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Mythic Ages: Megafauna Bestiary
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Mod, 1.6
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23.037 MB
29 Jul @ 8:45pm
21 Oct @ 8:50pm
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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.
























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
Popular Discussions View All (4)
9
19 Oct @ 9:51am
PINNED: Feedback and Ideas (And Discord Link)
彡 Veterano 彡
12
12 Oct @ 8:58pm
Red Error
Jarod
2
2 Aug @ 1:41am
Visual Issue
InjectableBacon
184 Comments
Fashtar 26 Oct @ 11:49pm 
I wonder if we could make the Duskhorn's horns into spears. That would be a good use for them.
彡 Veterano 彡  [author] 25 Oct @ 9:30am 
Hello, Apoplectic Alopex, I'll be looking into a way to drastically reduce the spawning or spawning system for flax and burrow. I noticed this in a run I also did. I also want to better balance the overall spawning of all animals, especially the harpeagle, one of the most common herbivores.

I'm currently working on this before releasing the new animal update. Please share XML or C# code ideas, that would be greatly appreciated.
Apoplectic Alopex 24 Oct @ 3:56pm 
I've noticed that nests spawn on literally every generated map. This gets pretty cheesy when using a mod like "Walk the World" as you encounter a new set of nests every tile. It would be helpful to get a compatability patch which just disabled nests as part of regular map generation, leaving them exclusively appearing via events.
VitaKaninen 23 Oct @ 3:33pm 
Do the giant bones, mega bones, special meat, horns, teeth, etc, have any purpose, or is that coming later on? Or is it just another sellable resource?
彡 Veterano 彡  [author] 22 Oct @ 5:33am 
Gilgamesh
It's a great idea, but I have no idea how to do it. It would take me a while to research and learn, hehe.
彡 Veterano 彡  [author] 22 Oct @ 5:32am 
New update fixing these and more things, detailed in the updates tab.

Let me know if the frequency of the new event is well adjusted, I tried to make it rarer so I will need your feedback again.
Leminos 17 Oct @ 11:22pm 
Please update with the nest fix
GrimDaReaper 17 Oct @ 7:02pm 
Please update with all the mod pawns in the power of 2 please.
Pure Night Fool 16 Oct @ 4:37am 
Thanks for your work, it's a great mod and I really enjoyed it XD
Gilgamesh 15 Oct @ 6:58pm 
I'm hoping one of the upcoming biomes and/or spawn buildings is a Plastemmoth Graveyard.
High risk/high reward of near endless amounts of Plasteel, but having to fight through potential hordes of the Plastemmoths would be a heck of a quest.