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 |
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Jaw |
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Jaw |
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Jaw |
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Poison |
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Poison |
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Poison |
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Proboscis |
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Proboscis |
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Flagella |
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|
Cilia |
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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#











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 |
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1 |
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2 |
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3 |
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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#
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 |
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(None) |
No |
ci_objects_sign3 |
Wisecrack Zone |
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(None) |
No |
ci_objects_squaregreeble_small |
Zippity Doo |
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(None) |
No |
ci_objects_squaregreeble_medium |
Zippity Zoo |
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(None) |
No |
ci_objects_squaregreeble_large |
Razabattang |
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(None) |
No |
ci_objects_rocksmall |
Redonkulous Rock |
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(None) |
No |
ci_objects_rockmedium |
Ton of Fun |
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(None) |
No |
ci_objects_rocklarge |
Playful n Porous |
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(None) |
No |
he_yurt_1 |
Yurt 1 |
(Blank .png file) |
hutstyles/he_yurt_1.prop.prop_t |
No |
he_yurt_2 |
Yurt 2 |
(Blank .png file) |
hutstyles/he_yurt_2.prop.prop_t |
No |
he_yurt_3 |
Yurt 3 |
(Blank .png file) |
hutstyles/he_yurt_3.prop.prop_t |
No |
he_timber_1 |
Timber 1 |
(Blank .png file) |
hutstyles/he_timber_1.prop.prop_t |
No |
he_timber_2 |
Timber 2 |
![]() |
hutstyles/he_timber_2.prop.prop_t |
No |
he_timber_3 |
Timber 3 |
![]() |
hutstyles/he_timber_3.prop.prop_t |
No |
he_simple_1 |
Simple 1 |
![]() |
hutstyles/he_simple_1.prop.prop_t |
No |
he_simple_2 |
Simple 2 |
![]() |
hutstyles/he_simple_2.prop.prop_t |
No |
he_simple_3 |
Simple 3 |
![]() |
hutstyles/he_simple_3.prop.prop_t |
No |
Castle |
Military Style |
![]() |
citystyles~/Castle.prop.prop_t |
Yes |
Diplo |
Economic Style |
![]() |
citystyles~/Diplo.prop.prop_t |
Yes |
shrine |
Cultural Style |
citystyles~/Diplo.prop.prop_t |
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 |
Chieftain |
![]() |
tribe_tools~/chieftain.prop.prop_t |
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)








































