RimWorld

RimWorld

Mythic Ages: Megafauna Bestiary
196 Comments
Zoe, the Bad Wolf Nov 6 @ 6:02am 
Oh, I see.
Man. This is such a cool mechanic. I had my tribals stealing an egg, so that I could tame the chick. Hence, why, for a second my Ark: SE gut was telling me I would not get more fertilized eggs.

Honestly, props for the interesting mechanic on those. I loved it. Made part of my tribe that every colonist needs to fetch his own Harpeagle egg and tame the chick after it's born. 11/10 Storytelling. <3
彡 Veterano 彡  [author] Nov 5 @ 8:22pm 
Ravinglegend
Oops, that description wasn't supposed to be there; it was from when I was writing the lore for the nests. Thanks for letting me know, I'll fix it and release the correction soon along with the other updates.
彡 Veterano 彡  [author] Nov 5 @ 8:21pm 
Zoe, the Bad Wolf
In the mod, there are two different ways to obtain harpeagle eggs.

In tamed versions, only females were supposed to drop this type of egg.

However, in nests, there's a spawn factor that sometimes drops a fertilized egg, even if there are only males.
彡 Veterano 彡  [author] Nov 5 @ 8:18pm 
Caio 兎

Yes, it's normal for creatures to fight each other, but are you mentioning the birds from vanilla? If for some reason they are interacting with any of the mod's structures, please let me know.
彡 Veterano 彡  [author] Nov 5 @ 8:17pm 
Hi everyone, I just saw your feedback. I'll fix the bow; the correct ingredient was indeed missing from the code.

Also, I'm working on balancing to remove the appearance of some animals. Since there are many tests and runs, it ends up taking a while.
Zoe, the Bad Wolf Nov 5 @ 5:57pm 
Hi @Author!
Hope you are having a good day!
Quick question, can a female and male tamed Harpeagle make fert eggs?
The Dutchman Nov 3 @ 4:33pm 
Yes its obviously just an oversight. Dont overthink it...
Ravinglegend Nov 1 @ 4:53pm 
The info entry for Hapeagles states "Attack to destroy", while technically accurate, is probably not meant to describe a living creature and looks like it was probably copied over from the nest. Attack to Destroy is usually only in entries for buildings which cannot be deconstructed.
Caio 兎 Nov 1 @ 4:08am 
Oh, and the creatures seem to be fighting each other, like blue on blue stuff, is that also normal? the birds are fighting, the moles, everyone
Caio 兎 Oct 31 @ 1:14pm 
Yeah I came here to talk about the verdant bow, it's just 60 wood and its really OP for just that...

awesome mod though! loving the creatures

also, the moles burrows are spawning outside caves, is it normal?
Squeakyfish Oct 31 @ 9:02am 
The Verdant Bow only costs wood to make, but the description says otherwise! really fantastic mod will be a staple in every mod pack for me!!
Petrus Aurelius Oct 30 @ 5:13am 
Very creative while remaining within the atmosphere of Rimworld.
Fashtar Oct 26 @ 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] Oct 25 @ 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 Oct 24 @ 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 Oct 23 @ 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] Oct 22 @ 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] Oct 22 @ 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 Oct 17 @ 11:22pm 
Please update with the nest fix
GrimDaReaper Oct 17 @ 7:02pm 
Please update with all the mod pawns in the power of 2 please.
Pure Night Fool Oct 16 @ 4:37am 
Thanks for your work, it's a great mod and I really enjoyed it XD
Gilgamesh Oct 15 @ 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 Oct 15 @ 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] Oct 15 @ 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 Oct 14 @ 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 Oct 13 @ 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 Oct 11 @ 12:27pm 
actually gorgeous art in this
Northward Bound Oct 9 @ 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] Oct 9 @ 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 Oct 8 @ 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 Oct 8 @ 9:27am 
The design of this mod is pretty awesome, the meat textures alone are stunning
Bacon_15 Oct 8 @ 12:28am 
great mod
Benthien Oct 7 @ 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 Oct 6 @ 10:39am 
Spectacular mod. Thank you so much @彡 Veterano 彡 :steamhappy:
veoba Oct 6 @ 7:25am 
@彡 Veterano 彡
Thanks. Good work. One of my favs. Waiting for futher additions.
彡 Veterano 彡  [author] Oct 6 @ 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] Oct 6 @ 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 Oct 6 @ 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 Oct 6 @ 4:50am 
The artwork is great!
PyroRaider47 #ILikeIt0001 Oct 5 @ 11:28pm 
welcome back
彡 Veterano 彡  [author] Oct 5 @ 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 Oct 5 @ 4:51am 
https://steamcommunity.com/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 Oct 4 @ 6:22pm 
Had a Harpeagle spawn aways from my settlement, it pretty much became my infinite food glitch.
lol
Paragon_Night Oct 3 @ 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 Oct 3 @ 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 Oct 2 @ 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 Sep 28 @ 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 Sep 27 @ 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 Sep 25 @ 5:44am 
Or add a giant beast like Panthera fossilis?
ghgjj Sep 24 @ 6:27am 
Maybe add a giant beast like a cave lion, short-faced bear, etc.