the cutting room mirror

Unused Parts

This is a sub-page of Spore.

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

Jaw

Jaw

Jaw

Poison

Poison

Poison

Proboscis

Proboscis

Flagella

Cilia

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#

Watch on YouTube

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

Shape Key

Image

0

1

2

3

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

(None)

No

ci_objects_sign2

Notice to Frolic

(None)

No

ci_objects_sign3

Wisecrack Zone

(None)

No

ci_objects_squaregreeble_small

Zippity Doo

(None)

No

ci_objects_squaregreeble_medium

Zippity Zoo

(None)

No

ci_objects_squaregreeble_large

Razabattang

(None)

No

ci_objects_rocksmall

Redonkulous Rock

(None)

No

ci_objects_rockmedium

Ton of Fun

(None)

No

ci_objects_rocklarge

Playful n Porous

(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

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

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

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

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

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

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

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

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#

Watch on YouTubeWhile 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

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

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)