Difference between revisions of "Wind turbine"

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<onlyinclude>{{{{TNTN|infobox main}}|building
+
{{infobox main|building|
|name = Wind Turbine
+
| name = Wind turbine
|image = Wind_Power.png
+
| image = Wind_Power.png
|description = A wind-powered electrical generator. Requires a large clear space in front and behind for optimal air flow.
+
| description = A wind-powered electrical generator. Requires a large clear space in front and behind for optimal air flow.
|type = Buildings{{!}}Buildings
+
| type = Building
|type2 = Power{{!}}Power
+
| type2 = Power
|placeable = y
+
| placeable = true
|size = 2|5|5|5|5
+
| path cost = 50
|hp =  
+
| passability = pass through only
|work to make =  
+
| blockswind = true
|hp =  
+
| cover = 0.5
|power = + 3000
+
| minifiable = false
|buy = {{icon|metal|100}}{{icon|component|3}}
+
| size = 7 ˣ 2
|sell = {{icon|metal|75}}{{icon|component|2.25}}
+
| flammability = 0.5
|beauty = -12
+
| hp = 150
}}</onlyinclude>
+
| beauty = -12
{{Info|The wind turbine produces a variable amount of [[power]] up to 3000W based on the current wind speed (for wind conditions see [[Environment#Weather|Weather]]). When placing it to be constructed it shows an exclusion zone outlined in white. It is vital to the Wind Turbine's function to keep the exclusion zone free from trees, buildings, roofs, and other tall constructions. The turbine's information window will list any objects in its exclusion zone and its power output will reduced (starting at -600W max for the first obstacle) eventually shutting down the turbine entirely. It is perfectly fine to fill the area with [[Solar generator]]s or farming plots (that are not set to grow trees), and it is in fact a recommended strategy to maximize the use of space and prevent wild trees from obstructing the zone.
+
| power = 2300
 +
| terrain affordance = heavy
 +
| research = electricity
 +
| skill 1 = Construction
 +
| skill 1 level = 4
 +
| work to make = 3300
 +
| resource 1 = Steel
 +
| resource 1 amount = 100
 +
| resource 2 = Component
 +
| resource 2 amount = 2
 +
}}
 +
{{Info|'''Wind turbines''' generate a variable amount of [[power]] directly proportional to the wind speed.}}
  
Wind turbines are perhaps the most efficient source of power in the game thanks to their incredibly high max output and ability to operate at some capacity 24/7. It is perfectly possible to run a stable base using only wind turbines and [[Battery|batteries]] since there are no wind related disasters like the [[Solar generator]]'s Eclipse.
+
== Acquisition ==
Despite its open air appearance, the Wind Turbine is impassable and will block pathing across its 2 by 5 tiles footprint. Be careful of placing too many turbines directly adjacent to each other as they may get in the way of your colonists. The air zone in front and behind is perfectly passable.}}
+
{{Acquisition}}  
  
==Obstruction==
+
== Summary ==
 +
{{Stub|section=1|reason=Details on autocutting}}
 +
Wind turbines generate a variable amount of power based on the current wind speed, which in turn is based on ranges set by the current [[Environment#Weather|Weather]]. The wattage is directly proportional to the windspeed. They output 2300W at 100% wind speed, and 3450 W at 150% wind speed, the maximum. Note that the "max power output" listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under "ideal conditions" - this is incorrect. Wind direction is not a factor, so orientation of the turbines doesn't matter; they will spin equally well in any direction.
  
Wind obstructions are caused by: Impassable objects<ref>An impassable object  is a object were pawns can't move over, for example you can't move over a geothermal generator(impassable) but you can move over a turret(passable)</ref>, Roofs and Trees
+
Like all generators, each tile of a wind turbine counts as a [[power conduit]]. Turbines directly adjacent to each other will connect (see Fig. 1), and appliances within 6 tiles can connect to any tile of a turbine
 +
 
 +
=== Exclusion zone ===
 +
The wind turbine's exclusion zone (7ˣ18 white rectangle) is visible when the turbine is selected, or when placing the wind turbine blueprint. Any trees, mountains, roofs, and most buildings will reduce the turbine's output by 20% - five obstructed tiles reduce power to 0. The exclusion zone of several turbines may overlap, so long as the turbine building itself isn't in any of the zones.
 +
 
 +
Low-lying objects like [[solar generator]]s and [[shelf|shelves]] can be placed without hindering the turbine's operation, and are an efficient use of space. [[Growing zone]]s (if not set to trees) or artificial [[floors|flooring]] can also be used to prevent wild trees from growing.
 +
 
 +
The following objects block wind turbines, and are ''not'' low-lying:
 +
{{#ask:[[Blocks Wind::true]]|format=ul|class=ul-column-width-100|limit=100}}
 +
 
 +
[[File:Wind_exclusion.png|500px|thumb|center|2 turbines unobstructed. The [[solar generator]] does not block the turbines.]]
 +
 
 +
=== Wind speed ===
 +
{{Main|Weather}}
 +
 
 +
{| class = "wikitable sortable"
 +
! Label
 +
! Time of year
 +
! Temperature range <ref>Can continue even if the temperature exits the appropriate range, once started.</ref>
 +
! Wind speed
 +
! Wind speed modifier
 +
|-
 +
| Clear
 +
| Any
 +
| Any
 +
| None to Moderate
 +
| 100%
 +
|-
 +
| Fog
 +
| Any
 +
| Any
 +
| None to Calm
 +
| 50%
 +
|-
 +
| Rain
 +
| Any
 +
| {{Temperature|0|100}}
 +
| Calm to Moderate
 +
| 80%
 +
|-
 +
| Dry Thunderstorm
 +
| Any
 +
| Any
 +
| Moderate to Extreme
 +
| 150%
 +
|-
 +
| Rainy Thunderstorm
 +
| Any
 +
| Any
 +
| Moderate to Extreme
 +
| 150%
 +
|-
 +
| Foggy rain
 +
| Any
 +
| Any
 +
| None to Calm
 +
| 150%
 +
|-
 +
| Hard snow
 +
| Mainly Winter
 +
| {{Temperature|-270|-0.5}}
 +
| None to Moderate
 +
| 150%
 +
|-
 +
| Soft snow
 +
| Mainly Winter
 +
| {{Temperature|-270|-0.5}}
 +
| None to Moderate
 +
| 150%
 +
|-
 +
| [[Events#Flashstorm|Flashstorm]]
 +
| Any
 +
| Any
 +
| None to moderate
 +
| None
 +
|}
 
<references/>
 
<references/>
  
 +
== Analysis ==
 +
Wind turbines are a renewable (i.e, maintenance-free) source of energy, and have the advantage of requiring no [[research]] past Electricity. Both [[wood-fired generator]]s and [[chemfuel generator]]s will constantly require a source of fuel.
  
Low-lying structures don't obstruct the airflow around the wind turbine, therefore it's perfectly fine to build these structures in the 'clear zones' of a Wind Turbine. Here's a list of known structures that fall under this category...
+
Wind itself is fairly inconsistent in terms of power, but this problem can be mitigated by installing [[batteries]] (which require some research). With a battery, wind becomes a somewhat stable energy source, working [[Environment#Daylight timing and latitude|day and night]]. An [[eclipse]] will completely shut down a [[solar generator]], but no event can entirely stop wind. Only a small subset of other dangers, like fog or rain [[weather controller]]s{{RoyaltyIcon}}, can reduce it. Note that, even with batteries, the exact power average can be unstable.
*[[Solar generator|Solar generators]]
 
*[[Billiards table|Billiards tables]]
 
*[[Grave|Graves]]
 
*Television
 
*[[Door|Doors]]
 
*[[Sandbags]]
 
*[[Debris|Chunks]]
 
  
 +
Their other main drawback is the space requirement - a need for a large, open area clear of [[trees]], mountains, [[buildings]], [[roof]]s and other tall constructions. This makes turbines harder to protect. You can still build a wall just outside of its zone, but supporting multiple turbines quickly becomes a time and space consuming project. The empty space can also be used to house short objects that won't block the wind. One option is solar generators, although this creates a risk of having a large amount of power generated in one space that needs to be properly protected. Solar generators also don't fit fully in the space of turbines, which makes land for trees to sprout and block the wind. Another empty space item is crops. Regardless of height, no crop will block the wind, and pawns will automatically cut trees in growing zones. Crops can however catch fire if a turbine is destroyed, creating the risk of food loss, and they may need to be planted in [[Plants#Fertility|bad soil]] to fit with turbine placement.
  
 +
[[Watermill generator]]s and [[geothermal generator]]s offer completely consistent power, but require dedicated research, and can only be built in certain locations.
 +
 +
=== Tips ===
 +
#Certain [[weather]] conditions offer a positive modifier to wind, like Thunderstorm or Snow. If a [[weather controller]] of those types is deployed, then it may be in your interest to preserve them.
 +
 +
== Gallery ==
 +
 +
<gallery>
 +
File:Wind turbines located adjacent to each other in RimWorld 1.3.3389.jpg|Fig. 1
 +
</gallery>
 +
 +
== Version history ==
 +
* [[Version/0.8.657|0.8.657]] - Added
 +
* Beta 18 - Width was increased from 5 to 7 tiles wide.
 +
* Beta 19 - Power generation was buffed by 15%, from max. 3000W.
 +
* [[Version/1.1.0]] - Fix: Wind turbines register no wind during windy storm.
 +
* [[Version/1.3.3101|1.3.3101]] - Can now be walked through.
 +
* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 50.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Checkbox cutoff on wind turbine's auto-cut settings tab.
  
 
{{nav|power|wide}}
 
{{nav|power|wide}}
 
[[Category:Buildings]]
 
 
[[Category:Power]]
 
[[Category:Power]]

Latest revision as of 12:48, 27 September 2024

Wind turbine

Wind turbine

A wind-powered electrical generator. Requires a large clear space in front and behind for optimal air flow.

Base Stats

Type
BuildingPower
Market Value
265 Silver [Note]
Beauty
-12
HP
150
Flammability
50%
Path Cost
50 (21%)

Building

Size
7 × 2
Minifiable
False
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Blocks Wind
True
Terrain Affordance
Heavy
Power
2300 W

Creation

Required Research
Electricity
Skill Required
Construction 4
Work To Make
3,300 ticks (55 secs)
Resources to make
Steel 100 + Component 2
Deconstruct yield
Steel 50 + Component 1
Destroy yield
Steel 25 + Component 0 - 1

Wind turbines generate a variable amount of power directly proportional to the wind speed.

Acquisition[edit]

Wind turbines can be constructed once the electricity research project has been completed. Each requires Steel 100 Steel, Component 2 Components, 3,300 ticks (55 secs) of work modified by the construction speed of the builder, and a construction skill of 4.

Once constructed, they cannot be re-installed, they can only be deconstructed.

Summary[edit]

Wind turbines generate a variable amount of power based on the current wind speed, which in turn is based on ranges set by the current Weather. The wattage is directly proportional to the windspeed. They output 2300W at 100% wind speed, and 3450 W at 150% wind speed, the maximum. Note that the "max power output" listed in the infobox claims that 2300W is the maximum under "ideal conditions" - this is incorrect. Wind direction is not a factor, so orientation of the turbines doesn't matter; they will spin equally well in any direction.

Like all generators, each tile of a wind turbine counts as a power conduit. Turbines directly adjacent to each other will connect (see Fig. 1), and appliances within 6 tiles can connect to any tile of a turbine

Exclusion zone[edit]

The wind turbine's exclusion zone (7ˣ18 white rectangle) is visible when the turbine is selected, or when placing the wind turbine blueprint. Any trees, mountains, roofs, and most buildings will reduce the turbine's output by 20% - five obstructed tiles reduce power to 0. The exclusion zone of several turbines may overlap, so long as the turbine building itself isn't in any of the zones.

Low-lying objects like solar generators and shelves can be placed without hindering the turbine's operation, and are an efficient use of space. Growing zones (if not set to trees) or artificial flooring can also be used to prevent wild trees from growing.

The following objects block wind turbines, and are not low-lying:

2 turbines unobstructed. The solar generator does not block the turbines.

Wind speed[edit]

Label Time of year Temperature range [1] Wind speed Wind speed modifier
Clear Any Any None to Moderate 100%
Fog Any Any None to Calm 50%
Rain Any °C – 100 °C (32 °F – 212 °F) Calm to Moderate 80%
Dry Thunderstorm Any Any Moderate to Extreme 150%
Rainy Thunderstorm Any Any Moderate to Extreme 150%
Foggy rain Any Any None to Calm 150%
Hard snow Mainly Winter -270 °C – -0.5 °C (-454 °F – 31.1 °F) None to Moderate 150%
Soft snow Mainly Winter -270 °C – -0.5 °C (-454 °F – 31.1 °F) None to Moderate 150%
Flashstorm Any Any None to moderate None
  1. Can continue even if the temperature exits the appropriate range, once started.

Analysis[edit]

Wind turbines are a renewable (i.e, maintenance-free) source of energy, and have the advantage of requiring no research past Electricity. Both wood-fired generators and chemfuel generators will constantly require a source of fuel.

Wind itself is fairly inconsistent in terms of power, but this problem can be mitigated by installing batteries (which require some research). With a battery, wind becomes a somewhat stable energy source, working day and night. An eclipse will completely shut down a solar generator, but no event can entirely stop wind. Only a small subset of other dangers, like fog or rain weather controllersContent added by the Royalty DLC, can reduce it. Note that, even with batteries, the exact power average can be unstable.

Their other main drawback is the space requirement - a need for a large, open area clear of trees, mountains, buildings, roofs and other tall constructions. This makes turbines harder to protect. You can still build a wall just outside of its zone, but supporting multiple turbines quickly becomes a time and space consuming project. The empty space can also be used to house short objects that won't block the wind. One option is solar generators, although this creates a risk of having a large amount of power generated in one space that needs to be properly protected. Solar generators also don't fit fully in the space of turbines, which makes land for trees to sprout and block the wind. Another empty space item is crops. Regardless of height, no crop will block the wind, and pawns will automatically cut trees in growing zones. Crops can however catch fire if a turbine is destroyed, creating the risk of food loss, and they may need to be planted in bad soil to fit with turbine placement.

Watermill generators and geothermal generators offer completely consistent power, but require dedicated research, and can only be built in certain locations.

Tips[edit]

  1. Certain weather conditions offer a positive modifier to wind, like Thunderstorm or Snow. If a weather controller of those types is deployed, then it may be in your interest to preserve them.

Gallery[edit]

Version history[edit]

  • 0.8.657 - Added
  • Beta 18 - Width was increased from 5 to 7 tiles wide.
  • Beta 19 - Power generation was buffed by 15%, from max. 3000W.
  • Version/1.1.0 - Fix: Wind turbines register no wind during windy storm.
  • 1.3.3101 - Can now be walked through.
  • 1.3.3117 - Path cost 0 -> 50.
  • 1.4.3555 - Fix: Checkbox cutoff on wind turbine's auto-cut settings tab.