[PB] RimWorld speedrun - Escape, Any%, Peaceful, Regular -

Опубликовано: 12 Апрель 2026
на канале: Partisan_terran
1,719
11

I'm escaping on the found ship, playing on a peaceful tribal start.
Update: my time has been beaten.

My strategy is:
First and foremost - control for RNG by finding a seed with 5 colonists having decent plants skills for self-sustenance via foraging. Otherwise, retires would be too frustrating, and I wanted a lot of them quickly to get a good time. My favorite seed 'trashrng5' worked pretty well here.
Put auto-save every 14 days and use the mode with loads (commitment allows for maximum 1 day auto-save interval).
Abandon the home location as quickly as possible without picking up anything.
Split the caravan into 5 individual ones and move them around. Based on the anecdotal evidence having them in one location increases likelihood of dying from starvation.
Move caravans to different sides of the map. Avoid cold areas and deserts as much as possible. If unavoidable, pick colonists with best plants skills for the job.
Wait for the ship to spawn and go there with the closest colonist. Move others away from the roads. I tried to let them join the ride, but anecdotally found 10-15 sec slowdown in ship launch time several times.
Rush to the ship and enable its reactor. Rinse and repeat until happy with the time. Then, do a full run waiting for the ship launch.

Speedrun - https://www.speedrun.com/rimworld/run...
Splits - https://splits.io/64xq.
I show the developer mode and mods being off at the end of the video.

The run was re-timed by the moderator to 23:18.9 vs my original re-timing to 23:18.85.

Note: 1.1 gives ~33s advantage comparing to 1.0.
Ship spawn: after 20 days in 1.1 vs almost 14 days in 1.0. Time passes ~8.55s / day with an inhabitat abandoned. That loses ~51s.
Ship preparation: 14 days in 1.1 vs 15 days in 1.0. Time passes ~84.1s / day. That gains very same ~84.1s.

Playlist:    • Rimworld speedrunning!  

-- Watch live at   / partisan_terran