RimWorld

RimWorld

455 ratings
Mythic Ages: Megafauna Bestiary
14
4
5
2
6
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
13.689 MB
Jul 29 @ 8:45pm
Sep 17 @ 9:19am
9 Change Notes ( view )

Subscribe to download
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)
10
Sep 17 @ 9:44am
Red Error
Jarod
1
Sep 20 @ 5:03am
PINNED: Feedback and Ideas (And Discord Link)
彡 Veterano 彡
2
Aug 2 @ 1:41am
Visual Issue
InjectableBacon
147 Comments
ghgjj 5 hours ago 
Maybe add a giant beast like a cave lion, short-faced bear, etc.
oinko sploinko Sep 23 @ 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] Sep 21 @ 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 Sep 20 @ 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 Sep 20 @ 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 Sep 19 @ 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 Sep 19 @ 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 Sep 19 @ 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 Sep 18 @ 8:56am 
I must say that the spawning nests are a delightful treat
Zalera Sep 17 @ 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.