Difference between revisions of "Wind turbine"
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{{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 = Building | + | | type = Building |
− | |type2 = Power | + | | type2 = Power |
− | |placeable = true | + | | placeable = true |
− | |path cost = 50 | + | | path cost = 50 |
− | |passability = pass through only | + | | passability = pass through only |
− | |blockswind = true | + | | blockswind = true |
− | |cover = 0.5 | + | | cover = 0.5 |
− | |minifiable = false | + | | minifiable = false |
− | |size = 7 ˣ 2 | + | | size = 7 ˣ 2 |
− | |flammability = 0.5 | + | | flammability = 0.5 |
− | |hp = 150 | + | | hp = 150 |
− | |beauty = -12 | + | | beauty = -12 |
− | |power = 2300 | + | | power = 2300 |
− | |terrain affordance = heavy | + | | terrain affordance = heavy |
− | |research = electricity | + | | research = electricity |
− | |skill 1 = Construction | + | | skill 1 = Construction |
− | |skill 1 level = 4 | + | | skill 1 level = 4 |
− | |work to make = 3300 | + | | work to make = 3300 |
− | |resource 1 = Steel | + | | resource 1 = Steel |
− | |resource 1 amount = 100 | + | | resource 1 amount = 100 |
− | |resource 2 = Component | + | | resource 2 = Component |
− | |resource 2 amount = 2 | + | | resource 2 amount = 2 |
}} | }} | ||
{{Info|'''Wind turbines''' generate a variable amount of [[power]] directly proportional to the wind speed.}} | {{Info|'''Wind turbines''' generate a variable amount of [[power]] directly proportional to the wind speed.}} | ||
− | ==Acquisition== | + | == Acquisition == |
− | + | {{Acquisition}} | |
== Summary == | == Summary == | ||
− | Wind turbines generate a variable amount of power | + | {{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. | ||
− | Like all generators, each tile of a wind turbine counts as a [[power conduit]]. | + | 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 === | === 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. | 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 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 | + | 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: | The following objects block wind turbines, and are ''not'' low-lying: | ||
{{#ask:[[Blocks Wind::true]]|format=ul|class=ul-column-width-100|limit=100}} | {{#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 === | === Wind speed === | ||
Line 110: | Line 113: | ||
<references/> | <references/> | ||
− | ==Analysis== | + | == Analysis == |
− | Wind turbines are | + | 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. |
+ | |||
+ | 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. | ||
− | Their 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. | + | 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. | [[Watermill generator]]s and [[geothermal generator]]s offer completely consistent power, but require dedicated research, and can only be built in certain locations. | ||
=== Tips === | === 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. | #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. | ||
Line 128: | Line 132: | ||
== Version history == | == Version history == | ||
− | *[[Version/0.8.657|0.8.657]] - Added | + | * [[Version/0.8.657|0.8.657]] - Added |
− | *Beta 18 - | + | * Beta 18 - Width was increased from 5 to 7 tiles wide. |
− | *Beta 19 - | + | * Beta 19 - Power generation was buffed by 15%, from max. 3000W. |
− | * [[Version/1.3.3101|1.3.3101]] - | + | * [[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/1.3.3117|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:Power]] | [[Category:Power]] |
Latest revision as of 12:48, 27 September 2024
Wind turbine
A wind-powered electrical generator. Requires a large clear space in front and behind for optimal air flow.
Base Stats
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)
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 100 Steel, 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]
This section is a stub. You can help RimWorld Wiki by expanding it. 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 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:
- Ancient cryptosleep pod
- Anima tree
- Bamboo tree
- Battery
- Biosculpter pod
- Birch tree
- Cecropia tree
- Chemfuel powered generator
- Climate adjuster
- Cocoa tree
- Collapsed rocks
- Comms console
- Compacted machinery
- Compacted plasteel
- Compacted steel
- Count-down activator
- Crashed mechanitor ship
- Crashed ship parts
- Cryptosleep casket
- Cypress tree
- Defoliator
- Drago tree
- EMI dynamo
- Fleshmass spitter
- Gauranlen tree
- Geothermal generator
- Gibbet cage
- Granite
- Harbinger tree
- Heater
- Jade (ore)
- Limestone
- Maple tree
- Marble
- Mech assembler
- Mech capsule
- Mech drop beacon
- Mech high-shield
- Mech low-shield
- Mech node
- Megascarab cocoon
- Megaspider cocoon
- Noctolith
- Nutrient paste dispenser
- Oak tree
- Palm tree
- Pine tree
- Poplar tree
- Proximity activator
- Psychic droner
- Psychic suppressor
- Roof
- Saguaro cactus
- Sandstone
- Sarcophagus
- Sensor cluster
- Ship chunk
- Ship computer core
- Ship cryptosleep casket
- Ship engine
- Ship reactor
- Ship structural beam
- Silver ore
- Skullspike
- Slate
- Smoke spewer
- Smoothed granite
- Smoothed limestone
- Smoothed marble
- Smoothed sandstone
- Smoothed slate
- Spelopede cocoon
- Sun blocker
- Sun lamp
- Teak tree
- Timbershroom
- Toxic spewer
- Unstable power cell
- Uranium ore
- Void monolith
- Wall
- Wastepack atomizer
- Watermill generator
- Weather controller
- Willow tree
- Wind turbine
- Wood-fired generator
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 | 0 °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 |
- ↑ 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 controllers, 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]
- 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.