边缘世界 RimWorld

边缘世界 RimWorld

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Mythic Ages: Megafauna Bestiary
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Mod, 1.6
文件大小
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更新日期
25.333 MB
7 月 29 日 下午 8:45
11 月 19 日 下午 8:43
15 项改动说明 ( 查看 )

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Mythic Ages: Megafauna Bestiary

描述


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.


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
热门讨论 查看全部(5)
14
11 月 13 日 上午 10:44
置顶: Feedback and Ideas (And Discord Link)
彡 Veterano 彡
12
10 月 12 日 下午 8:58
Red Error
Jarod
3
11 月 17 日 下午 4:05
Visual Issue
InjectableBacon
215 条留言
WillowTheWisp 14 小时以前 
I've got a nest of harpeagles that spawned on sea ice-when the fertilized eggs freeze and become unfertilized, they are no longer forbidden, and my colonists have been running into danger trying to haul them off. Any chance this is something that could be addressed in a patch?
Regent 11 月 28 日 上午 9:58 
Been playing a new run with this mod, its awesome! Much Thanks :steamthis:
The Lost Cake 11 月 26 日 上午 9:38 
I love the meat textures from this mod and i think it would be amazing if you could use your skills to make a retexture of the vanilla meats so that they look more varied as well
只想守护你 11 月 22 日 下午 6:57 
@彡 Veterano 彡
Thank you very much for your reply!
彡 Veterano 彡  [作者] 11 月 22 日 上午 7:17 
@只想守护你
Version 1.1.4

[CHANGE] Nest & Burrow System Overhaul

Removed automatic spawning of Nests and Burrows whenever entering new maps.
This system caused imbalance for players who enjoy exploration-focused runs, as structures would appear too frequently.
Both structures have now been fully migrated into a dedicated world event, restoring biome balance and maintaining rarity.
只想守护你 11 月 22 日 上午 3:14 
After the most recent mod update, I noticed that sporemole burrows and harpeagle nests no longer spawn on the map. Is this a bug? Or did you simply lower their spawn rate or disable their natural spawning in the latest version? To rule out mod conflicts, I specifically loaded only this mod, so a mod conflict is highly unlikely.:isaac:
kanthf 11 月 21 日 下午 6:57 
Its not CE compatible, but it does give hilariously OP leathers for CE.
None of the melee weapons have the correct armor pen values required for CE, and thus do 0 or very little damage. But the plastemmoth hides have near power armor values, which kinda tracks but is still rather OP.
And for some reason when combined with Medieval Overhaul, the tanning barrel gives like 2000 leather from a single plastemmoth hide.
No idea if that's just a MO thing or some interaction with this mod.
Dreams 11 月 21 日 上午 6:35 
Compatible with Combat extended ?
Plexus 11 月 20 日 下午 8:41 
Hello! Just here to report a bug. The simbakub alpha desiccated graphic is fixed, but I just had a cub born and initially it was fine, but when it grew to around 15 days old (juvenile age?) the graphic went missing again and it became a walking "X" mark. Great mod! The baby plastemmoths are super cute! Thank you for this.
balan andex 11 月 17 日 下午 4:37 
This is incredible bro, plz keep cooking.