforms: Windows, Mac OS X
Released in JP: September 5, 2008
Released in US: September 7, 2008
Released in EU: September 5, 2008
Released in AU: September 4, 2008


AnimationsIcon.png This game has unused animations.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

With ambitions wider than the cosmos, Spore was one of Maxis' more... unusual ideas. Sadly, thanks to a long and rocky development period, it quite possibly has more unused content than used.

Hmmm...
To do:

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
ModelsIcon.png
Unused Models
DevTextIcon.png
Unused PROP files
AKA scripting files.
SoundIcon.png
Unused Sounds
GraphicsIcon.png
Unused Graphics

Unused Modes

Unused Editors

Spore places heavy emphasis on user-generated content by allowing players to create characters, vehicles and buildings through "editors". In particular, there are editors that are not directly accessible in-game and they are often empty, broken or just creepy.

Cake Editor

editor_setup~\cake.prop.prop_t

key parent editor_config~!GlobalTemplate.prop
string16 description "Cake Editor Setup"
key editorBackgroundModel be_plate
key editorBackgroundMusicPatch music_creature_editor
float editorBoundSize 20
key editorCameraThumbnail EditorCameraBuildingThumbnail.prop
key editorCameraUI EditorCameraBuildingUI.prop
key editorCurrencyIcon ufotools~!cake_currency.png
int32 editorDefaultInitialBudget 100
key editorDefaultPaintTheme skinPaint_script~!BE_theme_cake
keys editorEnabledManipulators
	cSPEditorManipulationInterPenetration
	cSPEditorManipulationPinning
	cSPEditorManipulationStacking
	cSPEditorManipulationDeformHandle
	cSPEditorManipulationRotationHandle
end
key editorLight BuildingEditor
float editorMaxHeight 40
float editorMinHeight -1
keys editorModelTypes
	BuildingCityHall
	BuildingHouse
	BuildingFarm
	BuildingIndustry
	BuildingEntertainment
end
texts editorName
	(0xFFFFFFFF!0xffffffff) "Cake"
end
key editorPaintPalette palette_definition~!0x00000029.prop
key editorPaintSwatchModel building_editorModel~!buildingPaintSwatch.bld
key editorPartsPalette palette_definition~!0x000000FF.prop
key editorPedestalModel 0xFFFFFFFF!0xFFFFFFFF.0xFFFFFFFF
key editorSaveDirectory 0x011AC19A!0xFFFFFFFF
key editorSaveExtension 0xFFFFFFFF.bld
bool editorSubtractPartsCostOnLoad true
bool editorUseShadows true
bool editorUseSkin false
bool editorUseSpine false
bool editorUseSymmetry false

The Cake Editor allows for the creation of cake-shaped buildings, with bird beaks for strawberries, building walls for cake layers, a picnic plate dais and background music from the Creature Editor.


(Source: Mod by 0KepOnline)

Creature Editor CSA

SPORE Creature editor csa.png

editor_setup~\CreatureEditorCSA.prop.prop_t

key parent editor_config~!CreatureEditorSetup.prop
string16 description "Creature Editor CSA"
string16 editorAssembledContentDirectory "Content/AssembledContentCSA/Creatures"
key editorCSATrialPaintPalette csapalettes~!0x0000000D.prop
key editorCSATrialPartsPalette csapalettes~!0x0000000C.prop
key editorCameraUI EditorCameraCreatureUI_Extra_Large.prop
key editorPaintPalette palette_definition~!0x0000000D.prop
key editorPartsPalette palette_definition~!0x0000000C.prop
key editorPlayModeEntryEffectID editor_test_mode_entry_extra_large
key editorPlayModeExitEffectID editor_part_mode_entry_extra_large
key editorSporepediaCanSwitchConfigID CSAShopper
key editorSporepediaConfigID CSAShopper
bool editorSubtractPartsCostOnLoad true
key editorTransition EditorTransitions!CSATransition
key editorTutorialPaintMode CSASporeGuidePaint
key editorTutorialPartMode CSASporeGuidePart
key editorTutorialPlayMode CSASporeGuidePlay

CSA stands for Creature Stand Alone, referring to the Creature Creator demo.

Tribal Accessories Editor CSA

The statistics panel has been modified to prevent a game crash.

editor_setup~\TribalAccessoriesEditorCSA.prop.prop_t

key parent editor_config~!CreatureEditorCSA.prop
string16 description "Tribal Accessories Editor CSA Setup"
key editorBackgroundMusicPatch 0x9F75FD5C
key editorBuyItemEffectID EDT_currency_tribeAccessory_buyItem
key editorCurrencyIcon editors~!edi_food_icon.png
keys editorEnabledManipulators
	cSPEditorManipulationPinning
	cSPEditorManipulationDeformHandle
	cSPEditorManipulationRotationHandle
	cSPEditorManipulationCreatureTest
end
key editorEscrowEffectID EDT_currency_tribeAccessory_escrow
keys editorModelTypes
	creature
end
texts editorName
	(0xFFFFFFFF!0xffffffff) "Accessories"
end
bool editorOnlyEditFromPalette true
key editorPartsPalette palette_definition~!0x000000D4.prop
key editorSellItemEffectID EDT_currency_tribeAccessory_sellItem
bool editorShowVertebrae false
key editorSporepediaCanSwitchConfigID TAE_CreatureTribalShopper_CanSwitch
key editorSporepediaConfigID TAE_CreatureTribalShopper
keys editorStartupModel
	creature_editorModel~!Shortfuss.crt
end
key editorStatsFile animations~
key editorSwatchBackgroundMusicPatch 0x1EAA9CC0
key editorTutorialPaintMode trpSporeguide
key editorTutorialPartMode trpSporeguide
key editorTutorialPlayMode trpSporeguide
key editorVerbIconFile animations~
key verbTrayCollection verbtrays!0xE61E1026

This could be an unused Tribal Outfitter editor for the demo. Crashes the game on loading as most of its UI elements are missing.

Flora Editor

editor_setup~\FloraEditorSetup.prop.prop_t

key parent editor_config~!GlobalTemplate.prop
string16 description "Flora Editor Setup"
string16 editorAssembledContentDirectory "Content/AssembledContent/Plants"
float editorBoundSize 4
key editorCameraUI EditorCameraFloraUI.prop
texts editorDefaultModelName
	(fe!0x04d93065) "Untitled Plant"
end
uint32s editorDefaultSkinPaintScripts
	hash(skinpaint_florabase_blankMatte)
	hash(skinpaint_floracoat_blank)
	hash(skinpaint_floradetail_blank)
end
bool editorDisableAnimations true
keys editorEnabledManipulators
	cSPEditorManipulationInterPenetration
	cSPEditorManipulationPinning
	cSPEditorManipulationStackingSimple
	cSPEditorManipulationBoneRotation
	cSPEditorManipulationRotationHandle
	cSPEditorManipulationDeformHandle
end
bool editorInitSpine false
key editorLight FloraEditor
float editorMaxHeight 2.25
float editorMinHeight 0
uint32 editorModelTranslationOptions 38
keys editorModelTypes
	PlantSmall
	PlantMedium
	PlantLarge
end
texts editorName
	(fe!0x04d94893) "Plant"
end
key editorPaintModeLight creatureeditorpaintmode
key editorPaintPalette palette_definition~!0x00000015.prop
key editorPaintSwatchModel flora_editorModel~!PaintBuddy.flr
key editorPartsPalette palette_definition~!0x00000014.prop
key editorPedestalModel fe_editor_background_sporepedia
key editorSaveDirectory 0x90368EA0!0xFFFFFFFF
key editorSaveExtension 0xFFFFFFFF.flr
bool editorShowBoneLengthHandles true
float editorSkinResolutionHighQuality 0.21
float editorSkinResolutionRealtime 0.21
key editorSwatchBackgroundModel fe_editor_background_sporepedia
key editorSwatchCameraUI EditorCameraFloraUI.prop
bool editorTranslateModelOnSave true
bool editorUseAnimWorld true
bool editorUseShadows true
bool editorUseSkin true
bool editorUseSpine true
bool editorUseSymmetry false
key editorVertebraModel flora_rigblock~!pe_vertebra.prop
float editorVertebraWidth 20

Launch with the command line argument -state:FloraEditor

The Flora Editor allows for the creation of plants, and is rather buggy. To prevent crashes when using the editor, avoid the following:

  • Scaling parts with the scroll wheel
  • Using the SHIFT or CTRL keys
  • Selecting invisible parts from the menu


When user-created plants are pollinated into game worlds, the game may become unstable. To prevent this, give creations *only* the tag gaprop (only for Galactic Adventures). When forced saving is used, creations can be added into adventures.

Cell Editor

editor_setup~\CellTemplate.prop.prop_t

key parent editor_config~!GlobalTemplate.prop
string16 description "Cell Editor Setup"
int32 ThumbnailEffect 1
float ThumbnailLowering 0.3
bool editorAllowPublish false
float editorAnimationInterruptDistance 30
string16 editorAssembledContentDirectory "Content/AssembledContent/Cells"
key editorBackgroundMusicPatch music_cell_editor
float editorBoundSize 2
texts editorBudgetTooltip
	(tooltips!0x064d2882) "DNA Budget (PLACEHOLDER)"
end
key editorBuyItemEffectID EDT_currency_cell_buyItem
key editorCameraPalette EditorCameraCellPalette.prop
key editorCameraThumbnail EditorCameraCellThumbnail.prop
bool editorCameraTurntableStyle true
key editorCameraUI EditorCameraCellUI.prop
int32 editorComplexityLimit 300
uint32 editorCurrencyChar 9867
key editorCurrencyIcon editors~!edi_dna_icon.png
int32 editorDefaultBrainLevel 0
int32 editorDefaultInitialBudget 100
texts editorDefaultModelName
	(cl!0x04d93065) "Bob"
end
uint32s editorDefaultSkinPaintScripts
	hash(skinpaint_cell_blankMatte)
end
bool editorDisableCreatureAnimIK true
keys editorEnabledManipulators
	cSPEditorManipulationCellPinning
	cSPEditorManipulationCellTorso
	cSPEditorManipulationDeformHandle
	cSPEditorManipulationRotationHandle
	cSPEditorManipulationSpineScaling
end
key editorEscrowEffectID EDT_currency_cell_escrow
bool editorInitSpine true
key editorLight CellEditor
int32 editorMaxBakedBlocks 65
int32 editorMaxBudget 999
float editorMaxHeight 2
float editorMinHeight -2
uint32 editorModelTranslationOptions 6
keys editorModelTypes
	cell
end
texts editorName
	(cl!0x04d94893) "Cell"
end
texts editorNamePrompt
	(cl!0x053718ce) "Naming Prompt (PLACEHOLDER)"
end
key editorPaintModeLight CellEditorPaintMode
key editorPaintPalette palette_definition~!0x00000006.prop
key editorPaintSwatchModel cell_editorModel~!PaintSwatch.cll
key editorPartsPalette palette_definition~!0x00000005.prop
key editorPedestalModel cl_editor_base
key editorRandomNameType kCreature
key editorSaveDirectory 0x90368EA3!0xFFFFFFFF
key editorSaveExtension 0xFFFFFFFF.cll
key editorSellItemEffectID EDT_currency_cell_sellItem
bool editorShowVertebrae true
float editorSkinResolutionHighQuality 0.035
float editorSkinResolutionRealtime 0.035
int32 editorSpineScalingNeighborInfluence 2
key editorSporepediaCanSwitchConfigID CLE_Shopper_CanSwitch
key editorSporepediaConfigID CLE_Shopper
keys editorStartupModel
	cell_editorModel~!0x0625A974.cll
	cell_editorModel~!0x0625A978.cll
	cell_editorModel~!0x0625A976.cll
	cell_editorModel~!0x0625A97A.cll
	cell_editorModel~!0x0625A97C.cll
	cell_editorModel~!0x0625A97E.cll
	cell_editorModel~!0x0625A980.cll
	cell_editorModel~!0x0625A984.cll
	cell_editorModel~!0x0625A982.cll
	cell_editorModel~!0x0625A986.cll
	cell_editorModel~!0x0625A988.cll
	cell_editorModel~!0x0625A98A.cll
end
key editorSwatchBackgroundMusicPatch music_cell_editor_shopping
key editorSwatchCameraUI EditorCameraCellSporePedia.prop
key editorSwatchPedestalModel cl_editor_base_level0
bool editorTranslateModelOnSave true
key editorTutorialPaintMode CLESporeGuidePaint
key editorTutorialPartMode CLESporeGuidePart
key editorTutorialPlayMode CLESporeGuidePart
bool editorUseAnimWorld true
bool editorUseShadows true
bool editorUseSkin true
bool editorUseSpine true
bool editorUseSymmetry true
key editorVertebraModel cell_rigblock~!cl_vertebra.prop
uint32 editorViewableComplexityFlags 5
float tuningVertebraFadeTime 0.5
colorRGBA tuningVertebraHighlightColor (0.75, 0.68, 0.65, 1)
colorRGBA tuningVertebraTorsoRolloverColor (0.75, 0.68, 0.65, 0.35)
colorRGBA tuningVertebraTorsoSelectedColor (0.75, 0.68, 0.65, 0.8)
colorRGBA tuningVertebraUnselectedColor (0.75, 0.68, 0.65, 0)
key verbTrayCollection verbtrays!CLE_VerbTrayCollection
key verbTrayCollectionSporepediaLargeCard verbtrays!CLE_VerbTrayCollection
key verbTrayCollectionSporepediaSmallCard verbtrays!SHP_CLE_VerbTrayCollection

Launch with the command line argument -state:CellEditor

The Hidden Cell Editor is an expanded version of the Cell Editor that offers parts seen only in cells made by Maxis. Strictly speaking, the editor is actually a template that the cell editors seen in-game are based on.

In addition, you can also bring your cell into Test Drive with a glitch. Zooming in and out is buggy and the Roar animation button is disabled.

(Source: Random Spore Facts Tumblr)
SPORE cell creator default.png

Finally, by scanning Spore's memory with Cheat Engine using the exact value 103140689 (creature creator) and subtracting that value by 1, the main menu option to directly enter the Cell Creator is no longer hidden.

(Source: Random Spore Facts Tumblr)

Global Template

SPORE Globaltemplate.png

editor_setup~\GlobalTemplate.prop.prop_t

string16 description "GlobalTemplate"
int32 ThumbnailEffect 2
float ThumbnailImageScale 0.85
float ThumbnailLowering 0.65
vector2 ThumbnailShadowSkew (-0.4, -0.5)
float ThumbnailShadowWidening 0.1
bool editorAllowNameEdit true
bool editorAllowPublish true
key editorBallConnectorHandleTuningFile HandleTuning!defaultballconnectorhandle
int32 editorBoneComplexityLimit 128
key editorBuyItemEffectID EDT_currency_creature_buyItem
key editorCameraPalette EditorCameraGlobalPalette.prop
key editorCameraThumbnail EditorCameraCreatureThumbnail.prop
key editorCameraUI EditorCameraCreatureUI.prop
int32 editorComplexityLimit 200
key editorCurrencyIcon editors~!edi_sporebucks_icon.png
int32 editorDefaultInitialBudget 5000
key editorDeformHandleTuningFile HandleTuning!DefaultDeformHandle
key editorEscrowEffectID EDT_currency_creature_escrow
int32 editorMaxBakedBlocks 10000
int32 editorMaxBlockCount 250
int32 editorMinimumLoadBudget 0
float editorMouseWheelDistanceThreshold 10
float editorMouseWheelTimeout 0.6
key editorRotationBallHandleTuningFile HandleTuning!defaultrotationballhandle
key editorRotationRingHandleTuningFile HandleTuning!defaultrotationringhandle
float editorScreenEffectsDistance 5
key editorSellItemEffectID EDT_currency_creature_sellItem
bool editorShowAbilityIcons true
bool editorShowBoneLengthHandles false
key editorSpineHandleTuningFile HandleTuning!defaultspinehandle
key editorSporepediaCanSwitchConfigID EDI_TemplateShopper_CanSwitch
key editorSporepediaConfigID EDI_TemplateShopper
key editorTransition EditorTransitions!DefaultTransition
key editorTutorialPaintMode CRESporeGuidePaint
key editorTutorialPartMode CRESporeGuidePart
key editorTutorialPlayMode CRESporeGuidePlay
key editorUILayoutFileName GlobalEditorUI
float editorZCorp3D2RealWorldRatio 0.0625
key verbTrayCollection verbtrays!EDI_VerbTrayCollection
key verbTrayCollectionSporepediaLargeCard verbtrays!EDI_VerbTrayCollection
key verbTrayCollectionSporepediaSmallCard animations~

Global Template is the bare-bones template for all editors in the game. The similarly empty Mineral Template is the template for all building and vehicle editors.

Harvester Vehicles and the Harvester Editor

The statistics panel has been modified to prevent a game crash. Also, the original budget was 75, making every part unaffordable.
Harvester Editor music.
Harvester vehicles can also be made using the full vehicle editor through the launch state -state:VehicleEditor, avoiding crashes.
Harvester vehicles are treated as generic land vehicles when placed in adventures.

editor_setup~\VehicleHarvester.prop.prop_t

key parent editor_config~!VehicleLandTemplate.prop
string16 description "Harvester Vehicle Editor"
string16 editorAssembledContentDirectory "Content/AssembledContent/Vehicles/Harvester"
key editorBackgroundMusicPatch music_harvester_editor
int32 editorDefaultInitialBudget 75
keys editorModelTypes
	VehicleHarvester
end
texts editorName
	(0xFFFFFFFF!0xffffffff) "Harvester Vehicle"
end
key editorPartsPalette palette_definition~!0x0000003D.prop
key editorStatsFile HarvesterVehicleEditorStats
key editorSwatchBackgroundMusicPatch music_harvester_editor_shopping
key verbTrayCollection verbtrays!VHE_HV_VerbTrayCollection
key verbTrayCollectionSporepediaSmallCard verbtrays!0x87E50A97

The Harvester Editor is similar to the other land vehicle editors with unique procedurally generated music and without offense parts (that give Military/Religious/Economic power). The editor can be loaded by dropping in a harvester .png file and loading the editor crashes the game.

(Source: A-xesey, Random Spore Facts Tumblr)

Harvester vehicles can be made to appear in Civilisation Stage if the vehicle purpose is set to kVehicleColony (the value 3, as shown in the video with Cheat Engine). They are unable to do anything besides claim spice geysers and use the military vehicle voice clips associated with attacking epics and villages. Harvester vehicles are a cut game mechanic where the player must protect the vehicles so as to ensure a continous source of spice.

Farm Buildings

Sporefarm1.png
Sporefarm2.png

Farm buildings are also cut from the game, and appear as houses in adventures. They can only be made by selecting BuildingFarm in the building type menu after entering the building editor with the launch state -State:BuildingEditor. They are not visible in the Sporepedia and forced saving is necessary.


(Source: Random Spore Facts Tumblr)

Planner Thumbnail Generator

Base game
Galactic Adventures

editor_setup~\PlannerThumbnailGen.prop.prop_t

key parent editor_config~!BuildingTemplate.prop
string16 description "Planner Thumbnail Generator"
texts editorName
	(0xFFFFFFFF!0xffffffff) "Planner"
end
key editorPartsPalette palette_definition~!0x0000006B.prop

Part of Spore_Game/Adventure_props_palette_items~/planner_page_thumbnails_parts.prop.prop_t

keys palettePagePartItems
	CivicObjects!ci_objects_floracontainers_large1
	CivicObjects!ci_objects_floracontainers_medium1
	CivicObjects!ci_objects_floracontainers_small1
	CivicObjects!ci_objects_fountain1
	CivicObjects!ci_objects_lamp1
	CivicObjects!ci_objects_sign1
	CivicObjects!ci_objects_squaregreeble_small
	CivicObjects!ci_objects_rocksmall
	CivicObjects!ci_objects_floracontainers_large2
	CivicObjects!ci_objects_floracontainers_medium2
	CivicObjects!ci_objects_floracontainers_small2
	CivicObjects!ci_objects_fountain2
	CivicObjects!ci_objects_lamp2
	CivicObjects!ci_objects_sign2
	CivicObjects!ci_objects_squaregreeble_medium
	CivicObjects!ci_objects_rockmedium
	CivicObjects!ci_objects_floracontainers_large3
	CivicObjects!ci_objects_floracontainers_medium3
	CivicObjects!ci_objects_floracontainers_small3
	CivicObjects!ci_objects_fountain3
	CivicObjects!ci_objects_lamp3
	CivicObjects!ci_objects_sign3
	CivicObjects!ci_objects_squaregreeble_large
	CivicObjects!ci_objects_rocklarge
	tribe_tools~!social1
	tribe_tools~!social2
	tribe_tools~!social3
	tribe_tools~!heal
	tribe_tools~!fish
	tribe_tools~!gather
	tribe_tools~!attack1
	tribe_tools~!attack2
	tribe_tools~!attack3
	hutstyles!he_yurt_1
	hutstyles!he_yurt_2
	hutstyles!he_yurt_3
	hutstyles!he_simple_1
	hutstyles!he_simple_2
	hutstyles!he_simple_3
	hutstyles!he_timber_1
	hutstyles!he_timber_2
	hutstyles!he_timber_3
	BuildingDefinitions!Military_turret
	BuildingDefinitions!Cultural_turret
	BuildingDefinitions!Economic_turret
	SpaceBuildingDefinitions!Space_turret
	citystyles~!Castle
	citystyles~!Diplo
	citystyles~!shrine
end
key palettePagePartParentPage planner_page_thumbnails

Part of Spore_EP1_Data/Adventure_props_palette_items~/planner_page_thumbnails_parts.prop.prop_t

keys palettePagePartItems
	PaletteItems!EP1_Altar.prop
	PaletteItems!ep1_altarreligious.prop
	PaletteItems!EP1_Barrel.prop
	PaletteItems!EP1_BeachBall.prop
	PaletteItems!EP1_CI_air_plane.prop
	PaletteItems!EP1_CI_money_bag1.prop
	PaletteItems!EP1_CI_money_bag2.prop
	PaletteItems!EP1_CI_money_bag3.prop
	PaletteItems!ep1_ci_ufo_silo.prop
	PaletteItems!EP1_CI_water_boatBottle.prop
	PaletteItems!ep1_crg_flower1.prop
	PaletteItems!EP1_CRG_Giant_Skeleton.prop
	PaletteItems!EP1_CRG_Giant_Skull.prop
	PaletteItems!ep1_crg_part_unlock_skeleton2.prop
	PaletteItems!ep1_crg_part_unlock_skeleton3.prop
	PaletteItems!ep1_crg_part_unlock_skeleton4.prop
	PaletteItems!EP1_CRG_Shitaake_LargeRock1.prop
	PaletteItems!EP1_CRG_Shitaake_LargeRock2.prop
	PaletteItems!EP1_CRG_Shitaake_LargeRock3.prop
	PaletteItems!EP1_CRG_Shitaake_LargeRock4.prop
	PaletteItems!ep1_crg_arizona_largerock1.prop
	PaletteItems!EP1_CRG_arizona_mediumRock1.prop
	PaletteItems!ep1_crg_ashtray_largerock1.prop
	PaletteItems!ep1_crg_ashtray_largerock2.prop
	PaletteItems!EP1_CRG_claymation_largeRock1.prop
	PaletteItems!EP1_CRG_claymation_largeRock2.prop
	PaletteItems!ep1_crg_claymation_mediumrock2.prop
	PaletteItems!EP1_CRG_claymation_smallrock1.prop
	PaletteItems!ep1_crg_conglomerate_largerock1.prop
	PaletteItems!EP1_CRG_conglomerate_smallrock1.prop
	PaletteItems!ep1_crg_coral_mediumrock2.prop
	PaletteItems!ep1_crg_coral_largerock1.prop
	PaletteItems!ep1_crg_coral_largerock2.prop
	PaletteItems!ep1_crg_coral_smallrock1.prop
	PaletteItems!ep1_crg_crableg_smallrock1.prop
	PaletteItems!ep1_crg_crableg_largerock1.prop
	PaletteItems!ep1_crg_crableg_largerock2.prop
	PaletteItems!ep1_crg_crableg_mediumrock2.prop
	PaletteItems!EP1_CRG_crystal_largeRock1.prop
	PaletteItems!EP1_CRG_crystal_mediumRock1.prop
	PaletteItems!EP1_CRG_crystal_smallrock1.prop
	PaletteItems!ep1_crg_fossil_largerock1.prop
	PaletteItems!EP1_CRG_fossil_largeRock2.prop
	PaletteItems!ep1_crg_fossil_largerock3.prop
	PaletteItems!ep1_crg_fossil_smallrock1.prop
	PaletteItems!ep1_crg_french_largerock1.prop
	PaletteItems!ep1_crg_french_largerock2.prop
	PaletteItems!ep1_crg_french_smallrock1.prop
	PaletteItems!EP1_CRG_gear_largeRock1.prop
	PaletteItems!ep1_crg_gear_mediumrock1.prop
	PaletteItems!ep1_crg_gear_smallrock1.prop
	PaletteItems!EP1_CRG_granite_largeRock1.prop
	PaletteItems!EP1_CRG_granite_mediumRock1.prop
	PaletteItems!ep1_crg_granite_smallrock1.prop
	PaletteItems!ep1_crg_localrock01.prop
	PaletteItems!ep1_crg_localrock02.prop
	PaletteItems!ep1_crg_marshmellow_largerock1.prop
	PaletteItems!EP1_CRG_marshmellow_largerock2.prop
	PaletteItems!EP1_CRG_marshmellow_mediumrock1.prop
	PaletteItems!ep1_crg_organic_largerock1.prop
	PaletteItems!ep1_crg_organic_mediumrock1.prop
	PaletteItems!ep1_crg_organic_smallrock1.prop
	PaletteItems!EP1_CRG_pickle_largeRock1.prop
	PaletteItems!EP1_CRG_pickle_largeRock2.prop
	PaletteItems!EP1_CRG_pickle_mediumRock1.prop
	PaletteItems!EP1_CRG_pickle_smallrock1.prop
	PaletteItems!EP1_CRG_pineapple_largeRock1.prop
	PaletteItems!EP1_CRG_pineapple_largeRock2.prop
	PaletteItems!EP1_CRG_pineapple_mediumRock2.prop
	PaletteItems!ep1_crg_pineapple_smallrock1.prop
	PaletteItems!EP1_CRG_potatoEye_largeRock1.prop
	PaletteItems!EP1_CRG_potatoEye_smallrock1.prop
	PaletteItems!ep1_crg_rattlesnake_largerock1.prop
	PaletteItems!EP1_CRG_rattlesnake_mediumRock2.prop
	PaletteItems!ep1_crg_rattlesnake_smallrock1.prop
	PaletteItems!ep1_crg_sandstone_largerock1.prop
	PaletteItems!ep1_crg_sandstone_largerock2.prop
	PaletteItems!ep1_crg_sandstone_mediumrock1.prop
	PaletteItems!ep1_crg_spikes_largerock1.prop
	PaletteItems!ep1_crg_spikes_smallrock1.prop
	PaletteItems!EP1_CRG_stackrocks_largeRock1.prop
	PaletteItems!ep1_crg_stackrocks_mediumrock1.prop
	PaletteItems!EP1_CRG_stackrocks_smallrock2.prop
	PaletteItems!EP1_CRG_swiss_largeRock1.prop
	PaletteItems!ep1_crg_swiss_mediumrock1.prop
	PaletteItems!ep1_crg_swiss_smallrock1.prop
	PaletteItems!EP1_CRG_tentacle_largeRock1.prop
	PaletteItems!EP1_CRG_tentacle_mediumRock1.prop
	PaletteItems!ep1_crg_tentacle_smallrock1.prop
	PaletteItems!EP1_CRG_tribal_largeRock1.prop
	PaletteItems!ep1_crg_tribal_largerock2.prop
	PaletteItems!EP1_CRG_tribal_mediumRock2.prop
	PaletteItems!ep1_crg_tribal_smallrock1.prop
	PaletteItems!ep1_cr_coccoon.prop
	PaletteItems!EP1_CR_shell_04.prop
	PaletteItems!EP1_CannonBall.prop
	PaletteItems!EP1_Creature_NPC_Nest.prop
	PaletteItems!EP1_Creature_Nest0.prop
	PaletteItems!ep1_creature_nest1.prop
	PaletteItems!ep1_creature_nest2.prop
	PaletteItems!EP1_Creature_Nest3.prop
(truncated for length)

Launch with the command line argument

-state:PlannerThumbnailGenerator

.

Planner Thumbnail Generator is of unknown purpose and was probably used by the developers as a place to display planner icons.
In the base game, the parts menu is a horizontal list of various buildings from the Tribal and City Planners. In the Galactic Adventures DLC executable, the horizontal list now contains over six hundred icons from the Adventure Editor, rendering it invisible.
The part menu background is taken from the Tribal or City Planner.

Hut Editor

lighting_properties~\ShadowLightHutEditor.prop.prop_t

key parent ShadowLightTemplate.prop
string16 description "parameters for shadow light"
float farClip 50
bool flipUpVector false
float halfHeight 12
float halfWidth 11
vector3 lookDirection (0.5, 0.15, 1)
float lookDistance 20
float nearClip 0.1
bool orthoProjection true
float shadowDepthOffset 0.3
float zoomVal 20

This, the fact that PROP files in hutstyles are prefixed with he, as well as how hut models are stored in editor_rigblock~ (a rigblock is a deformable part), are the remaining traces of the cut tribal Hut Editor. The Hut Editor would have allowed the player to change the appearance of the hut in the middle of their tribe.

Unused Game Modes

Spore has had several sections of the game cut from its final release, such as the Aquatic Stage, where the player controls a marine animal rather than a land animal. Unfortunately, they appear to have been completely removed from the final release. This section will instead focus on other things that the game internally considers to be sections of the game.

Level Editor

The Level Editor allows a player to place and manipulate various objects on a planet's surface and is the only unused game mode left in the game. The Level Editor is accessed by switching the current game mode to LevelEditor with a mod such as ModCreatorKit. Directly using the command line argument -state:LevelEditor causes the game to crash possibly because a planet has not yet been loaded into the memory.

Simulator::TechLevel

There is an additional value for the technology level of a planet corresponding to the cut City Stage which went in between the Tribe and Civilization Stages.

{ None = 0,
Creature = 1,
Tribe = 2,
City = 3,
Civilization = 4,
Empire = 5 }


(Source: Spore ModAPI Documentation))

Terrain Editor

layout_atlas~\TerrainEditorUI.spui
layout_atlas~\TerrainEditorUIBlackBox.spui

planet_settings~\TerrainEditorScripts.trigger

#
# Planet Scripts Control File
#
# Lists all the available planet generation scripts
#
   # Command Format:
#   TECategory   "Category Name"
#      TEScript "Script Name"
#   end
#
TECategory  "Gameplay"
   TEScript "Thomas' favorites"
   TEScript "-----------------"
   TEScript "- Land"
   TEScript "BR_continent_small"             -id 0x03cd9d76       -defaultScale 2.0 #100
   TEScript "BR_oceans_soft_small"           -id 0x036ab44c       -defaultScale 2.0 #300
   TEScript "BR_CoastAddWater"               -id 0x036805ea       -defaultScale 1.0 #50
   TEScript "-----------------"
   TEScript "- Beaches"
   TEScript "BR_beach_flattener"             -id 0x0383be1e       -defaultScale 2.0 #100
   TEScript "BR_beach_ramp"                  -id 0x036805dd       -defaultScale 2.4 #120
   TEScript "BR_raise_to_beach"              -id 0x03fc166c       -defaultScale 2   #100
   TEScript "BR_beach_detail"                -id 0x0383be2b       -defaultScale 1.8 #90
   TEScript "-----------------"
   TEScript "- Highlands"
   TEScript "GO_raise_mountains"             -id 0x0368051e
   TEScript "BR_mountain_striated_large"     -id 0x043afe6c       -defaultScale 3.2 #160
   TEScript "BR_mountain_lumpy_large"        -id 0x043afe73       -defaultScale 3.2 #160
   TEScript "BR_mountain_squiggles_large"    -id 0x043afe79       -defaultScale 3.2 #160
   TEScript "BR_mountain_worms_large"        -id 0x043afe7b       -defaultScale 3.2 #160
   TEScript "BR_mountain_scraped_large"      -id 0x043afe89       -defaultScale 3.2 #160
   TEScript "BR_mountain_metadomes_large"    -id 0x043afe94       -defaultScale 3.2 #160
   TEScript "BR_mountain_sierra_large"       -id 0x03f68c88       -defaultScale 6.0 #300
   TEScript "BR_mountain_peaky"              -id 0x036805fd       -defaultScale 4.6 #230
   TEScript "BR_set_to_high_land"            -id 0x03fc1632       -defaultScale 2   #100
   TEScript "- Gameplay Ridges"
   TEScript "BR_riftZone_small"              -id 0x03a245dc       -defaultScale 2.4 #120
   TEScript "BR_switchback_ramp"             -id 0x041f6353       -defaultScale 2.4 #120
   TEScript "BR_medium_plain_small"          -id 0x039e1d1a       -defaultScale 2.0 #100
   TEScript "BR_bumpy_ramp"                  -id 0x041f7fbd       -defaultScale 2.4 #120
   TEScript "BR_cone"                        -id 0x036805e3       -defaultScale 2.6 #130
   TEScript "BR_mesa_squarish"               -id 0x051b1d04       -defaultScale 2.0 #100
   TEScript "BR_flared_ramp"                 -id 0x041f64bf       -defaultScale 2.4 #120
   TEScript "BR_wavy_ramp"                   -id 0x041f6356       -defaultScale 2.4 #120
   TEScript "-----------------"
   TEScript "- Gameplay Terrain"
   TEScript "BR_SGZB_ridges_spiny"           -id 0x03ab96d2       -defaultScale 3.2 #160
   TEScript "BR_SGZB_cracks_spiny"           -id 0x03acf95a       -defaultScale 3.2 #160
   TEScript "BR_SGZB_ridges_thorny"          -id 0x03ab96db       -defaultScale 3.2 #160
   TEScript "BR_SGZB_hills_cracked"          -id 0x03ab96c8       -defaultScale 3.2 #160
   TEScript "BR_SGZB_hills_chisled"          -id 0x03ab96c5       -defaultScale 3.2 #160
   TEScript "BR_SGZB_ridges_swirled"         -id 0x03ab96d9       -defaultScale 3.2 #160
   TEScript "BR_SGZB_hills_swirled"          -id 0x03ab96cf       -defaultScale 3.2 #160
   TEScript "BR_SGZB_hills_swiss"            -id 0x03ab96cc       -defaultScale 3.2 #160
   TEScript "-----------------"
   TEScript "- Lakes"
   TEScript "Thorn lake stamp"               -id 0x04fe03cc       -defaultScale 2.4 #120
   TEScript "BR_oceans_soft_small"           -id 0x036ab44c       -defaultScale 2.0 #300
   TEScript "BR_CoastAddWater"               -id 0x036805ea       -defaultScale 1.0 #50
   TEScript "BR_crater_large"                -id 0x036805f7       -defaultScale 3.0 #150
   TEScript "BR_shitaake_pond"            -id 0x037c06a6       -defaultScale 1.8 #90
   TEScript "-----------------"
   TEScript "- Rivers"
   TEScript "BR_oxbow_river"                 -id 0x047d04aa       -defaultScale 2.4 #120
   TEScript "BR_branching_river"             -id 0x047d04a6       -defaultScale 2.4 #120
   TEScript "BR_branching_complex_river"     -id 0x047d04a2       -defaultScale 2.4 #120
   TEScript "BR_basic_river"                 -id 0x047e7a03       -defaultScale 2.4 #120
   TEScript "BR Thorn river stamp"              -id 0x04fe03cd       -defaultScale 2.4 #120
   TEScript "BR_invert_seabed"               -id 0x045fca19       -defaultScale 2   #100
   TEScript "BR_invert_seabed_coral_solid2"  -id 0x0464006c       -defaultScale 2
   TEScript "BR_flared_ramp"                 -id 0x041f64bf       -defaultScale 2.4 #120
#100
   TEScript "-----------------"
   TEScript "- Useful"
   TEScript "BR_raise_to_low_land"           -id 0x03fc1669       -defaultScale 2   #100
   TEScript "BR_raise_to_shallows"           -id 0x03fc1660       -defaultScale 2   #100
   TEScript "BR_lower_to_beach"              -id 0x03fc169a       -defaultScale 2   #100
   TEScript "BR_lower_to_low_land"           -id 0x03fc169e       -defaultScale 2   #100
   TEScript "BR_lower_to_shallows"           -id 0x03fc16a2       -defaultScale 2   #100
   TEScript "BR_lower_to_deep_water"         -id 0x03fc16a4       -defaultScale 2   #100
   TEScript "BR_set_to_beach"                -id 0x03fc1640       -defaultScale 2   #100
   TEScript "BR_set_to_low_land"             -id 0x03fc163e       -defaultScale 2   #100
   TEScript "BR_set_to_shallows"             -id 0x03fd446b       -defaultScale 2   #100
   TEScript "BR_set_to_deep_water"           -id 0x03fc162e       -defaultScale 2   #100
   TEScript "-----------------"
   TEScript "- Required"
   TEScript "   "             -propFilename "syrup_resource1"
   TEScript "   "             -propFilename "fossil_massiverock1_pile"
   TEScript "   "             -propFilename "fossil_massiverock2_pile"
   TEScript "   "             -propFilename "volcano_caldera_01"
   TEScript "   "             -propFilename "volcano_caldera_large"
   TEScript "   "             -propFilename "cr_feature_UFOcrash"       -defaultScale 1
   TEScript "   "             -propFilename "cr_feature_meteorite"      -defaultScale 1
   TEScript "   "             -propFilename "cr_feature_crop_circle"    -defaultScale 1
   TEScript "   "             -propFilename "cr_feature_obelisk"        -defaultScale 1
   TEScript "   "             -propFilename "cr_feature_footprint"      -defaultScale 1
   TEScript "   "             -propFilename "cr_feature_easterhead"     -defaultScale 1
   TEScript "   "             -propFilename "cr_feature_temple"         -defaultScale 1
   TEScript "-----------------"
   TEScript "BR_pyramid"                     -id 0x0534716f             -defaultScale 2.0 #100
   TEScript "- Jason's Faves"
   TEScript "-----------------"
   TEScript "- SGZB"
   TEScript "BR_SGZB_crater_barnacle"          -id 0x03ab96b2      -defaultScale 3.2 #160
   TEScript "BR_SGZB_crater_mouth"             -id 0x03ab96b9      -defaultScale 3.2 #160
   TEScript "BR_SGZB_crater_mouthcluster"    -id 0x03ab96bc      -defaultScale 5.2 #260
   TEScript "BR_SGZB_crater_tech"             -id 0x03ab96c0      -defaultScale 3.2 #160
   TEScript "BR_SGZB_hills_barnacle"          -id 0x03ab96c2      -defaultScale 3.2 #160
   TEScript "BR_SGZB_hills_chisled"          -id 0x03ab96c5      -defaultScale 3.2 #160
   TEScript "BR_SGZB_hills_cracked"          -id 0x03ab96c8      -defaultScale 3.2 #160
   TEScript "BR_SGZB_hills_dome"             -id 0x03ab96ca      -defaultScale 3.2 #160
(truncated for length)

The Terrain Editor is for sculpting the surface of a planet and no longer exists in the final game. A developer video of the Terrain Editor is provided here.

Animation Viewer

layout_atlas~\AnimViewer.spui

The Animation Viewer is similarly non-existent in the final game, and a developer video of creatures dancing in the Viewer is provided here.
The text at the top of the light-green rectangle is one of the following:

  • Animlist: lmb - replace cur; shift-lmb - replace all; alt-(shift)-lmb - queue; rmb - start immediately
  • Creatures: lmb - replace creature; alt-lmb - add creature; rmb - max editor lod
  • Animations: lmb - replace cur; shift-lmb - replace all; alt-(shift)-lmb - queue; rmb - start immediately
  • Scripts: lmb - execute script
  • Planets: lmb - set as next planet; rmb - restart immediately
  • Gaits: lmb - load cur; rmb - load all

Other App States

Using the command line argument -demo appends "Demo" to the game window's title. There is also the dummied out command line argument -preload.

The game also internally references a number of other states in animations~\SporeAppStates.trigger that do nothing when loaded as they no longer have any code associated with them.

  • LaunchScreen
  • DevLauncher
  • LoadGame
  • Preload
  • TerrainEditor
  • MultiverseJournal (also a development name for the Sporepedia)
  • EffectsViewer
  • ModelViewer
  • AnimViewer
  • SniffTest
  • SniffTestWithAllAsserts
  • SniffTestWithTestAsserts
  • SniffTestLoadSave

The main menu's internal name is GalaxyGameEntry.

world_random in Cell Stage

Example of a user-generated cell that could appear in world_random
world_random with correct background (world_random_bg, contains the same cells as the foreground)

animations~/world_random.world.world_t

populate level_random -startTile true -playerSize none
populate level_random -startTile false -playerSize none

advect empty 1 -playerSize none -strength 3.5 -variance 0 -period 1

animations~/world_random_bg.world.world_t

populate level_random_bg -startTile false -playerSize none

animations~/level_random.populate.populate_t

scale 10
maskTexture animations~

cMarker distribute 0 0 0
	distributeCellID cell_food_L0
	count 3
	count_easy -1
	count_med -1
	count_hard -1
	size 0
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID cell_food_L0
	count 2
	count_easy -1
	count_med -1
	count_hard -1
	size 1
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID cell_food_L0
	count 8
	count_easy -1
	count_med -1
	count_hard -1
	size 2
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID cell_food_L0
	count 50
	count_easy -1
	count_med -1
	count_hard -1
	size 4
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID cell_food_L0
	count 50
	count_easy -1
	count_med -1
	count_hard -1
	size 10
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID 0x981A536C
	count 5
	count_easy -1
	count_med -1
	count_hard -1
	size 1
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID 0x981A536B
	count 5
	count_easy -1
	count_med -1
	count_hard -1
	size 2
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID 0x981A536A
	count 40
	count_easy -1
	count_med -1
	count_hard -1
	size 2
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID 0x981A5369
	count 20
	count_easy -1
	count_med -1
	count_hard -1
	size 4
	zOffset 0
	zOffsetMax 0
end

cMarker cluster 0 0 0
	clusterCellID 0xBB9C4F19
	parts 5
	count 2
	count_easy -1
	count_med -1
	count_hard -1
	size 0
	zOffset 0
	zOffsetMax 0
	linear 0
end

cMarker cluster 0 0 0
	clusterCellID 0xBB9C4F19
	parts 5
	count 4
	count_easy -1
	count_med -1
	count_hard -1
	size 1
	zOffset 0
	zOffsetMax 0
	linear 0
end

cMarker cluster 0 0 0
	clusterCellID 0xBB9C4F19
	parts 5
	count 6
	count_easy -1
	count_med -1
	count_hard -1
	size 2
	zOffset 0
	zOffsetMax 0
	linear 0
end

cMarker distribute 0 0 0
	distributeCellID 0x620D8C55
	count 2
	count_easy -1
	count_med -1
	count_hard -1
	size 0
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID ce_prarylane
	count 12
	count_easy -1
	count_med -1
	count_hard -1
	size 1
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID 0x7A3376CD
	count 2
	count_easy -1
	count_med -1
	count_hard -1
	size 1
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID 0x7A3376CE
	count 2
	count_easy -1
	count_med -1
	count_hard -1
	size 1
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID cle_cll15
	count 12
	count_easy -1
	count_med -1
	count_hard -1
	size 2
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID cle_cll16
	count 25
	count_easy -1
	count_med -1
	count_hard -1
	size 4
	zOffset 0
	zOffsetMax 0
end

cMarker distribute 0 0 0
	distributeCellID 0xD6C8F726
	count 4
	count_easy -1
	count_med -1
	count_hard -1
	size 10
	zOffset 0
	zOffsetMax 0
end

animations~/level_random_bg.populate.populate_t

scale 10
maskTexture animations~

cMarker distribute 0 0 0
	distributeCellID cell_food_L0
	count 3
	count_easy -1
	count_med -1
	count_hard -1
	size 0
	zOffset 10
	zOffsetMax 35
end

cMarker distribute 0 0 0
	distributeCellID cell_food_L0
	count 2
	count_easy -1
	count_med -1
	count_hard -1
	size 1
	zOffset 10
	zOffsetMax 35
end

cMarker distribute 0 0 0
	distributeCellID cell_food_L0
	count 8
	count_easy -1
	count_med -1
	count_hard -1
	size 2
	zOffset 10
	zOffsetMax 35
end

cMarker distribute 0 0 0
	distributeCellID cell_food_L0
	count 50
	count_easy -1
	count_med -1
	count_hard -1
	size 4
	zOffset 10
	zOffsetMax 35
end

cMarker distribute 0 0 0
	distributeCellID cell_food_L0
	count 50
	count_easy -1
	count_med -1
	count_hard -1
	size 10
	zOffset 10
	zOffsetMax 35
end

cMarker distribute 0 0 0
	distributeCellID 0x981A536C
	count 50
	count_easy -1
	count_med -1
	count_hard -1
	size 1
	zOffset 10
	zOffsetMax 35
end

cMarker distribute 0 0 0
	distributeCellID 0x981A536B
	count 50
	count_easy -1
	count_med -1
	count_hard -1
	size 2
	zOffset 10
	zOffsetMax 35
end

cMarker distribute 0 0 0
	distributeCellID 0x981A536A
	count 400
	count_easy -1
	count_med -1
	count_hard -1
	size 2
	zOffset 10
	zOffsetMax 35
end

cMarker distribute 0 0 0
	distributeCellID 0x981A5369
	count 200
	count_easy -1
	count_med -1
	count_hard -1
	size 4
	zOffset 10
	zOffsetMax 35
end

cMarker distribute 0 0 0
	distributeCellID cle_cll15
	count 120
	count_easy -1
	count_med -1
	count_hard -1
	size 2
	zOffset 10
	zOffsetMax 35
end

cMarker distribute 0 0 0
	distributeCellID cle_cll16
	count 250
	count_easy -1
	count_med -1
	count_hard -1
	size 4
	zOffset 10
	zOffsetMax 35
end

cMarker distribute 0 0 0
	distributeCellID 0xD6C8F726
	count 40
	count_easy -1
	count_med -1
	count_hard -1
	size 10
	zOffset 10
	zOffsetMax 35
end

cMarker distribute 0 0 0
	distributeCellID 0xD6C8F725
	count 40
	count_easy -1
	count_med -1
	count_hard -1
	size 20
	zOffset 10
	zOffsetMax 35
end

Cell Stage is split into 5 worlds, Ice, Water, Plant, Rock and Beach. The cells and objects that spawn in each world is defined in .world and .populate files. There is also a cut world_random that allows user-generated cells to populate the world instead of Maxis cells, causing oversized plant pallets and cells to dominate the landscape. The Maxis cell Oog is used as a placeholder and there are no more objects above a certain size.

This effect was achieved by replacing all IDs referencing other worlds with the ID for world_random using Cheat Engine while in the Cell Stage:

6D2FC7B7 - cell_empty
6F95F97B - world_random
29C95ACF - world_random_bg
8393271F - world_ice
33BEB73B - world_ice_bg
17BE63FB - world_water
5F180E4F - world_water_bg
81A666D9 - world_plant
C30611CD - world_plant_bg
3AAF1035 - world_rock
06A14891 - world_rock_bg
DB9066CF - world_beach
664987EB - world_beach_bg


(Source: VanillaCold, 0KepOnline and VallaChan)

Unused Cutscenes

Unused Sea Vehicle Unlocking Cutscene

This is an unused cutscene for unlocking sea vehicles in the Civilization Stage. In the final game, sea vehicles are automatically unlocked if the player starts with or captures a coastal city.

(Source: 0KepOnline)

Older Intro

animations~/0x09EE4B01.vp6

This is an older version of the base game's intro. It has a higher frame rate and cuts to a small galaxy at the end.

(Source: A-xesey)

Unused Animations

Physical

Hmmm...
To do:
What is the difference between music_physical_nosound.animation and music_physical.animation?

/animations~/music_physical.animation

/animations~/music_physical_nosound.animation

Animations to the tune of Olivia Newton-John - Physical.

(Source: SMC Database)

Mahna Mahna

/animations~/music_mahnamahna_01.animation

/animations~/music_mahnamahna_02.animation

/animations~/music_mahnamahna_03.animation

Animations to the tune of the song Mahna Mahna, commonly associated with the Muppets. The video shows the animations being played in the animviewer by a developer.

(Source: SMC Database)

Creature Stage Combat Animations

Shown in order:

/animations~/cbmt_com_block.animation

/animations~/cbmt_com_block_hit.animation

/animations~/cbmt_com_punch.animation

/animations~/cbmt_com_slash.animation

/animations~/cbmt_com_stick.animation

/animations~/cbmt_com_tackle_hit.animation

Several animations related to cut combat abilities: "Block", "Punch", "Slash", "Stick", and "Tackle".


The "Punch" animation is very similar to the test drive action one (csa_actn_punch.animation), but is a lot faster.


The "Stick" animation possibly implies that the random sticks found in creature stage that can be grabbed could've also been used as weapons directly, other than just being able to throw them.

Unused Parts

Being a game where you arrange animal body parts or building parts together, it is no surprise that several parts go unused.

Cell Editor

Hidden Cell Editor Parts

While some are used in Maxis creations, these parts are not accessible to the player outside of the Hidden Cell Editor. These unused parts have the same abilities as their used counterparts, although in the Creature Editor the unused parts give no abilities.

Unused Morph Handles

This section contains .gif files. Click on them to animate.

Part name Shape key 0 Shape key 1
Jaw SPORE jaw 1 shape key 0.gif SPORE jaw 1 shape key 1.gif
Jaw SPORE jaw 2 shape key 0.gif SPORE jaw 2 shape key 1.gif
Jaw SPORE jaw 3 shape key 0.gif SPORE jaw 3 shape key 1.gif
Jaw SPORE jaw 4 shape key 0.gif SPORE jaw 4 shape key 1.gif
Poison SPORE poison 1 shape key 0.gif SPORE poison 1 shape key 1.gif
Poison SPORE poison 3 shape key 0.gif SPORE poison 3 shape key 1.gif
Poison SPORE poison 4 shape key 0.gif SPORE poison 4 shape key 1.gif
Proboscis SPORE proboscis 3 shape key 0.gif SPORE proboscis 3 shape key 1.gif
Proboscis SPORE proboscis 4 shape key 0.gif SPORE proboscis 4 shape key 1.gif
Flagella SPORE flagella 4 shape key 0.gif
Cilia SPORE cilia 3 shape key 0.gif

Some of these cell parts have unused data for morph handles as seen in Blender. The morph handles are only used in Maxis creations and don't appear in any editor.

(Source: Random Spore Facts Tumblr)

Creature Editor

Grox Parts

Drag into Creature Editor

The parts on the Grox are not in any editor in the game, and forced saving is required to save a creature that contains these parts. To get these parts, either download a Grox parts mod or drag a Grox .png file into a Spore window while inside the Creature Editor.

(Source: Mod by Richard01CZ on Nexusmods)
(Source: SporeWiki)


Spore Bot Parts Pack

As part of a limited-time promotion where you had to redeem codes printed on Dr. Pepper drinks, 14 cyborg-themed Creature Stage parts were released under the now unavailable Bot Parts Pack.

It is possible to create a creature with no social abilities by giving it only a Bot Parts mouth and no social parts, and attempting to socialize with this creature crashes the game.

Unused Morph Handles

This section contains .gif files. Click on them to animate.

Shape Key Image
0 SPORE 0 Fauxry wings shape key 0.gif
1 SPORE 0 Fauxry wings shape key 1.gif
2 SPORE 0 Fauxry wings shape key 2.gif
3 SPORE 0 Fauxry wings shape key 3.gif

The part Fauxry Wings has morph handles in the Creature Editor demo that go unused in the final game.

(Source: Random Spore Facts Tumblr)

Cuteness and Meanness

You can even see a published creature's Cuteness and Meanness with the fan-made Sporepedia browser https://www.sporistics.com/

Like a role-playing game, parts grant a creature stat points, including stats that are completely hidden from the player.

Cuteness and Meanness are invisible stats still in the game which may determine the aggressiveness of a creature (which affects how they behave as NPCs as well as editor music), though the official Spore article on the subject doesn’t mention Cuteness or Meanness.

Internal part name modelCapabilityCuteness level Internal part name modelCapabilityMean level
ce_details_bump_01 1 ce_details_armor_01 1
ce_details_bump_02 2 ce_details_armor_02 2
ce_details_bump_03 1 ce_details_armor_03 2
ce_details_bump_04 2 ce_details_armor_04 2
ce_details_feather_01 1 ce_details_armor_05 1
ce_details_feather_02 2 ce_details_armor_06 1
ce_details_feather_03 2 ce_details_armor_07 1
ce_details_feather_04 3 ce_details_armor_08 1
ce_details_playful_01 2 ce_details_wing_03 2
ce_details_playful_02 2 ce_grasper_bird_01 2
ce_details_playful_03 3 ce_grasper_bird_02 3
ce_details_playful_04 4 ce_grasper_bird_03 3
ce_details_wing_01 2 ce_grasper_bird_04 4
ce_details_wing_02 4 ce_grasper_dino_01 1
ce_details_wing_04 2 ce_grasper_dino_02 2
ce_grasper_default_01 2 ce_grasper_dino_03 3
ce_grasper_insect_01 1 ce_grasper_dino_04 3
ce_grasper_insect_02 2 ce_grasper_insect_03 2
ce_grasper_primate_01 3 ce_grasper_insect_04 2
ce_grasper_primate_02 2 ce_grasper_primate_04 3
ce_grasper_primate_03 3 ce_mouth_radial_omnivore_01 4
ce_mouth_jaw_herbivore_01 2 ce_mouth_radial_omnivore_02 4
ce_mouth_jaw_herbivore_02 3 ce_mouth_radial_omnivore_03 4
ce_mouth_jaw_herbivore_03 3 ce_mouth_radial_omnivore_04 5
ce_mouth_jaw_herbivore_04 2 ce_movement_dino_02 2
ce_mouth_mandible_carnivore_01 4 ce_movement_dino_03 2
ce_mouth_mandible_carnivore_02 3 ce_movement_dino_04 2
ce_mouth_mandible_carnivore_03 3 ce_movement_primate_04 2
ce_mouth_mandible_carnivore_04 2 ce_sense_eye_bug_01 2
ce_movement_default_01 2 ce_sense_eye_bug_04 1
ce_movement_dino_01 2 ce_sense_eye_dino_01 1
ce_movement_fin_ventral_01 3 ce_sense_eye_dino_03 2
ce_movement_fin_ventral_02 1 ce_sense_eye_dino_04 3
ce_movement_fin_ventral_02 3 ce_sense_eye_mammal_03 1
ce_movement_fin_ventral_02 1 ce_sense_eye_mammal_04 2
ce_movement_hoof_01 4 ce_weapon_club_01 4
ce_movement_hoof_02 3 ce_weapon_club_02 4
ce_movement_hoof_03 2 ce_weapon_club_03 4
ce_movement_hoof_04 2 ce_weapon_club_04 5
ce_movement_primate_01 3 ce_weapon_horn_01 1
ce_movement_primate_02 2 SA_grob_grasper 3
ce_movement_primate_03 2
ce_movement_sucker_01 3
ce_movement_sucker_02 3
ce_movement_sucker_03 3
ce_movement_sucker_04 4
ce_sense_antenna_01 1
ce_sense_antenna_02 2
ce_sense_antenna_03 1
ce_sense_antenna_04 1
ce_sense_ear_top_01 1
ce_sense_ear_top_02 2
ce_sense_ear_top_03 4
ce_sense_ear_top_04 1
ce_sense_ear_bug_02 1
ce_sense_ear_bug_03 2
ce_sense_eye_dino_02 1
ce_sense_eye_grob 2
ce_sense_eye_mammal_01 2
ce_sense_eye_mammal_02 1
ce_sense_eye_simple_01 1
ce_sense_eye_simple_02 1
ce_sense_eye_simple_03 2
ce_sense_eye_simple_04 2
ce_sense_eye_stalk_01 3
ce_sense_eye_stalk_02 3
ce_sense_eye_stalk_03 4
ce_sense_eye_stalk_04 2
ce_sense_eye_weird_01 1
ce_sense_eye_weird_02 3
ce_sense_eye_weird_03 4
ce_sense_eye_weird_04 5
ce_weapon_antler_01 3
ce_weapon_antler_02 2
ce_weapon_antler_03 1
ce_weapon_antler_04 1
ce_weapon_horn_02 3
ce_weapon_horn_03 2
ce_weapon_horn_04 1

Other Unused Part Abilities

There are several other abilities that seem to have been completely removed from the game.

Section of animations~/properties.trigger, rearranged and realigned

# capabilities for creature parts, number indicates part quality for gameplay
property modelCapabilitySlash           0xb00f0ff2 int 1
property modelCapabilityPoke            0xb00f0ff4 int 1
property modelCapabilityBash            0xb00f0ff7 int 1
property modelCapabilityBlock           0xf354a879 int 0

property modelCapabilityFin             0xd00f0ffe int 1
property modelCapabilityLiquid          0x02294de1 int 1

property modelCapabilityDayVision       0x022e7977 int 0
property modelCapabilityNightVision     0x022e7777 int 0
Internal part name modelCapabilityPoke level
ce_weapon_antler_01 1
ce_weapon_antler_02 2
ce_weapon_antler_03 3
ce_weapon_antler_04 4
ce_weapon_horn_01 1
ce_weapon_horn_02 2
ce_weapon_horn_03 3
ce_weapon_horn_04 4
Internal part name modelCapabilityBash level
ce_weapon_club_01 1
ce_weapon_club_02 2
ce_weapon_club_03 3
ce_weapon_club_04 4
Internal part name modelCapabilityFin level
ce_movement_fin_ventral_01 1
ce_movement_fin_ventral_02 2
ce_movement_fin_ventral_04 4


In particular, Day Vision, Night Vision and Eye Overlay Effect appear to be leftovers from a version of a game with upgradable eyesight ability.

Day and Night vision:

Internal part name modelCapabilityDayVision level
ce_sense_eye_dino_01 1
ce_sense_eye_dino_02 2
ce_sense_eye_dino_03 3
ce_sense_eye_dino_04 4
ce_sense_eye_grob 1
ce_sense_eye_mammal_01 1
ce_sense_eye_mammal_02 2
ce_sense_eye_mammal_03 3
ce_sense_eye_mammal_04 4
ce_sense_eye_simple_01 1
ce_sense_eye_simple_02 1
ce_sense_eye_simple_03 1
ce_sense_eye_simple_04 1
ce_sense_eye_weird_01 1
ce_sense_eye_weird_02 2
ce_sense_eye_weird_03 3
ce_sense_eye_weird_04 4
Internal part name modelCapabilityNightVision level
ce_sense_eye_bug_01 1
ce_sense_eye_bug_02 2
ce_sense_eye_bug_03 3
ce_sense_eye_bug_04 4
ce_sense_eye_stalk_01 1
ce_sense_eye_stalk_02 2
ce_sense_eye_stalk_03 3
ce_sense_eye_stalk_04 4


Eye Overlay Effect:

Internal part name eyeOverlayEffect string
ce_sense_eye_bug_01 creature_eye_distort_bug_01
ce_sense_eye_bug_02 creature_eye_distort_bug_02
ce_sense_eye_bug_03 creature_eye_distort_bug_03
ce_sense_eye_bug_04 creature_eye_distort_bug_04
ce_sense_eye_dino_01 creature_eye_distort_dino_01
ce_sense_eye_dino_02 creature_eye_distort_dino_02
ce_sense_eye_dino_03 creature_eye_distort_dino_03
ce_sense_eye_dino_04 creature_eye_distort_dino_04
ce_sense_eye_grob creature_eye_distort_simple_03
ce_sense_eye_mammal_01 creature_eye_distort_mammal_01
ce_sense_eye_mammal_02 creature_eye_distort_mammal_02
ce_sense_eye_mammal_03 creature_eye_distort_mammal_03
ce_sense_eye_mammal_04 creature_eye_distort_mammal_04
ce_sense_eye_simple_01 creature_eye_distort_simple_01
ce_sense_eye_simple_02 creature_eye_distort_simple_02
ce_sense_eye_simple_03 creature_eye_distort_simple_03
ce_sense_eye_simple_04 creature_eye_distort_simple_04
ce_sense_eye_stalk_01 creature_eye_distort_stalk_01
ce_sense_eye_stalk_02 creature_eye_distort_stalk_02
ce_sense_eye_stalk_03 creature_eye_distort_stalk_03
ce_sense_eye_stalk_04 creature_eye_distort_stalk_04
ce_sense_eye_weird_01 creature_eye_distort_weird_01
ce_sense_eye_weird_02 creature_eye_distort_weird_02
ce_sense_eye_weird_03 creature_eye_distort_weird_03
ce_sense_eye_weird_04 creature_eye_distort_weird_04

The thing closest to these "overlay" eye effects that still exist in the game is the "blind" filter when a creature has no eye as well as the "Stylefilter" cheat that changes how the world is viewed, there likely were different filters similar to these assigned to sight parts at one point of development.


In addition, there is a prop file describing the unused Block ability.

In creatureabilitytemplates~\blocktemplate.prop.xml

<?xml version="1.0" encoding="utf-8"?>
<properties>
    <key name="parent" groupid="creatureabilitytemplates~" instanceid="creatureabilitytemplate" />
    <string16 name="description">Block</string16>
    <int32 name="creatureAbilityCategory">2</int32>
    <texts name="creatureAbilityDescription">
        <text tableid="Abilities" instanceid="#00000016">During combat, use block to avoid damage. (PLACEHOLDER)</text>
    </texts>
    <float name="creatureAbilityDuration">2</float>
    <texts name="creatureAbilityName">
        <text tableid="Abilities" instanceid="#00000015">Block (PLACEHOLDER)</text>
    </texts>
    <float name="creatureAbilityRefresh">10</float>
    <uint32s name="creatureAbilityRequiredCAPs">
        <uint32>0x6B636C62</uint32>
    </uint32s>
    <int32 name="creatureAbilityType">15</int32>
    <key name="verbIconCategory" instanceid="block" />
    <key name="verbIconGameLayout" instanceid="#AE2CBB58" />
    <key name="verbIconImageID" instanceid="#80E591EF" />
    <key name="verbIconLayout" instanceid="#05722A76" />
    <key name="verbIconStaticLayout" instanceid="#024732B2" />
    <int32 name="verbIconTriggerKey">-1</int32>
    <bool name="verbIconUseDescription">false</bool>
</properties>

Flora Editor

As the Flora Editor is already unused, so are the parts in the editor. The Flora Editor is highly similar to the Creature Editor, with stem and branch parts actually being creature spines (not shown as a part) and creature limbs. More interestingly, there is a completely removed Perch ability, which may have allowed your creature to rest on a plant.

Section of animations~/properties.trigger, rearranged and realigned

# capabilities for plants
property modelCapabilityPerch           0x0551bf16 int 0
property modelCapabilityFruit           0xd00f0ffb int 1 (mislabeled as a creature ability)

In flora_rigblock~/fe_creatureperch.prop.prop_t

key parent PlantEditorTemplates!PlantLeafTemplate
string16 description "Creature Perch"
key modelMeshHull editor_rigblock~!None
key modelMeshLOD0 editor_rigblock~!fe_creatureperch.rw4
vector3 modelRotationBallHandleOffset (0, -1.75, -0.1)

Planners

Planner Thumbnail Generator

Planner Thumbnail Generator references several hidden or unused parts in its parts palette. In particular, it contains parts of a type called hutstyles. Hutstyles would probably allow the player switch to between different hut models in their village in Tribal Stage, and was scrapped along with the Hut Editor.

Internal part name Part name Part icon PROP file Visible in planner?
ci_objects_sign1 Sign of Side Splitting SPORE ci objects sign1.png (None) No
ci_objects_sign2 Notice to Frolic SPORE ci objects sign2.png (None) No
ci_objects_sign3 Wisecrack Zone SPORE ci objects sign3.png (None) No
ci_objects_squaregreeble_small Zippity Doo SPORE ci objects squaregreeble small.png (None) No
ci_objects_squaregreeble_medium Zippity Zoo SPORE ci objects squaregreeble medium.png (None) No
ci_objects_squaregreeble_large Razabattang SPORE ci objects squaregreeble large.png (None) No
ci_objects_rocksmall Redonkulous Rock SPORE ci objects rocksmall.png (None) No
ci_objects_rockmedium Ton of Fun SPORE ci objects rockmedium.png (None) No
ci_objects_rocklarge Playful n Porous SPORE ci objects rocklarge.png (None) No
he_yurt_1 Yurt 1 (Blank .png file) hutstyles/he_yurt_1.prop.prop_t
key parent he_Template.prop
string16 description "yurt 1"
key hutDamageHiKey he_yurt_1_dmghi
key hutDamageLoKey he_yurt_1_dmglo
key hutDamageMdKey he_yurt_1_dmgmd
float modelBoundingRadius 4.9400001
keys modelEffect
	0x31B45DE5
	0x17F92B56
end
float modelEffectRange 100
transforms modelEffectTransforms
	-offset (0, 0, 0) -scale 1 -rotateXYZ 0 -0 0
	-offset (0, 0, 4.5) -scale 1 -rotateXYZ 0 -0 0
end
key modelMeshLOD0 editor_rigblock~!he_yurt_01.rw4
key modelMeshLOD1 editor_rigblock~!he_yurt_01_LOD1.rw4
key modelMeshLOD2 editor_rigblock~!he_yurt_01_LOD2.rw4
No
he_yurt_2 Yurt 2 (Blank .png file) hutstyles/he_yurt_2.prop.prop_t
key parent he_Template.prop
string16 description "yurt 2"
key hutDamageHiKey he_yurt_2_dmghi
key hutDamageLoKey he_yurt_2_dmglo
key hutDamageMdKey he_yurt_2_dmgmd
float modelBoundingRadius 7.0599999
keys modelEffect
	0x31B45DE6
	0x9AEAE354
end
float modelEffectRange 100
transforms modelEffectTransforms
	-offset (0, 0, 0) -scale 1 -rotateXYZ 0 -0 0
	-offset (0, 0, 2.5) -scale 1 -rotateXYZ 0 -0 0
end
key modelMeshLOD0 editor_rigblock~!he_yurt_02.rw4
key modelMeshLOD1 editor_rigblock~!he_yurt_02_LOD1.rw4
key modelMeshLOD2 editor_rigblock~!he_yurt_02_LOD2.rw4
No
he_yurt_3 Yurt 3 (Blank .png file) hutstyles/he_yurt_3.prop.prop_t
key parent he_Template.prop
string16 description "yurt 3"
key hutDamageHiKey he_yurt_3_dmghi
key hutDamageLoKey he_yurt_3_dmglo
key hutDamageMdKey he_yurt_3_dmgmd
float modelBoundingRadius 8.6599998
keys modelEffect
	0x31B45DE7
	0x9AEAE354
end
float modelEffectRange 100
transforms modelEffectTransforms
	-offset (0, 0, 0) -scale 1 -rotateXYZ 0 -0 0
	-offset (0, 0, 5) -scale 1 -rotateXYZ 0 -0 0
end
key modelMeshLOD0 editor_rigblock~!he_yurt_03.rw4
key modelMeshLOD1 editor_rigblock~!he_yurt_03_LOD1.rw4
key modelMeshLOD2 editor_rigblock~!he_yurt_03_LOD2.rw4
vector3 modelOffset (0, 0, -0.27)
No
he_timber_1 Timber 1 (Blank .png file) hutstyles/he_timber_1.prop.prop_t
key parent he_Template.prop
string16 description "Timber 1"
key hutDamageHiKey he_timber_1_dmghi
key hutDamageLoKey he_timber_1_dmglo
key hutDamageMdKey he_timber_1_dmgmd
float modelBoundingRadius 4.9299998
keys modelEffect
	0xC88906E2
	0x17F92B56
end
float modelEffectRange 200
transforms modelEffectTransforms
	-offset (0, 0, 0) -scale 1 -rotateXYZ 0 -0 0
	-offset (0, 0, 3.0999999) -scale 1 -rotateXYZ 0 -0 0
end
key modelMeshLOD0 editor_rigblock~!he_carn_01.rw4
key modelMeshLOD1 editor_rigblock~!he_carn_01_LOD1.rw4
key modelMeshLOD2 editor_rigblock~!he_carn_01_LOD2.rw4
No
he_timber_2 Timber 2 SPORE he timber 2.png hutstyles/he_timber_2.prop.prop_t
key parent he_Template.prop
string16 description "Timber 2"
key hutDamageHiKey he_timber_2_dmghi
key hutDamageLoKey he_timber_2_dmglo
key hutDamageMdKey he_timber_2_dmgmd
float modelBoundingRadius 6.2600002
keys modelEffect
	0xC88906E1
	0x9AEAE354
end
float modelEffectRange 200
transforms modelEffectTransforms
	-offset (0, 0, 0) -scale 1 -rotateXYZ 0 -0 0
	-offset (0, 0, 2.2) -scale 1 -rotateXYZ 0 -0 0
end
key modelMeshLOD0 editor_rigblock~!he_carn_02.rw4
key modelMeshLOD1 editor_rigblock~!he_carn_02_LOD1.rw4
key modelMeshLOD2 editor_rigblock~!he_carn_02_LOD2.rw4
vector3 modelOffset (0, 0, -0.25)
No
he_timber_3 Timber 3 SPORE he timber 3.png hutstyles/he_timber_3.prop.prop_t
key parent he_Template.prop
string16 description "Timber 3"
key hutDamageHiKey he_timber_3_dmghi
key hutDamageLoKey he_timber_3_dmglo
key hutDamageMdKey he_timber_3_dmgmd
float modelBoundingRadius 8.7700005
keys modelEffect
	0xC88906E0
	0x9AEAE354
end
float modelEffectRange 100
transforms modelEffectTransforms
	-offset (0, 0, 0) -scale 1 -rotateXYZ 0 -0 0
	-offset (-0.2, 0, 7.1999998) -scale 1 -rotateXYZ 0 -0 0
end
key modelMeshLOD0 editor_rigblock~!he_carn_03.rw4
key modelMeshLOD1 editor_rigblock~!he_carn_03_LOD1.rw4
key modelMeshLOD2 editor_rigblock~!he_carn_03_LOD2.rw4
vector3 modelOffset (0, 0, -0.25)
No
he_simple_1 Simple 1 SPORE he simple 1.png hutstyles/he_simple_1.prop.prop_t
key parent he_Template.prop
string16 description "simple 1"
key hutDamageHiKey he_simple_1_dmghi
key hutDamageLoKey he_simple_1_dmglo
key hutDamageMdKey he_simple_1_dmgmd
float modelBoundingRadius 5.1300001
keys modelEffect
	0x8DC7A103
	0x17F92B56
end
float modelEffectRange 200
transforms modelEffectTransforms
	-offset (0, 0, 0) -scale 1 -rotateXYZ 0 -0 0
	-offset (0, 0, 4) -scale 1 -rotateXYZ 0 -0 0
end
key modelMeshLOD0 editor_rigblock~!he_simple_01.rw4
key modelMeshLOD1 editor_rigblock~!he_simple_01_LOD1.rw4
key modelMeshLOD2 editor_rigblock~!he_simple_01_LOD2.rw4
No
he_simple_2 Simple 2 SPORE he simple 2.png hutstyles/he_simple_2.prop.prop_t
key parent he_Template.prop
string16 description "simple 2"
key hutDamageHiKey he_simple_2_dmghi
key hutDamageLoKey he_simple_2_dmglo
key hutDamageMdKey he_simple_2_dmgmd
float modelBoundingRadius 6.27
keys modelEffect
	0x8DC7A100
	0x9AEAE354
end
float modelEffectRange 100
transforms modelEffectTransforms
	-offset (0, 0, 0) -scale 1 -rotateXYZ 0 -0 0
	-offset (0, 0, 3.5999999) -scale 1 -rotateXYZ 0 -0 0
end
key modelMeshLOD0 editor_rigblock~!he_simple_02.rw4
key modelMeshLOD1 editor_rigblock~!he_simple_02_LOD1.rw4
key modelMeshLOD2 editor_rigblock~!he_simple_02_LOD2.rw4
No
he_simple_3 Simple 3 SPORE he simple 3.png hutstyles/he_simple_3.prop.prop_t
key parent he_Template.prop
string16 description "Simple Hut Level:3"
key hutDamageHiKey he_simple_3_dmghi
key hutDamageLoKey he_simple_3_dmglo
key hutDamageMdKey he_simple_3_dmgmd
float modelBoundingRadius 8.2600002
keys modelEffect
	0x8DC7A101
	0x9AEAE354
end
float modelEffectRange 100
transforms modelEffectTransforms
	-offset (0, 0, 0) -scale 1 -rotateXYZ 0 -0 0
	-offset (0, 0, 4.75) -scale 1 -rotateXYZ 0 -0 0
end
key modelMeshLOD0 editor_rigblock~!he_simple_03.rw4
key modelMeshLOD1 editor_rigblock~!he_simple_03_LOD1.rw4
key modelMeshLOD2 editor_rigblock~!he_simple_03_LOD2.rw4
vector3 modelOffset (0, 0, -0.2)
No
Castle Military Style SPORE Castle.png citystyles~/Castle.prop.prop_t
key parent citystyles~!TemplateCityStyle.prop
string16 description "Military Style"
key CoastalModelLarge ci_castle_citywalls_large_seaport
uint32 CoastalModelLargeIntroEffectID 0xec256ecc
uint32 CoastalModelLargeRebuildEffectID 0x9183a205
uint32 CoastalModelLargeRemoveEffectID 0x1f9e7c68
key CoastalModelSmall ci_castle_citywalls_small_seaport
uint32 CoastalModelSmallIntroEffectID 0x8eb8f929
uint32 CoastalModelSmallRebuildEffectID 0x40565ae6
uint32 CoastalModelSmallRemoveEffectID 0x301f212d
key DockModelLarge ci_castle_citywalls_large_seaport_docks
key DockModelSmall ci_castle_citywalls_small_seaport_docks
key InlandModelLarge ci_castle_citywalls_large
uint32 InlandModelLargeIntroEffectID 0x1a5a5696
uint32 InlandModelLargeRebuildEffectID 0x9d0ff4a1
uint32 InlandModelLargeRemoveEffectID 0xfd36531a
key InlandModelSmall ci_castle_citywalls_small
uint32 InlandModelSmallIntroEffectID 0xbb1292ce
uint32 InlandModelSmallRebuildEffectID 0xbeb73779
uint32 InlandModelSmallRemoveEffectID 0xd3603ca2
key TurretModel citystyles_models~!ci_castle_gun
key TurretModelDestroyed citystyles_models~!ci_castle_gun_destroyed
key TurretThumbnail PlannerThumbnails!Military_turret.png
key modelMeshLOD0 ci_castle_citywalls_small.rw4
Yes
Diplo Economic Style SPORE Diplo.png citystyles~/Diplo.prop.prop_t
key parent citystyles~!TemplateCityStyle.prop
string16 description "Economic Style"
key CoastalModelLarge ci_diplo_citywalls_large_seaport
uint32 CoastalModelLargeIntroEffectID 0x26607261
uint32 CoastalModelLargeRebuildEffectID 0x8383c9a4
uint32 CoastalModelLargeRemoveEffectID 0xd06413ed
key CoastalModelSmall ci_diplo_citywalls_small_seaport
uint32 CoastalModelSmallIntroEffectID 0x37e3ad59
uint32 CoastalModelSmallRebuildEffectID 0x993584b0
uint32 CoastalModelSmallRemoveEffectID 0xd8bfb935
key DockModelLarge ci_diplo_citywalls_large_seaport_docks
key DockModelSmall ci_diplo_citywalls_small_seaport_docks
key InlandModelLarge ci_diplo_citywalls_large
uint32 InlandModelLargeIntroEffectID 0xfb032f26
uint32 InlandModelLargeRebuildEffectID 0x2fefcb3f
uint32 InlandModelLargeRemoveEffectID 0xabd6c762
key InlandModelSmall ci_diplo_citywalls_small
uint32 InlandModelSmallIntroEffectID 0x0e4070de
uint32 InlandModelSmallRebuildEffectID 0x3a231d7b
uint32 InlandModelSmallRemoveEffectID 0x1ad71eea
key TurretModel citystyles_models~!ci_diplo_gun
key TurretModelDestroyed citystyles_models~!ci_diplo_gun_destroyed
key TurretThumbnail PlannerThumbnails!Economic_turret.png
key modelMeshLOD0 ci_diplo_citywalls_small
Yes
shrine Cultural Style SPORE shrine.png citystyles~/Diplo.prop.prop_t
key parent citystyles~!TemplateCityStyle.prop
string16 description "Cultural Style"
key CoastalModelLarge ci_shrine_citywalls_large_seaport
uint32 CoastalModelLargeIntroEffectID 0x7ce589fe
uint32 CoastalModelLargeRebuildEffectID 0x57eee7c9
uint32 CoastalModelLargeRemoveEffectID 0xf0e2a37a
key CoastalModelSmall ci_shrine_citywalls_small_seaport
uint32 CoastalModelSmallIntroEffectID 0x36d97896
uint32 CoastalModelSmallRebuildEffectID 0xfe5831e1
uint32 CoastalModelSmallRemoveEffectID 0x5b5ef482
key DockModelLarge ci_shrine_citywalls_large_seaport_docks
key DockModelSmall ci_shrine_citywalls_small_seaport_docks
key InlandModelLarge ci_shrine_citywalls_large
uint32 InlandModelLargeIntroEffectID 0xb077eab1
uint32 InlandModelLargeRebuildEffectID 0x27cb99ae
uint32 InlandModelLargeRemoveEffectID 0xe93f4b4d
key InlandModelSmall ci_shrine_citywalls_small
uint32 InlandModelSmallIntroEffectID 0x382c5b09
uint32 InlandModelSmallRebuildEffectID 0xb9507ea6
uint32 InlandModelSmallRemoveEffectID 0xaceb5535
key TurretModel citystyles_models~!ci_old_gun
key TurretModelDestroyed citystyles_models~!ci_old_gun_destroyed
key TurretThumbnail PlannerThumbnails!Cultural_turret.png
key modelMeshLOD0 ci_shrine_citywalls_small
Yes

Citystyles

While the different city visual styles are used in game, the option to change it in the City Planner is not. The video showcases a bunch of citystyle parts which changes the look of the city when dragged onto it (in addition to the Civ Transition Minigame decoration). The parts are added to the decorations tab of the City Planner using this mod.

Hut Tools

You already start off with a campfire and a chieftain in the Tribal Stage, but you can make them show up in the Tribal Planner with this mod.

Part name Part icon PROP file
Campfire SPORE fireplace locked.png

SPORE fireplace unlocked.png

tribe_tools~/firepit.prop.prop_t
key parent tribe_tools~!defaulttool.prop
string16 description "Campfire"
keys modelMainAbilityList
	tribe_dance1
end
key modelMeshLOD0 ToolFirepit1!tt_firepit_home_01.rw4
int32 modelPrice 15
key toolData_RackModelKey TribalTools!tt_firepit_home_01
uint32 toolData_ToolClass 0
uint32 toolData_ToolType 10
Chieftain SPORE chieftain locked.png tribe_tools~/chieftain.prop.prop_t
key parent tribe_tools~!defaulttool.prop
string16 description "Chieftain"
key toolAbility tribeabilities!tribe_chieftain_staff
uint32 toolData_DefaultToolIdle 0x04c6cb02
uint32 toolData_GrasperOverlay 0x05ef4ee1
uint32 toolData_IconID 0xc37a78d7
uint32 toolData_LookaroundToolIdle 0x03cdacc4
uint32 toolData_ToolClass 1
uint32 toolData_ToolType 11

Adventure Editor

There are several test terrain stamps from the base game that place textures on a planet's surface. These are not actually unused Adventure Editor palette items but are displayed in it.

In adventure_roads~


(Source: SMC Database)

Unused Creations

Eyeguy

What an eye sore.

There is an unused cell that never appears in the Cell Stage, seemingly as a test for different cell parts. Interestingly, most of the parts on it are placed in midair slightly offset from the main body, and slightly asymmetrically at that. Also interestingly, the flagella parts on it have bulbs on the end of them. These are actually the same flagella part from page 4 of the "Extended" Cell Editor (cell_parts~!cl_movement_flagella_04) but with different values for the part's normally-inaccessible morph handles.

PaintSwatch

Spore PaintSwatch.png

The template for the paint sprites that appear in the Cell Editor is an actual cell, called "PaintSwatch".

Naming Oddities

Fin parts

The fin parts in the Creature Editor are Detail parts in the final. However, unlike every other Detail part, their internal hashed name does not start with the prefix ce_detail_, but rather ce_movement_, which is the prefix used for feet. This is a leftover from the scrapped Aquatic Creature Stage, where fins would have had actual use as movement parts.