RimWorld

RimWorld

Mythic Ages: Megafauna Bestiary
75 Comments
howardts168 1 hour ago 
nice !
Niteus 11 hours ago 
A pack of 6 Raptorkhans migrated into my cell eating everything and then the pawns :steamthumbsup:
SIGMA BOI 11 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
cyanobot 5 Aug @ 2:08pm 
Looks fantastic
thesoupiest 5 Aug @ 9:38am 
This mod fucking rocks. Should change Deermoss to Mossdeer though, or Mosselk. Deermoss sounds like a kind of moss, whereas Mossdeer sounds like a kind of deer
Buru 5 Aug @ 9:10am 
i absolutely love this mod, it looks great, the ideas are awesome, and the execution shows promise. Please keep them coming, and if you need testers to test your mod to report issues, dont hesitate to head to the VE testing discord !
Misterdino Prime 5 Aug @ 6:51am 
a very interesting mod, i wonder if you plan do implants with his reward, for example, with saber hearts, components and more make a heart with possibility of activate in any moment, or grab some of their genoma and implant him in pawns.
Jack Jack Attack 5 Aug @ 5:36am 
Is there a particular reason this mod adds an identical Giant Bone material as Dark Ages? Feels like that should be a mod compact
LordOfGreystoke 5 Aug @ 5:04am 
Just wanted to say that the quality is super impressive. You've done a great job and I am excited to see what else you have in store. Keep up the good work! :warplate1:
彡 Veterano 彡  [author] 4 Aug @ 4:01pm 
@Gasdobun @Havok1478 Thanks
The things you asked for were fixed/implemented in the last update, ty

@PurpleWolf
It was on purpose, but I intend to find a better way to do this. I want to patch the mount mod for this animal in the future, so it was the middle ground. I won't be changing it for now; I want to fix the log errors so I can get back to working on more creatures. Anyway, thanks for the feedback.
Gasdobun 4 Aug @ 12:24am 
Hey, so... my plastemmoths aren't giving birth, so... I'll share the logs!

Thanks for such amazing mod!

https://gist.github.com/HugsLibRecordKeeper/4441bf7ab955841f80b0733aab95f7c4
Nareas 4 Aug @ 12:23am 
Great mod :)
also Scarodon childs don't have texture just to let you know

Failed to find any textures at Animal/Scarodon while constructing Multi(initPath=Animal/Scarodon, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
恰似宛然一笑生花 3 Aug @ 10:25pm 
Hello 彡 Veterano 彡. That's an interesting mod. So I created a mod " Mythic Ages: Megafauna Bestiary_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
OttersHoldHands 3 Aug @ 3:40pm 
FLUFFY!
Social Diseases 3 Aug @ 12:12pm 
Hyperboreacore. Love it.
havok1478 3 Aug @ 5:26am 
Really enjoying the design of these creatures. Can you adjust the carrying capacity for these animals? When I added a pair of furpotamus to my caravan, my carry capacity wasn't increased at all. Appreciate it.
Captain Hyena 3 Aug @ 4:18am 
I love it! Can it run on 1.5 version? I know it says 1.6 ver but maybe it can also go on 1.5? I can't jump onto 1.6 yet sadly :( Several mods that I use still didn't get an update so I'm sticking to the old version for a while ^^'
Would LOVE to add this mod to my HOTD gameplay :steamhappy:
PurpleWolf 3 Aug @ 1:23am 
ok i got a question .... it feels weird that the raptorkhan is a pen animal yet it can be advance trained ..... is this intended?
Monarch Solutions 2 Aug @ 4:43pm 
Great mod with awesome animals but there are just way too many. I got the mod and within an in game quadrum my entire boreal forest tile was a tundra after the plastemmoths ate literally every last tree.
彡 Veterano 彡  [author] 2 Aug @ 9:52am 
@Khorne
I don't have any intention of doing anything Mesozoic at the moment. I believe focusing on large mammals and megafauna mixed with a Rimworld fantasy will be the way to go for this mod.

@ohluitvaenri
It's a really good idea. I really want to see it work. I'll leave it on my list to implement, but since the mod focuses heavily on primitive technologies, I'll think about how I could do it.
Valkyrie 2 Aug @ 7:03am 
Oh, I'm reminded of the creatures in Monster Hunter; big, scary, and just low-fantasy enough to look vaguely scientific. Fun!
Król Artem 2 Aug @ 12:30am 
can you make the big bones compatible with dark ages beasts and monsters mod?
彡 Veterano 彡  [author] 2 Aug @ 12:16am 
@zett @moo @Cal @injectableBacon @Emperor of Gaykind

All of your comments have been addressed in the update I just released.
Now I'll move on to creating new animals. I'll be focusing on that in the coming weeks.

Thanks for the feedback, everyone.
Zett 1 Aug @ 9:55pm 
please ignore if you already got these:

"Plastemmoth_Shaunt_desiccated" should be "Plastemmoth_Shaunt_dessicated"

"Plastemmoth_Female_desiccated" should be "Plastemmoth_Female_dessicated"
moo 1 Aug @ 8:32pm 
Cal 1 Aug @ 10:05am 
I am getting the same error as mentioned in the discussion.

Could not resolve cross-reference: No RimWorld.StatDef named stackLimit found to give to RimWorld.StatModifier (null stat)

I'm clueless so this could be entirely wrong, but I think it is because in the Milk file, you put <stackLimit>30</stackLimit> inside the <statBases> section. Moving it out of there seems to resolve the error.
Oribug 1 Aug @ 4:08am 
this looks amazing ! cant wait to use it in my medieval playthrough :NekoShock:
ohluitvaenri 1 Aug @ 1:47am 
awesome mod :steamhappy: thoughts on making a bionic/implant version of the scarodon heart? maybe with bigger drawbacks/cost? cant wait to see more from u :steamhappy:
Emperor of Gaykind 31 Jul @ 10:59pm 
This mod feels amazing. But for "mythical" fauna this animals spawn too often in too big groups. I literally had 5/6 species on my map at the same time since day one.
Khorne 31 Jul @ 6:57pm 
Love the premise and i gotta ask even though the main theme is Pleistocene fauna from what ive seen, any chance of Mesozoic themed fauna as well?
☠ General Vicious ☠ 31 Jul @ 6:30pm 
This art is really well done! Definitely going to add this one in my list, can always use some new stuff to shoot and tame.
Jacket ín Pyjama 31 Jul @ 2:04pm 
Insane well written description and rly well done mod! You're amazing. I can't wait for upcoming news! :))
JoeOwnage 31 Jul @ 1:22pm 
Might I suggest a patch to use Sir Van's giant bones if his mod is also loaded? So there aren't two different giant bones?
彡 Veterano 彡  [author] 31 Jul @ 11:54am 
@Wogensnack
Grassland is definitely something I want to focus on. Some of these animals are already implemented in it, like Scarodon and Raptorkhan. Right now, I'm focusing on getting this file you have in hand 100% operational and free of texture bugs and imbalances.

As soon as I'm finished, I'll get back to creating new concepts and implementing them here in the game.

@Huberdragon1
That's a good idea. I'll get it done, but I don't have it right now. It would be better to get your feedback there, right?

@Loveheart041
@Hinjo
@Rocknollz
@tubo
Thanks for the feedback, everyone!
Rocknrollz 31 Jul @ 8:42am 
Nice art!
Tybo 31 Jul @ 3:21am 
WOOO this is amazing!!
Worgensnack 31 Jul @ 1:35am 
these are some really cool looking creatures! are there any plans to do a similar mod but for hotter climates like deserts and grasslands?
Spess Merhreen 31 Jul @ 1:05am 
While its not the corpse, my Scarodon's baby became a cube texture. No idea how to find textures or logs.
LoveHeart041 30 Jul @ 2:15pm 
hey i know it's still new. but wanted to let a heads up for some reason the Scarodon corpse becomes a error square on my end i'm unsure if it's a mod conflict on my end or something but i'll also show the error code here incase it IS my end.

Failed to find any textures at Animal/Scarodon/Scarodon_Corpse while constructing Multi(initPath=Animal/Scarodon/Scarodon_Corpse, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)


I would put the rest but comments freak out over it. if needed feel free to msg! and i'll send full
thing. loving the mod!!
Hubertdragon1 30 Jul @ 2:15pm 
do you have discord server?
Hinjo 30 Jul @ 2:02pm 
I think an animal whose blood pumps luciferium and looks like a huge demonic chinchilla with horns would be neat
彡 Veterano 彡  [author] 30 Jul @ 1:48pm 
Wormy:
Sure! I'll analyze a plausible rate for these animals to appear in this biome, but it needs to be studied because they eat a lot, and if they die of starvation, it could be too easy to obtain their carcasses without effort. I'm thinking of adding some kind of bear or prehistoric sea lion; I think it would fit well with this biome, but thanks for the feedback

Meyhazah:
That's alarming. Thanks for the feedback, I'll be working on this balance.:steamthumbsup: