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Mythic Ages: Megafauna Bestiary
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Mod, 1.6
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9.073 MB
29 Jul @ 8:45pm
12 Aug @ 6:29pm
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Mythic Ages: Megafauna Bestiary

Description


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.




















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
Popular Discussions View All (3)
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5 Aug @ 10:10pm
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Jarod
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2 Aug @ 1:41am
Visual Issue
InjectableBacon
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5 Aug @ 8:17am
Error report (Red)
便是人间好时节
122 Comments
TerraSleet 6 Sep @ 3:08am 
Also, mossmire draught doesn't do what it says on the mod page, it instead triples healing speed with no real downside, which is pretty strong for its cost (mossmire milk which as I pointed out below is way overtuned, plus 1 herbal medicine per 2 draughts)
TerraSleet 6 Sep @ 2:49am 
Deermoss are way too strong for what they are. Spawns in packs, easy to tame, easy to feed, they eat simple meals and produce so much milk nutrition you can feed them off their own milk and still feed 5 more colonists off a single efmale deermoss.
They regenerate so fast that they can tank raids on their own and even heal brain damage so they just don't die unless you hit them with hypothermia or toxins.
Please re-balance them, they produce 9x more milk nutrition than a cow (seriously, I checked the animal economy devlog) and tank more than a thrumbo. The modpack I played became way too easy because I tamed just 3 of these things with some chump with 7 in animals.
Melon 3 Sep @ 11:32pm 
It's kind of odd that the Raptorkhan is a herd animal.
Hubertdragon1 2 Sep @ 11:07am 
hey, veterano is discord is avalaible?
Gunk_Bunkus 2 Sep @ 9:48am 
some late pleistocene herbivorous megafauna ideas to potentially integrate: some sort of wooly rhinoceros, a ground sloth more inspired by megatherium, wild horse? IDK im just spitballing here
Misterdino Prime 1 Sep @ 12:08pm 
you can always add some insects, i think a good one could be meganeura or some kind od hive of ants, making responsible of eating rotten corpses,fresh/rotten, and even bones(that way could be a very good way of clean the map of bodies without the incendiary solution)
彡 Veterano 彡  [author] 1 Sep @ 8:43am 
The reason for this is that I want to add some large herbivores and adjust them to a rarer form, reduce the overall spawn rate of these and dangerous carnivores, and create a nest system for the Harpeagle.

@Niteus, about the War Trumpet system, that was something I've been thinking about.
@Naxdar, thanks. I'll adjust that in the next patch
彡 Veterano 彡  [author] 1 Sep @ 8:37am 
Hey @hubertdragon1 Definitely! These are recommendations that fit very well with the mod, but since they're predators and I'm selling some animals, decimating the ecosystem populations, I'm focusing on making herbivorous animals to serve as a "base diet."

But it's a good idea!
Hubertdragon1 31 Aug @ 2:46pm 
hey, veterano are there gonna be animals like epicyon, dinocrocuta and simbakubwa?
彡 Veterano 彡  [author] 31 Aug @ 2:44pm 
Hey everyone

In the next patch, I plan to release these balance changes and other things that other players have mentioned previously.

Thanks for your thoughts on things that really broke the mod's purpose. I'll be analyzing what makes sense, what is a code error, and what doesn't make sense at all. Thanks for everyone's help.