RimWorld

RimWorld

495 ratings
Mythic Ages: Megafauna Bestiary
15
4
5
2
6
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
13.892 MB
29 Jul @ 8:45pm
5 Oct @ 9:54pm
11 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)
8
15 Oct @ 8:56am
PINNED: Feedback and Ideas (And Discord Link)
彡 Veterano 彡
12
12 Oct @ 8:58pm
Red Error
Jarod
2
2 Aug @ 1:41am
Visual Issue
InjectableBacon
176 Comments
Pure Night Fool 20 hours ago 
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.