边缘世界 RimWorld

边缘世界 RimWorld

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Mythic Ages: Megafauna Bestiary
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Mod, 1.6
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更新日期
24.436 MB
7 月 29 日 下午 8:45
11 月 13 日 上午 9:56
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Mythic Ages: Megafauna Bestiary

描述


Mythic Ages: Megafauna Bestiary expands the wild ecosystems of RimWorld with colossal, prehistoric, and near-mythical creatures. Inspired by the vastness of boreal and temperate forests, this bestiary brings extinct predators, titanic herbivores, and uniquely evolved beasts into your game each crafted with distinct behavior, resources, and roles in both tribal and medieval colonies.

Fully compatible with the 1.6 update features.

Creatures in Mythic Ages are not background flavor they are Trumbo-tier beasts, dangerous and ecosystem-defining.
Each one was designed to offer high-value rewards rare subproducts, unique crafting options, or powerful combat traits but always at a strategic cost.


These creatures aren’t simply hunted with a button click.
They require planning, traps, and tactical positioning to bring down.
The more strategy you invest, the greater the reward should be.


Some are alaways hungry.
Some are hard to tame.
Some will hunt our pawns
Others demand constant feeding, space, or attention becoming a burden if mismanaged.

It is designed to work alongside Dark Ages: Beasts and Monsters and other creature mods in the medieval/tribal ecosystem library, enriching your biome variety without redundancy.

While Dark Ages leans into low-fantasy monstrosities, Mythic Ages introduces a more neolithic-tribal layer, where beasts are part of survival, mythology, and resource cycles, not just threats.

Together, they form a world where every biome feels alive, untamed, and shaped by beasts both feared and revered.



























The new mod’s construction system introduces unique structures tied to mythical fauna, such as nests, burrows, and sanctuaries. These buildings serve not only as spawn points and shelters for legendary creatures but also provide rare resources and strategic opportunities for colonies. The interaction between animals and their dwellings creates dynamic events, forcing players to balance risk and reward.








This mod would not exist without the direct inspiration from the outstanding work of SirVan, author of Dark Ages: Beasts and Monsters. His mod served as a conceptual, structural, and aesthetic foundation that helped shape Mythic Ages into its own unique identity. Sincere thanks for his creativity, vision, and the world he brought to life.

Special thanks also go to the developers behind the essential modding frameworks that power this project:

Harmony – enabling deep-level code patching
Vanilla Expanded Framework providing robust modular integration

Thanks to the RimWorld modding community for their shared knowledge, creativity, and continuous support and to the players who push the boundaries of what this game can become.


Mythic Ages was created to expand the ecosystem around vanilla megafauna, offering more creatures that can stand alongside RimWorld’s iconic Megasloth, both in scale and gameplay depth.


Every animal is designed not only to inhabit the map but to interact meaningfully with the environment and pawns — affecting ecosystems, resource flow, crafting, and emergent storytelling.



This is an ongoing project, and development continues. More beasts, mechanics, and rare subproducts are being designed and tested. Balance, new creatures, and additional features are on the way. Stay tuned for future updates of the Mythic Ages Megafauna Bestiary and more


If you have any ideas or suggestions for balancing, let me know in the comments

❤️ If you enjoy my work: https://ko-fi.com/veteranomods
热门讨论 查看全部(5)
14
11 月 13 日 上午 10:44
置顶: Feedback and Ideas (And Discord Link)
彡 Veterano 彡
12
10 月 12 日 下午 8:58
Red Error
Jarod
2
8 月 2 日 上午 1:41
Visual Issue
InjectableBacon
205 条留言
彡 Veterano 彡  [作者] 5 小时以前 
@ricapelli22
Since the mod focuses heavily on animals and their byproducts, and some specific events involving the generation of buildings on the map affect existing structures, I recommend using it in new runs.

However, I haven't observed any serious problems with saved games yet, but I don't have any mod testers.

If you want to add the mod to a saved game, making a backup is always a good idea; you never know what interactions might occur with the mods you already have. And to answer your question, yes, it will affect saved games with the generation of new animals.
彡 Veterano 彡  [作者] 5 小时以前 
@hoteldoor538
It already does, but it seems there's an error in the animal's XML file. I'll fix it. Thanks for the feedback.
hoteldoor538 11 月 16 日 上午 4:26 
does the simbakub not have dessicated graphic yet?
The Dutchman 11 月 14 日 下午 3:58 
@ricapelli22 ?? Its an animal mod. Obviously works regardless of when you add it...
ricapelli22 11 月 14 日 上午 11:50 
Can I install midgame or need to start a new save to take effect?
greensniperhat 11 月 13 日 上午 7:54 
Ah yeah, works now. Excellent, gonna tame me summa dat!
彡 Veterano 彡  [作者] 11 月 13 日 上午 7:27 
@greensniperhat
Resub and gonna be fine
greensniperhat 11 月 13 日 上午 5:58 
Lemme try resubscribing
greensniperhat 11 月 13 日 上午 5:57 
Huh, strange, the update says there'll be a Sivatherium, but the files don't contain any files related to it... nor of the new stuff in the same update? Is this just a matter of Steam not downloading the update?
Zoe, the Bad Wolf 11 月 6 日 上午 6:02 
Oh, I see.
Man. This is such a cool mechanic. I had my tribals stealing an egg, so that I could tame the chick. Hence, why, for a second my Ark: SE gut was telling me I would not get more fertilized eggs.

Honestly, props for the interesting mechanic on those. I loved it. Made part of my tribe that every colonist needs to fetch his own Harpeagle egg and tame the chick after it's born. 11/10 Storytelling. <3