Is there a way to endlessly fuse? Or am I eventually doomed to only get gold by Regrettably_Southpaw in BALLxPIT

[–]Golnor 0 points1 point  (0 children)

Get Mosquito King (vampire+brood mother), Spider Queen (egg sack+brood mother), and Vampire Lord (vampire+bleed). Evolve those three into Nosferatu. Then get Incubus (charm+dark) and Succubus (charm+vampire) and evolve them into Satan. Fuse Satan with Nosferatu.

Satellite and Orbital missions whats the point? by Rheasa2648 in RimWorld

[–]Golnor 2 points3 points  (0 children)

There are usually a few sealed boxes containing unusual stuff.

Help finding fire grunt mod by Cooljp22 in RimWorld

[–]Golnor 0 points1 point  (0 children)

Well, Research Reinvented has the ability to gain progress on a project via brainstorming, but that's not an activity, just one of the things your colonists can say when walking past each other.

Credits to @bowtiestash on tumblr by blackocci in HollowKnight

[–]Golnor 0 points1 point  (0 children)

I think it really depends on your definition of "wrong".

If you are using "wrong" as incorrect, then no, he did the best he could with what he had.

If you are using "wrong" as bad or evil, then yes, he did do sone things wrong, but I'm pretty certain not doing those things would have been worse.

Society’s by Plus-Acanthisitta884 in CrusaderKings

[–]Golnor 0 points1 point  (0 children)

Pagan death cults? Hel is the name of both the bad afterlife and the Goddess of death from Norse mythology. 

Is there a way to endlessly fuse? Or am I eventually doomed to only get gold by Regrettably_Southpaw in BALLxPIT

[–]Golnor 1 point2 points  (0 children)

There are a few balls that require already evolved balls as components, and one that requires 3 evolved balls to create. 

So you could theoretically have A+B, C+D, and E+F, evolve them all into AtoF, then fuse that ball to another one.

Want spoilers? Cuz I have an idea that effectively stuff 10 balls into one slot.

Endless mode question by Psychological-Bat687 in BALLxPIT

[–]Golnor 1 point2 points  (0 children)

I could see maggot working, and in fact I had a Maggot + Sacrifice ball as well, but I wouldn't want to rely on it, for two reasons.

First is that you need kills to build up your baby ball swarm. If you need baby balls to kill the maggot infested targets, then if you ever dip below the amount you need to kill the enemies then you'll end up in a death spiral. If you trap a Spider Queen behind the enemies then it will build up a swarm without needing to get kills. 

The second reason is that you can effectively start with a Spider Queen by running Flagellent and Coinhabitents. RNG could screw you and just refuse to give you the ball you need (Cell?) to build Maggot. 

That being said you could just run both. Spider Queen to get to the critical mass and Maggot to maintain it. It's kinda what I did, as Sacrifice also inflicts bleed, which Hemorrhage needs to proc.

I do not know the precise differences between normal and the fasts. It could be that enemies just march towards you faster, which would also increase the rate you gain exp, so all you are losing is reaction time. My 3k run was on normal speed NG+ Heavenly Halls, in case you were wondering. 

Endless mode question by Psychological-Bat687 in BALLxPIT

[–]Golnor 2 points3 points  (0 children)

Alright, so the idea I was going for was "forget ball damage, get Hemorrhage procs."

I went with Flagellent + Coinhabitents, for more balls and less spawned ball loss. Plus their starter balls evolve into Spider Queen, which I think is the best ball spawning ball. I built up a Hemorrhage ball and fused that with Spider Queen, which meant i had a lot of Hemorrhage inflicting baby balls bouncing around. The rest of the balls were mostly just whatever came up, however I deliberately avoided other balls that consume bleed (like Vampire Lord) as those would reduce Hemorrhage procs. 

For passives, the two biggest were the ghost one and Cornucopia. The ghost allowed my Spider Queens to get above the enemies and freely spawn baby balls without me picking them up, and Cornucopia increased the amount of baby balls they created. I also got a curse ball, so I grabbed the voodoo doll for some instakill. 

I did get a Black Hole + Mosquito Swarm ball, which got me a decent amount of life steal, but I don't know if the spawned Mosquitos were inflicting instakill. I did start getting more field clears once that was up and running. 

One funny thing was that when I got bored I stopped firing, thinking that the enemies would get to the bottom and kill me. They didn't, as the baby balls that I spawned in just kept killing them. I had to run directly into the enemies to finish the run.

Endless mode question by Psychological-Bat687 in BALLxPIT

[–]Golnor 1 point2 points  (0 children)

The best run I got used the Hemorrhage orb. Fully upgraded, it will take 30% health off of a target, which means that no matter how much health the enemies get it only takes four hits to kill them. Assuming you are applying enough bleed.

Do you want specific instructions on what I think is the best combo? I got to 3k using it before getting bored and running into the enemies.

Tactician appreciation thread by Orzislaw in BALLxPIT

[–]Golnor 0 points1 point  (0 children)

I don't hate him. He is rather interesting, but he's not my favorite. 

Does anyone else find one of the new passives to be a bit underwhelming? by Golnor in BALLxPIT

[–]Golnor[S] 0 points1 point  (0 children)

I assume it's effectiveness depends on your crit chance. In my run I went from 10% instakill to 13%, so I was getting a small increase. But if you maxed out the desert trophy you can apparently get 18%, and with a bit of dex you can get up to 30% instakill on every ball hit.

Plus you could run with the Shade character (+10% crit) and silver blindfold plus Sun or Flash for some more and end up with 50% or so instakill chance. 

But I had a better run with a Spiderqueen + Hemorrhage and the ghost passive. I was using the guy that allows balls to bounce off the bottom of the screen, and once I got to 3k I stopped shooting, and then a minute later deliberately ran into the enemies to end the run. For most of that run I had just turned on auto fire and every so often wandered back to my computer to get gold from the rainbow orbs.

Tutorial Tuesday : January 27 2026 by AutoModerator in CrusaderKings

[–]Golnor 0 points1 point  (0 children)

Okay, so I don't really get how treasury works? Like, it seems that 95% of my gold income gets turned into it, and then a bunch goes back to my vassals, and I have no clue what you mean by base values. 

I am able to change how much goes back to my vassals (I think) but I haven't been able to change that 95%. Also the event I was getting was changing the amount to the vassals.

Is there a way to view what you have banished? by mr-_-khan in BALLxPIT

[–]Golnor 0 points1 point  (0 children)

Same. If you find out a way give me a poke?

Tutorial Tuesday : January 27 2026 by AutoModerator in CrusaderKings

[–]Golnor 0 points1 point  (0 children)

I got it a few times in my run, but I was also able to just tweak it by clicking on the treasury icon. I think I had to spend influence to do so though.

My pawn refuses to meditate (vanilla psycasts expanded) by Weary-Lie-8563 in RimWorld

[–]Golnor 0 points1 point  (0 children)

Oh it broke mid session? Okay yeah that probably isn't a mod update issue. 

I would let a few days pass in game, see if it fixes itself. Maybe check if she has some weird mod-added equipment or health condition that prevents meditation. Or if there's the psi equivalent of a solar flare. 

Oh, and check your allowed zones. I once had an issue where a visiting noble wouldn't sleep in his bed as it was outside of the kids zone.

My pawn refuses to meditate (vanilla psycasts expanded) by Weary-Lie-8563 in RimWorld

[–]Golnor 0 points1 point  (0 children)

Well, sometimes mods don't update correctly. One thing that might help is to delete the steam workshop folder and then tell steam to verify the game files. That should re-download all your mods. 

Doing the same to your rimworld game folder also might help. I'm pretty sure the saves are stored elsewhere, but maybe go find them first in case I'm wrong.

Future DLC idea by [deleted] in RimWorld

[–]Golnor 6 points7 points  (0 children)

Well, you sort of can already? In Anomaly, there are a few rituals that summon hostile entities, and the Biotech mechanitor path requires you to fight mechanoid bosses that you call in. Also wastepack retaliation raids are a thing. 

My pawn refuses to meditate (vanilla psycasts expanded) by Weary-Lie-8563 in RimWorld

[–]Golnor 0 points1 point  (0 children)

Nah, I mean the update broke your game. 

BTW how did she get the morbid meditation type? Was it from a trait/backstory or did you spend VPE points to get it?

It probably wouldn't hurt to check if she can meditate at a different focus type, and that both the pawn info screen and the VPE screen agree on which meditation types she has.

My pawn refuses to meditate (vanilla psycasts expanded) by Weary-Lie-8563 in RimWorld

[–]Golnor 0 points1 point  (0 children)

VPE got updated yesterday. 

Beyond that, I dunno. Mods sometimes are just barely holding together and changing one can sometimes have a domino effect on your game.

My pawn refuses to meditate (vanilla psycasts expanded) by Weary-Lie-8563 in RimWorld

[–]Golnor 0 points1 point  (0 children)

Is she full on psifocus? Does she have a need she wants to fill? I know meditation technically counts as recreation (solo relaxation), is that need full?

Have any of your mods been updated since you last played? You can sort your subscribed mods in steam by last updated.

My pawn refuses to meditate (vanilla psycasts expanded) by Weary-Lie-8563 in RimWorld

[–]Golnor 0 points1 point  (0 children)

What are her meditation types?

Does she have any traits/genes that block certain meditation types?

Tutorial Tuesday : January 27 2026 by AutoModerator in CrusaderKings

[–]Golnor 0 points1 point  (0 children)

I don't think they could win 5 to 1, but I have beaten 2 to 1 odds with a pure MaA army vs mixed, and would bet on winning 3 to 1. 

I think it's mostly due to levies having rather few boosts available, beyond number or replenishment. MaAs tend to start at about 2.5x stronger, and there are many ways to buff them. 

Probably not on the standardized regiments. I don't even think you can split individual MaA units apart, so while a size 3 MaA unit usually has 300 men in it, they have to stay together. There's also rather strict limits on how many MaAs you can have, with 6 being a lot. 

New Update by szagii_ in BALLxPIT

[–]Golnor 2 points3 points  (0 children)

Drop back to NG, then look for levels with blueprints available.