the cutting room mirror

Unused PROP files

This is a sub-page of Spore.

PROP files control things such as gameplay difficulty, menu layouts and weapon behaviours, and are presented here after being converted to human-readable text formats. This stuff is hard to read for some, but we've explained it for you.

Civ Transition Minigame#

Section of gametuning~\SpaceSolarSystem.prop.prop_t

int32 percentChanceCivPlanetIsGonnaDoTransitionMiniGame 0

gametuning~\CivTransitionMinigame.prop.prop_t

float DistanceQuitGame 200
float DistanceStartGame 150
bool HighlightUIButtons true
int32 LengthGame 8
int32 LightDurationRound1 1500
int32 LightDurationRound10 600
int32 LightDurationRound2 1100
int32 LightDurationRound3 900
int32 LightDurationRound4 800
int32 LightDurationRound5 700
int32 LightDurationRound6 650
int32 LightDurationRound7 600
int32 LightDurationRound8 600
int32 LightDurationRound9 600
int32 NoteWaitTime 2000

CivicObjects\0x49A8AACA.prop.prop_t

string16 description "Civ Transition Minigame Light"
keys modelEffect
    SG_mission_first_contact_attract
end
key modelMeshLOD0 0x49A8AACA.rw4

The Civ Transition Minigame is probably a tutorial mission in the Space Stage that plays like a rhythm game.

(Source: Random Spore Facts Tumblr)

TutorialSendHarvester.prop.prop_t#

civpopups~/TutorialSendHarvester.prop.prop_t

key parent civpopupbase~!EventTemplate.prop
string16 description "Tutorial send vehicle to spice"
key eventCategory tutorial
bool eventCinematicAutoDeleteEvent false
uint32 eventCinematicObjectNameGUID hash(playerVehicle)
string8 eventCinematicTrigger "CVG_SendVehicleToCommodity"
texts eventDescription
    (eventlog_cvg!0x00000023) "Tutorial send vehicle to spice"
end
float eventRemoveTime 120
float eventStartFadeTime 20

This is the tutorial mission for capturing a spice geyser in the Civilization Stage and is used in the game. However, it is interesting to note that the file name contains the word "Harvester". Harvester vehicles are a cut game mechanic where the player must defend the vulnerable harvester vehicles to keep a steady stream of spice.

When the above code is used to overwrite another Civilization Stage popup (for example, civpopups~/NodeClaimed.prop.prop_t), a special notification associated with the cutscene appears. Clicking the question mark button starts the cutscene (but glitched).

alg-badbaby.prop.prop_t#

achievements~/alg-badbaby.prop.prop_t

texts achievementCategory
    (achievements!0x419c2c65) "ALG"
end
texts achievementDescription
    (achievements!0x06529a5d) "Bad Baby! - Have one of your assets banned"
end
key achievementIcon achievementImages!badbaby.png
key achievementLockedIcon achievementImages!badbaby_disabled.png
bool achievementSecret true
texts achievementTitle
    (achievements!0x06529a18) "alg-badbaby"
end

This references the cut achievement Bad Baby!

achievements.locale#

Sections of Text.package\locale~\achievements.locale

# testachievement.prop - achievementTitle
0xecdc4c00 testAchievement
# testachievement.prop - achievementDescription
0xb70e2d38 A sample achievement accumulator definition
# trg-luddite.prop - achievementTitle
0x20000005 Luddite
# trg-luddite.prop - achievementDescription
0x20000015 Destroy 150 tools belonging to other tribes across multiple games
# crg-bodybuilder.prop - achievementTitle
0x0625c63c Body Builder
# crg-bodybuilder.prop - achievementDescription
0x0625c63b Unlock all parts in the Creature stage
#alg-pollinator - achievementtitle
0x06529c46 Pollinator
# alg-pollinator - achievementdescription
0x06529c6e One of your creations has appeared in 20 other players' universes

Various unused achievements and their non-existent prop files are listed in this file.

creaturegoalcards.prop.xml#

This file in Spore_Data.package is just FULL of unused content from extremely early development. Some of the goalcards here may be rendered incorrectly.

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <uint32 name="#5D6796FD">1958843229</uint32>
  <texts name="#A7696D50">
    <text>Chase</text>
  </texts>
  <texts name="#B6496990">
    <text>You need 10 food before you can access the editor</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text>Chase</text>
  </texts>
</properties>

10 food editor requirement here, but it's placeholder text. There was a chase goalcard...

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <texts name="#A7696D50">
    <text tableid="cell" instanceid="#CCCC0010">Ducky</text>
  </texts>
  <texts name="#B6496990">
    <text tableid="cell" instanceid="#CCCC0012">blah</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text tableid="cell" instanceid="#CCCC0011">Poke Ducky in the eye</text>
  </texts>
</properties>

Showing that there was more depth to gameplay in the Cell stage.

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <uint32 name="#5D6796FD">1958843229</uint32>
  <texts name="#A7696D50">
    <text tableid="cell" instanceid="#CCCC1001">Easf</text>
  </texts>
  <texts name="#B6496990">
    <text tableid="cell" instanceid="#CCCC1003">Your creature is an omnivore.</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text tableid="cell" instanceid="#CCCC1002">Eat Any Food</text>
  </texts>
  <key name="#FF60C676" groupid="layouts~" instanceid="#E740F69C" />
</properties>

It was apparently planned for you to be able to start as an omnivore. Typo is theirs.

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <texts name="#A7696D50">
    <text tableid="cell" instanceid="#CCCC0050">Jawhead</text>
  </texts>
  <texts name="#B6496990">
    <text tableid="cell" instanceid="#CCCC0052">blah</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text tableid="cell" instanceid="#CCCC0051">Feed Jawhead a shell</text>
  </texts>
</properties>

More unused Goalcards. Shells weren't simply scenery.

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <texts name="#A7696D50">
    <text tableid="cell" instanceid="#CCCC0033">Megamouth</text>
  </texts>
  <texts name="#B6496990">
    <text tableid="cell" instanceid="#CCCC0035">blah</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text tableid="cell" instanceid="#CCCC0034">Get Megamouth to eat a puffish</text>
  </texts>
</properties>

Yet more cells. Deeper gameplay by far.

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <texts name="#A7696D50">
    <text tableid="cell" instanceid="#CCCC0030">Poker</text>
  </texts>
  <texts name="#B6496990">
    <text tableid="cell" instanceid="#CCCC0032">blah</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text tableid="cell" instanceid="#CCCC0031">Poke out Pokers eyes</text>
  </texts>
</properties>

An unused cell and specific-part damage. Also worth noting is that there is a Cell named Pokey but not Poker.

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <texts name="#A7696D50">
    <text tableid="cell" instanceid="#CCCC0023">Puffish</text>
  </texts>
  <texts name="#B6496990">
    <text tableid="cell" instanceid="#CCCC0025">blah</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text tableid="cell" instanceid="#CCCC0024">Puffish is weak the electricity</text>
  </texts>
</properties>

Specific weaknesses. But this time the Cell is used.

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <texts name="#A7696D50">
    <text tableid="cell" instanceid="#CCCC0016">Squid</text>
  </texts>
  <texts name="#B6496990">
    <text tableid="cell" instanceid="#CCCC0018">blah</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text tableid="cell" instanceid="#CCCC0017">Squids soft skin can be pierced by a proboscis</text>
  </texts>
</properties>

More specific weaknesses and unused cells.

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <float name="priority">0</float>
  <texts name="#34255D1E">
    <text tableid="creaturegame" instanceid="#0524D319">You need X more things</text>
  </texts>
  <uint32 name="#6B443D4B">0</uint32>
  <uint32 name="#9A9AE1D2">0</uint32>
  <texts name="#ADF78285">
    <text tableid="creaturegame" instanceid="#050A34CA">Earn DNA points!</text>
  </texts>
  <texts name="#D2F7CD25">
    <text tableid="creaturegame" instanceid="#0524D31F">Complete</text>
  </texts>
  <uint32 name="#E2DA314E">1958697163</uint32>
</properties>

The other type of placeholder. A legendary piece of poetry.

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <uint32 name="#5D6796FD">1958843229</uint32>
  <uint32 name="#63FF8CC5">104435023</uint32>
  <texts name="#A7696D50">
    <text>Zap</text>
  </texts>
  <texts name="#B6496990">
    <text>Zap 10 cells with your electric part</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text>Zap 10 cells with your electric part</text>
  </texts>
  <key name="#FF60C676" groupid="layouts~" instanceid="#2ACCFCD6" />
</properties>

Odd mission. Possibly part leveling?

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <uint32 name="#5D6796FD">1958843229</uint32>
  <uint32 name="#63FF8CC5">104435023</uint32>
  <texts name="#A7696D50">
    <text>Lure</text>
  </texts>
  <texts name="#B6496990">
    <text>Lure 10 cells into your poison</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text>Lure 10 cells into your poison</text>
  </texts>
  <key name="#FF60C676" groupid="layouts~" instanceid="#2ACCFCD6" />
</properties>

And for poison!

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <uint32 name="#5D6796FD">1958843229</uint32>
  <texts name="#A7696D50">
    <text tableid="cell" instanceid="#CCCC0007">Escape</text>
  </texts>
  <texts name="#B6496990">
    <text tableid="cell" instanceid="#CCCC0009">Something is after you, run away!</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text tableid="cell" instanceid="#CCCC0008">Escape</text>
  </texts>
</properties>

Definitely not used.

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <float name="priority">0.6</float>
  <int32 name="#1ECFF7AA">0</int32>
  <texts name="#A7696D50">
    <text tableid="creaturegame" instanceid="#0509FC96">Add a posse!</text>
  </texts>
  <texts name="#B6496990">
    <text tableid="creaturegame" instanceid="#0509FC97">Add a posse!</text>
  </texts>
  <texts name="#FC89A37E">
    <text tableid="creaturegame" instanceid="#0524D32A">Summary</text>
  </texts>
</properties>

This is unused, too.

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <uint32 name="#5D6796FD">1958843229</uint32>
  <uint32 name="#63FF8CC5">104435023</uint32>
  <texts name="#A7696D50">
    <text>Evolve</text>
  </texts>
  <texts name="#B6496990">
    <text>You need 10 food before you can access the editor</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text>Eat food to evolve your cell</text>
  </texts>
  <key name="#FF60C676" groupid="layouts~" instanceid="#2ACCFCD6" />
</properties>

You don't need 10 food to reach the editor in the final. Also? Their microbiology has always sucked!

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <uint32 name="#5D6796FD">1958843229</uint32>
  <uint32 name="#63FF8CC5">104435023</uint32>
  <texts name="#A7696D50">
    <text tableid="cell" instanceid="#CCCC0020">Skewer</text>
  </texts>
  <texts name="#B6496990">
    <text tableid="cell" instanceid="#CCCC0022">Skewer 10 cells with your proboscis</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text tableid="cell" instanceid="#CCCC0021">Skewer 10 cells with your proboscis</text>
  </texts>
  <key name="#FF60C676" groupid="layouts~" instanceid="#2ACCFCD6" />
</properties>

More part-specific goalcards.

<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <uint32 name="#5D6796FD">1958843229</uint32>
  <uint32 name="#63FF8CC5">104435023</uint32>
  <texts name="#A7696D50">
    <text>Flip</text>
  </texts>
  <texts name="#B6496990">
    <text>Flip 10 times with your cilia</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text>Flip 10 times with your cilia</text>
  </texts>
  <key name="#FF60C676" groupid="layouts~" instanceid="#2ACCFCD6" />
</properties>

Just guess.

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <uint32 name="#5D6796FD">1958843229</uint32>
  <uint32 name="#63FF8CC5">104435023</uint32>
  <texts name="#A7696D50">
    <text>Poke</text>
  </texts>
  <texts name="#B6496990">
    <text>Poke 10 cells with your spike</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text>Poke 10 cells with your spike</text>
  </texts>
  <key name="#FF60C676" groupid="layouts~" instanceid="#2ACCFCD6" />
</properties>

Yet more.

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="creaturegoalcards" instanceid="#0786F6B5" typeid="prop" />
  <texts name="#A7696D50">
    <text tableid="cell" instanceid="#CCCC0013">Stabber</text>
  </texts>
  <texts name="#B6496990">
    <text tableid="cell" instanceid="#CCCC0015">blah</text>
  </texts>
  <uint32 name="#E2DA314E">3032589592</uint32>
  <texts name="#FC89A37E">
    <text tableid="cell" instanceid="#CCCC0014">Catch Stabber off guard from behind</text>
  </texts>
</properties>

Hey, even more unused cell goals!

Unused Economic Vehicle Bribe Weapon#

Watch on YouTube

spacetools~/bribe.prop.prop_t

key parent spacetools~!ToolTemplate.prop
string16 description "Bribe"
key spaceToolContext planet
texts spaceToolDescription
    (spacegame_tools!0xb5b2991e) "Bribe"
end
bool spaceToolDisableOnHomeworld false
bool spaceToolDisableOnSaveGames false
float spaceToolMaxRange 60
float spaceToolRechargeRate 2
key spaceToolStrategy artillery
key spaceToolType weapon
int32 spaceToolUseCost 1
key spaceToolWeaponSubType Projectile
key toolProjectileType bribe

Economic vehicles have a bribe weapon that blows heart-shaped particles at enemy vehicles for a cost of 1 Sporebuck per second, distracting enemy vehicles by turning them towards the bribing vehicle. It is normally disabled as economic vehicles lack the ability to attack enemy vehicles.

(Source: Sandzhiev Erdni)