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RimWorld

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Mythic Ages: Megafauna Bestiary
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Mod, 1.6
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6.222 MB
29 Jul @ 8:45pm
4 Aug @ 3:55pm
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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


Popular Discussions View All (3)
3
5 Aug @ 10:10pm
Red Error
Jarod
2
2 Aug @ 1:41am
Visual Issue
InjectableBacon
0
5 Aug @ 8:17am
Error report (Red)
便是人间好时节
74 Comments
Niteus 3 hours ago 
A pack of 6 Raptorkhans migrated into my cell eating everything and then the pawns :steamthumbsup:
SIGMA BOI 3 hours ago 
I love you for life for this one. If you add even more animals, I'll be ecstatic !
彡 Veterano 彡  [author] 7 Aug @ 8:41am 
Hey everyone, I'm reading every comment, thank you all! Again, this is my first mod, and you're helping me a lot with it and improving it.

I'm working based on your feedback, whether it's balance or improvements you mention. However, since the mod is more stable now, I'll postpone releasing these population balance fixes and bug fixes along with the new animals I'm developing.
Black Dog 6 Aug @ 10:25pm 
I suggest using the standard 0.05 nutrition for the meat instead
Black Dog 6 Aug @ 10:21pm 
Another "bug" i found is in combination with Medieval Overhaul.
Since you set the amount of nutrition higher than 0.05 for your special meat, the pawns are stuck in an endless loop when trying to fill up the MO drying racks if there is less than that amount available.

Another weird behaviour is when pawns try to cook with the new meat and use it to "fill up" other available meat. I've seen them cook 4 simple meals with 35 standard meat (1,75 of 2 nutrition needed), then picking up a Rhaptorkhan leg (worth 2 full nutrition) to fill the last bit, wasting a lot in the process.
ccynq 6 Aug @ 8:19am 
can this be added mid save?
Black Dog 6 Aug @ 2:24am 
The Plastemmoth spawns with a wildness of -100% making tamig it laughably easy (guess this was a mistake). and with its low armor and speed, a shooting 2 pawn look it out with a revolver without breaking a sweat by just running away.

I think you might consider making it a little faster so it poses a threat to wannabe hunters
The Dutchman 5 Aug @ 6:45pm 
Fantastic
LeOnArD 5 Aug @ 3:59pm 
add crocodiles for swamp pls
Hinjo 5 Aug @ 3:00pm 
Keep up the good work bro, if you got a patron lmk I'll 100% support