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Mythic Ages: Megafauna Bestiary
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Mod, 1.6
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23.037 MB
29 jul @ 20:45
21 okt @ 20:50
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Mythic Ages: Megafauna Bestiary

Beskrivning


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
Populära diskussioner Visa alla (5)
11
16 timmar sedan
KLISTRAD: Feedback and Ideas (And Discord Link)
彡 Veterano 彡
12
12 okt @ 20:58
Red Error
Jarod
2
2 aug @ 1:41
Visual Issue
InjectableBacon
196 kommentarer
Zoe, the Bad Wolf 6 timmar sedan 
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
彡 Veterano 彡  [skapare] 16 timmar sedan 
Ravinglegend
Oops, that description wasn't supposed to be there; it was from when I was writing the lore for the nests. Thanks for letting me know, I'll fix it and release the correction soon along with the other updates.
彡 Veterano 彡  [skapare] 16 timmar sedan 
Zoe, the Bad Wolf
In the mod, there are two different ways to obtain harpeagle eggs.

In tamed versions, only females were supposed to drop this type of egg.

However, in nests, there's a spawn factor that sometimes drops a fertilized egg, even if there are only males.
彡 Veterano 彡  [skapare] 16 timmar sedan 
Caio 兎

Yes, it's normal for creatures to fight each other, but are you mentioning the birds from vanilla? If for some reason they are interacting with any of the mod's structures, please let me know.
彡 Veterano 彡  [skapare] 16 timmar sedan 
Hi everyone, I just saw your feedback. I'll fix the bow; the correct ingredient was indeed missing from the code.

Also, I'm working on balancing to remove the appearance of some animals. Since there are many tests and runs, it ends up taking a while.
Zoe, the Bad Wolf 19 timmar sedan 
Hi @Author!
Hope you are having a good day!
Quick question, can a female and male tamed Harpeagle make fert eggs?
The Dutchman 3 nov @ 16:33 
Yes its obviously just an oversight. Dont overthink it...
Ravinglegend 1 nov @ 16:53 
The info entry for Hapeagles states "Attack to destroy", while technically accurate, is probably not meant to describe a living creature and looks like it was probably copied over from the nest. Attack to Destroy is usually only in entries for buildings which cannot be deconstructed.
Caio 兎 1 nov @ 4:08 
Oh, and the creatures seem to be fighting each other, like blue on blue stuff, is that also normal? the birds are fighting, the moles, everyone
Caio 兎 31 okt @ 13:14 
Yeah I came here to talk about the verdant bow, it's just 60 wood and its really OP for just that...

awesome mod though! loving the creatures

also, the moles burrows are spawning outside caves, is it normal?