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Releases: emerald194520350-alt/spore-multiplayer-mod
Release list
Version 1.0.1 — guest part fragments / Cell stage only
Version 1.0.1 — Cell stage only
Fixes
- Part fragments from kills by the invited player. Native loot selection could reject spikes and other eligible parts outside the world owner's camera. Guest kills now bypass this restriction, including delayed corpse breakup. Fragments spawn at the NPC's position through the native loot table and must be collected. Parts present on the NPC, already unlocked parts, and native drop probabilities are still taken into account.
- Final History screen. The owner's departure should no longer interrupt the guest's reading: closing History displays the ending screen. This also handles disconnection before the next game frame.
Installation
Close both game windows, extract spore-multiplayer-mod-v1.0.1-windows.zip, and run Start-TwoSpore.ps1. Update both client DLLs. The protocol remains 10; the bundled server is unchanged from Version 1.0.0.
Only SPORE's first stage, Cell, is supported: two windows on one PC, Steam Galactic Adventures March 2017, and SPORE ModAPI Launcher Kit. Other stages and complete world transfer between computers are not supported yet.
Validation
DLL build: 0 errors. Passed 142 server, 115 client, and 154 isolated engine checks, plus source checks. The real loot selection function reproduces the missing fragment and tests the fix for nine part types. Final object creation is replaced by a fixture in these tests.
Fragment drops and collection in two windows still need gameplay verification. The ending screen, saving, return to the menu, and earlier guest fixes are also not confirmed by automated tests alone.
Source: tag v1.0.1. The archive includes licenses, BUILD_INFO with hashes, and a source patch relative to Version 1.0.0. The mod is distributed through GitHub; Steam identifies the target game version.
Version 1 — Cell stage only
Version 1 — SPORE's first stage, Cell, only.
Creature, Tribal, Civilization, and Space multiplayer are not supported yet. These stages are planned for future versions of the mod.
After completing Cell, close final History as usual. The landfall transition and second-stage editor are replaced by a black screen with this message (localized for Russian game installations):
The first stage is complete!
The remaining stages are coming soon in the mod for SPORE on Steam.
The screen includes a Main menu button. Completion is shared with both players, and players can finish reading an open History screen. The owner requests a native world save; the guest does not save a campaign copy. Includes the Beta 14–15 fixes for species names, growth restoration, respawn size, meat drops, and NPC recreation.
Installation: close both game windows, extract spore-multiplayer-mod-v1.0.0-windows.zip, and run Start-TwoSpore.ps1. Update both DLLs and the server: protocol 10 is incompatible with Beta 1–15.
The supported setup is two windows on one PC, Steam SPORE: Galactic Adventures (the verified March 2017 executable), and SPORE ModAPI Launcher Kit. Complete play between separate computers remains unfinished. The mod is distributed through GitHub; Steam refers to the SPORE version, not a separate Steam release of the mod.
Validated DLL and server builds, 142 server checks, 108 client checks, and 116 checks of executable functions. The real History handler was used to verify the order of closure and transition interception. A full two-window playthrough, the new screen's appearance, and saving at completion have not yet been verified in a running game. Version 1 identifies the first-stage release scope; it does not mean all bugs have been eliminated.
Source corresponds to tag v1.0.0. The archive includes licenses, BUILD_INFO with hashes, and a cumulative patch from Beta 13.
Beta 13 - shared evolution, diet and session exit
Beta 13 — September 26, 2026 (protocol 8)
- Guest mating call: local NPC cleanup no longer deletes the native mate created
by the call button. The game still controls movement and mating; editor entry
is shared by both players. - The species name is restored on the next editor visit. An empty cached-model
name does not erase the shared name. Active input is written to the model
before confirmation and is not overwritten while the UI closes. - Guest plant and meat consumption events feed the shared History. Their diet
counters are sent and applied first; the host then invokes the native history
recorder. Duplicate events and packets for another world are rejected. Plant
gains replay with the correct diet type, including native cell growth. - Returning to the menu as world owner ends the session even if the game window
stays open. The guest returns to the galaxy menu when the owner leaves or the
connection is lost. Editor entry and loading do not count as leaving. - Only the invitation owner writes the world. Guest save protection remains
active throughout the exit transition; ending the world does not access the
old cell pool. Saving a creature in the editor is still allowed. - Retains Beta 12 changes and Beta 9–11 crash fixes.
Installation: close both game windows, extract
spore-multiplayer-mod-beta-13-windows.zip, and run Start-TwoSpore.ps1.
Update both DLLs and the server. Protocol 8 is incompatible with Beta 1–12.
Validated DLL/server builds, 128 server checks, 98 native checks, 89 executable-
function checks, and source checks. The isolated executable runs the real history
recorder, diet-path calculation, and mating-call availability handler. A full
two-window session has not been tested. Guest mating calls, names across
evolutions, guest diet contributions, owner-only saving, and automatic guest
exit need manual verification.
Beta 9 — species history, host saves and crash protection
Beta 9 — September 25, 2026 (protocol 7)
- Added protection for the specific crash in two recent reports: the native
loader tried to read a missing cell model through a null pointer. Loading is
checked before creating a network replica and inside the native function,
including deferred NPC loading. Missing models are skipped and creation
retries are limited. This does not guarantee protection against other crashes. - Network objects without a model override retain their original attachment
type. Ordinary NPCs no longer become PlayerCreature merely because they were
created through networking. - The off-screen peer arrow is now bright yellow and reattaches to the current
UI after transitions through the editor. - Added synchronization of the owner's native History timeline: events,
generations, and evolution-scale values. The guest receives a complete
snapshot, applied before History opens. Pointers are not transmitted; shared
model keys are mapped to local thumbnail keys. - Invited players skip world writes, file preparation, and save cleanup. The
owner is the invitation sender, regardless of host/guest network role. The
protection survives disconnects until the world is left. Ordinary single-player
play and saving a creature in the editor are not blocked. - Retains player/NPC synchronization, shared growth, DNA, parts and missions,
the editor, species name, evolution confirmation, appearance binding after
evolution, and feeding-animation synchronization.
Installation: close both game windows, extract
spore-multiplayer-mod-beta-9-windows.zip, and run Start-TwoSpore.ps1.
Update both DLLs and the server: protocol 7 is incompatible with Beta 1–8.
Validated DLL/server builds, 116 server checks, 93 native checks, 63 executable-
function checks, and source checks. Added coverage for save ownership, guest
disconnects, timeline limits and structure, packet ordering, and native addresses.
Limitations: interactive two-window verification, Save and Quit, and History
thumbnails after several evolutions have not been tested. History updates before
opening; reopen an already visible window to see new events. When a required
model is missing locally, its creature may remain invisible instead of crashing.
This is a prerelease.
Diagnostics: %TEMP%\SporeCoop.Probe.log; look for Prevented native E83EC8,
Guest campaign save skipped, and Verified native history recorder.
SPORE Multiplayer Mod Beta 8 — appearance after shared evolution
Beta 8 — September 25, 2026 (protocol 6)
- Fixed the path that substituted both players' appearance on the guest after
shared evolution. Beta 7 logs showed successful confirmation, but the saved
local model differed byte-for-byte from the host model. The mod created
separate cached copies and hid the guest avatar even though both saved
portraits looked identical. - After applying the final shared model and successfully saving it natively,
the mod remembers its relationship to the new local creature key. The peer
uses that saved model; the local character is not replaced by a foreign-cache
proxy. The save and avatar must first be verified to have matching keys. - The player whose editor finishes automatically sends the same final shared
model back, rather than the byte-modified result of the local save. This keeps
appearance recognition working when the guest confirms first, too. - The binding applies only to a specific world, connection, evolution session,
final revision, and model content. New models, different avatars, cancellation,
another evolution, and reconnection cannot reuse an old confirmation. - Retains shared confirmation, species names, DNA/part synchronization, and the
yellow arrow.
Installation: close both game windows, extract
spore-multiplayer-mod-beta-8-windows.zip, and run Start-TwoSpore.ps1.
Update the DLLs for both players. The server is included; protocol remains 6.
Validated the DLL build, 110 server checks, 87 native checks, 53 executable checks,
and source checks. Added 19 checks for binding the final model to its local save
and resetting that binding on state changes. The fix has not been visually
verified in two running windows; this is an experimental prerelease.
Diagnostics: %TEMP%\SporeCoop.Probe.log; look for
Shared evolution appearance: native save bound to the final shared editor revision
and Shared evolution appearance: reusing the natively saved avatar for the peer.
Beta 12 - shared native mouth and body
Beta 12 — September 25, 2026 (protocol 7)
- Fixed the identified guest-mouth mismatch: the host creature was displayed
over the guest's original cell, while feeding abilities still came from the
old creature. After the shared model loads and is prepared, the mod now updates
the actual avatar body and the campaign's creature key. - Native functions replace the old graphics and physics nodes. The player object,
health, progress, and collision record are preserved. The existing temporary
appearance proxy remains in use until the shared model is ready. - Added tests of real native functions on isolated data: releasing the old body
without deleting the player and switching mouth abilities through the campaign
creature key. Full function signatures are verified. - Retains Beta 9–11 crash fixes. Protocol 7 is unchanged; the installed Beta 9–11
server can be kept.
Installation: close both game windows, extract
spore-multiplayer-mod-beta-12-windows.zip, and run Start-TwoSpore.ps1.
Update the DLLs for both players.
Validated the DLL build, 116 server checks, 93 native checks, 75 executable-
function checks, and source checks. Guest collection of red meat pieces with a
carnivorous mouth still needs two-window verification; automated tests do not
reproduce an entire session.
Spore Multiplayer Mod Beta 11
Beta 11 — September 25, 2026 (protocol 7)
- Refined Beta 10's editor-transition protection. If the network editor flag
arrives before the local mode change, the peer cell and NPC replicas are
removed normally from the still-active world. Once the local window leaves
Cell, only references are reset, without accessing the freed pool. - Protocol 7 is unchanged. The Beta 9–11 server is compatible; a server is included
for a complete installation. All other Beta 9 features are retained.
Installation: close both game windows, extract
spore-multiplayer-mod-beta-11-windows.zip, and run Start-TwoSpore.ps1.
Update the DLLs for both players.
Validated the DLL build, 116 server checks, 93 native checks, 63 executable-
function checks, and source checks. Actual editor transitions and other scenarios
still require verification in two windows.
Spore Multiplayer Mod Beta 10
Superseded by Beta 11: Beta 10 had a case where an early editor network flag left a cell replica in a world that was still active.
Beta 10 — September 25, 2026 (protocol 7)
- Fixed the new 21:05:05 crash during the Cell-to-editor transition. During the
mode change, the mod tried to find and remove a network cell by index from a
native pool being freed. On leaving the world, it now resets peer, appearance-
proxy, and NPC references without accessing that pool. Normal removal remains
enabled during active gameplay. - The cause was identified using the published Beta 9 PDB and game machine code:
CoopUpdate→RemoveRemoteCell→cObjectPool::GetIfNotDeleted.
This fix addresses that signature; the transition has not yet been tested in
two game windows. - Other Beta 9 features are retained. Protocol is unchanged; the archive includes
a server for a complete installation, compatible with the Beta 9 server.
Installation: close both game windows, extract
spore-multiplayer-mod-beta-10-windows.zip, and run Start-TwoSpore.ps1.
Update the DLLs for both players.
Validated the DLL build, 116 server checks, 93 native checks, 63 executable-
function checks, and source checks. Gameplay, saves, and History thumbnails need
two-window verification.
SPORE Multiplayer Mod Beta 7 — shared evolution checkmark and yellow arrow
Beta 7 — September 24, 2026 (protocol 6)
- Fixed the specific automatic-confirmation failure in Beta 6: EditorUI expects
component activation (0x287259F6), while the mod sent a normal click (0x17).
It now sends the correct event with save command0x102. When either player
finishes, the other receives the final model, name, and DNA, waits for editor
readiness, and invokes the native save. - Local confirmation and cancellation are observed through the same event that
EditorUI handles. Readiness checks and protection against delayed completion
of an earlier session remain in place. - The off-screen arrow is now yellow with a light outline.
- Retains previous synchronization of players, appearance, shared progress,
parts, names, and DNA, as well as movement smoothing.
Installation: close both game windows, extract
spore-multiplayer-mod-beta-7-windows.zip, and run Start-TwoSpore.ps1.
Update the DLLs for both players. The server is included; protocol 6 is unchanged.
Validated the DLL build, 110 server checks, 68 native checks, 53 executable checks,
and source checks. A new test runs the real EditorUI handler and command switch
on isolated data: the old event is rejected, while the new event reaches the save
entry. It checks rejection for hidden, inactive, or busy editors and a successful
retry once ready. Only the save function is replaced by a test recorder, so the
test does not start the game or modify saves. Complete exit from both editors
has not yet been tested in two game windows for this version.
Diagnostics: %TEMP%\SporeCoop.Probe.log; remote finish activation handled=1
means the handler accepted the command, not that the entire save has completed.
SPORE Multiplayer Mod Beta 6 — evolution, appearance and partner arrow
Beta 6 — September 24, 2026 (protocol 6)
- Fixed the automatic-confirmation path. Beta 5 logs showed the event being sent,
but the host remained in the editor because the message went to a child button.
The native command ID is now sent to EditorUI. If the handler is busy, the
attempt waits; the final model must load before invocation. - During evolution exit, new coordinates no longer use a model from an old
appearance packet. After shared evolution, when the complete model matches
the local avatar, the peer reuses that loaded appearance instead of a new cache
under a foreign key. This addresses two identified substitution paths. - Added a turquoise arrow at the screen edge pointing toward an off-screen peer.
It accounts for the camera, scale, and aspect ratio, does not capture the mouse,
and hides when the peer returns, during pause/editor use, or on disconnect.
Update the DLLs for both players. Extract
spore-multiplayer-mod-beta-6-windows.zip, close both game windows, and run
Start-TwoSpore.ps1. The server is included; protocol remains 6.
Validated the DLL build, 110 server checks, 68 native checks, and 39 executable
checks. Arrow projection is checked by reversing through SPORE's real camera
function, including rotation and off-screen points. Tests cover edges, corners,
wide and portrait windows, and invalid camera matrices.
Two-window testing started, but the user stopped control with Esc before testing
editor completion and the arrow during gameplay. Confirmation, appearance, and
arrow rendering still need a live session. Diagnostics: %TEMP%\SporeCoop.Probe.log;
look for native EditorUI accepted remote finish command and
Peer appearance matches the live avatar; reusing its complete local skin.