RimWorld

RimWorld

Mythic Ages: Megafauna Bestiary
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.
Valachnon 15 Oct @ 1:39pm 
This mod is amazing. The art is beautiful, the sound design is great and the theme of each creature is wonderful as well.
彡 Veterano 彡  [author] 15 Oct @ 8:47am 
Hey Pure Night Fool and NouvelleRenee.
It wasn't the intention
I understood you perfectly. A friend reported the same bug to me. I just noticed that any animal that came close to the nest or burrow at the same time was affected by Manhunter's status.

It's already being fixed, and I'll update the mod soon. Thanks for your feedback.
Pure Night Fool 14 Oct @ 1:33pm 
Hello bro, have you applied a small range of violent pulse effect to the two nests in the mod? In my game, all small animals near these two nests will enter a hunting state after a certain period of time. My English is not good, so I use a translator to communicate with you. I am very sorry if there is any misunderstanding.
NouvelleRenee 13 Oct @ 4:00pm 
I've been having an issue where any animals in the immediate area will become hostile if I attack the harpeagle nest. Is this intended?
Eight3 11 Oct @ 12:27pm 
actually gorgeous art in this
Northward Bound 9 Oct @ 9:48pm 
didnt notice the update and got a pleasent surprise visiting a biome. love the new content! cant wait til the weapons. its so good! thank you
彡 Veterano 彡  [author] 9 Oct @ 8:30pm 
Benthien
I needed to nerf their spawns a bit; it was quite unbalanced, but now the drop rates are the same.

Fashtar
Yes, definitely. I plan on using most of the dropped materials, be they megabones, horns, or teeth. As was done with some of the mod's weapons.

Thanks everyone
Fashtar 8 Oct @ 11:47pm 
Anything on the Scarodon teeth? I got a few of them and they seem to do nothing so far. I take it they're for a future weapon in a coming update.
MushroomMan 8 Oct @ 9:27am 
The design of this mod is pretty awesome, the meat textures alone are stunning
Bacon_15 8 Oct @ 12:28am 
great mod
Benthien 7 Oct @ 1:50pm 
Really good mod, but from yesterday to today, harpeagle nest spawns new eggs and eagles much slower, and are now classified as wild and not enemy (hive) anymore.. :/
exiledfreedom 6 Oct @ 10:39am 
Spectacular mod. Thank you so much @彡 Veterano 彡 :steamhappy:
veoba 6 Oct @ 7:25am 
@彡 Veterano 彡
Thanks. Good work. One of my favs. Waiting for futher additions.
彡 Veterano 彡  [author] 6 Oct @ 6:37am 
If anyone has any feedback on animal spawn rates, please comment here on my discord:
https://discord.gg/PmV4hfEH

It would be great to have some testers. Before posting the mod, I try to play a few runs to check the animal spawn rates in the biome, but as you know, this game is very variable and unpredictable. Since the game is based on percentages, each run is different. Some of your runs might spawn three scarodons at the beginning of the game, making life difficult, or, luckily, many herds of herbivores.

In any case, I'll always be trying to balance this mod to make it viable.:steamthumbsup:
彡 Veterano 彡  [author] 6 Oct @ 6:30am 
Yes, I admit my feature was broken, but I still need your feedback.
I increased the spawn time 12 hours to 3 days for each harpeagle spawn, capped at 2.
and 2.6 days for sporemoles, capped at only 4.

Furthermore, they appear in the case of the Manhunter, as the pawn approaches the nest or den. So be careful when approaching anyway.

Spawn on maps has been halved. It was at an event value of 1.0, and now has a 0.5 chance of occurring.
Fenrir 6 Oct @ 5:32am 
Thanks for the update, having people not wanting to visit my colony because of insectoids, just because there were harpeagles on the map was such an annoyance.
tasukun28 6 Oct @ 4:50am 
The artwork is great!
PyroRaider47 #ILikeIt0001 5 Oct @ 11:28pm 
welcome back
彡 Veterano 彡  [author] 5 Oct @ 9:44pm 
Guys, I've been away for work, I saw some of your requests, and I added them to the mod core.

It's good to be back.
JoeOwnage 5 Oct @ 4:51am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3458506170
Mythic Ages: Megafauna Bestiary
- all animals from the mod will spawn less frequently

Mythic Ages harpeagles and sporemoles:
- nests and burrows will spawn less frequently
- nests and burrows will not spawn in tundra or extreme desert
- meatshroom bolus, bones, unfertilized eggs will spawn less frequently
- fertilized harpeagle eggs and sporemoles will spawn less frequently
- will spawn as wild animals (not hostile)
- will go manhunter if pawns approach their nest or burrow
Shark_Jam 4 Oct @ 6:22pm 
Had a Harpeagle spawn aways from my settlement, it pretty much became my infinite food glitch.
lol
Paragon_Night 3 Oct @ 10:40pm 
Really like the mod, but like others mentioned the spawning is a bit high. I barely made it a season and the map had 8 harpy eagles who were starving due to biome. Run did not go well lol.Ill have to remove it for now but hopefuly the spawn rate is adjusted in the future.
arkai65 3 Oct @ 4:46pm 
I really like this mod but i did want to ask. are the new harpeagle and sporemoles supposed to be in the hive faction or is this a mod conflict on my end?
senkky 2 Oct @ 3:58am 
really feel like uninstalling this mod cuz of the new spawners, so annoying have to create a new area every time my gravship lands so my child immediately doesnt go naturewalking into a sporemole burrow, and sometimes the harpy eggs spawn as unforbidden so i look away for 2 seconds and suddenly my colonist is getting torn to shreds because they walked over to go pick up a harpy egg. and in every temperate winter at -12c the harpies die of frostbite overnight so i can just pick up so many dead bodies for free meat. feels cheap. why isnt there a mod option ingame to disable these spawners. on the plus side the animal sprites are beautiful, well done.
Land0fChocolate 28 Sep @ 3:31am 
The harpy eagles spawn too often around their nests and don't attack colonists that shoot at them. It's an easy exploit to get a ton of meat and leather.
DIAZ 27 Sep @ 12:27pm 
Hello! I love this mod and am having a blast with it! I just ran into a problem though, I bred some direhorse and for some reason the direhorse calf texture asset isn't loading. I can see it moving, interacting and eating but the texture is just a big red box with an X in the middle. I appreciate any help in solving this issue!
ghgjj 25 Sep @ 5:44am 
Or add a giant beast like Panthera fossilis?
ghgjj 24 Sep @ 6:27am 
Maybe add a giant beast like a cave lion, short-faced bear, etc.
oinko sploinko 23 Sep @ 1:32am 
Spent 6 hours narrowing down a game-destroying incompatibility between this and... something.
Spamming infinite errors at the main menu and making the game completely unplayable
彡 Veterano 彡  [author] 21 Sep @ 9:35pm 
Guys, I'm looking into how to create my own faction for the mod. I want to better understand why the threat sound is being generated. If anyone already has an answer, please share. I've already done some testing with a parallel faction. I tried removing the insect faction, and it still remains a global threat. Furthermore, I'll be looking into the bugs you're reporting. Thank you all for your feedback. To stay up to date with what I'm working on, don't forget to check my pinned discord.

I should release a patch over the next few days adjusting textures, minor bugs, and balance.
蟹ミソアイス 20 Sep @ 11:31pm 
Bred Duskhorn females do not reflect the exclusive texture.

繁殖させたDuskhornのメスに専用テクスチャが反映されていません。
Cal 20 Sep @ 5:33pm 
The new spawn buildings are nice. As mentioned, everything that spawns from them is hostile and a member of the Hive faction.
Neutrino 19 Sep @ 6:35pm 
Thx for the update! I was checking it, small heads-up: on the "Worhin" WIldfat it shows as the leather (on the image in this page).
Roque the Rogue 19 Sep @ 11:31am 
For some reason the spawn buildings are triggering combat music whenever a creature spawn, they also belong to the "hive" faction, from vanilla factions expanded - insectoids 2 , might wanna create their own faction instead.
Rain 19 Sep @ 8:15am 
Thank you!!!! This is my favorite mod seriously, I know there is a bunch of wonderful mod for Rimworld but yours as a special spot in my heart! Thank you very much !
DracoHoribilis 18 Sep @ 8:56am 
I must say that the spawning nests are a delightful treat
Zalera 17 Sep @ 9:02pm 
Absolute must have mod! Are the burrows intended to spawn moles indefinitely? Had one spawn in the middle of a small shallow pond I had within my walls and I now have an endless supply of all the mole goodies.
ThisGuy2000 17 Sep @ 12:21pm 
Hello, I am having the issue that Graciefaec described. Using TweaksGalore I can stop them from being penned animals, but they are still not trainable besides the base Tameness.
Graciefaec 17 Sep @ 10:55am 
Hi, sorry I noticed you just updated and tried fixing some errors, but for me the game is now considering Deermoss to be farm animals; like I can't train them. My colonists rope them to a hitching spot.
彡 Veterano 彡  [author] 17 Sep @ 9:30am 
Sorry guys, I didn't mean to release this update with red errors, but there are things that escape our eyes. The log wasn't showing up for me. I just released a hotfix that fixes the issue by removing this folder from the mod files. It was the "net48" folder that DracoHorbillis mentioned. If you have any problems, let me know.