Difference between revisions of "Wind turbine"

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==Analysis==
 
==Analysis==
Wind turbines are rather inconsistent for power - they might lose power midway through a work bill. However, this problem is mitigated almost entirely by installing [[Battery|batteries]]. With batteries, wind becomes a 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. Wind turbines also have the advantage of requiring no [[research]] past Electricity, the only renewable (maintenance-free) energy source available from the start.
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Wind turbines are rather inconsistent for power - they might lose power midway through a work bill. However, this problem is mitigated almost entirely by installing [[batteries]]. With batteries, wind becomes a 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. Wind turbines also have the advantage of requiring no [[research]] past Electricity, the only renewable (maintenance-free) energy source available from the start.
  
 
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 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.  

Revision as of 05:21, 21 November 2022

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.

Wind turbines can be constructed once the Electricity research project has been completed. They require Steel 100 Steel, Component 2 Components, 3,300 ticks (55 secs) of work, and a Construction skill of 4.

Wind turbine may break... Replacement of broken components will cost 1 component and 0 ticks (0 secs). The replacement can be botched like with construction...

Wind turbines are not subject to deterioration.

Summary

Wind turbines generate a variable amount of power base on the current wind speed, which in turn is based on ranges set by the current Weather. It produces a wattage directly proportional to the windspeed, with an output 2300W at 100% wind speed up to a maximum of 3450W at the maximum 150% windspeed. Wind direction is not a factor, so orientation of the turbines doesn't matter; they will spin equally well in any direction.

Conduit-free zone

Wind turbine can power power consumers without power conduit(s).

Colonists can build wind turbines without gaps between them to save resources on power conduits. See Fig. 1 below if this point isn't clear.

Batteries and wind turbines can be placed without gaps between them to save resources on power conduits. Batteries should be placed outside exclusion zone (read below).

Lines are visual guides which can be observed when building a copy of some power consumers. The yellow line means that the consumer is within reach of the wind turbine. No lines means that this power consumer should be powered with other means like another battery or via power conduit or with another generator. Pink line means...

Exclusion zone

The wind turbine's exclusion zone (7ˣ18 white rectangle) is visible when the turbine is selected; and when placing the wind turbine blueprint. It is vital to the wind turbine's function to keep the exclusion zone free from trees, mountains, buildings, roofs, and other tall constructions. The turbine's information window (inspection pane) will list any obstructions in its exclusion zone. Each tile that has an obstruction reduces the turbine's output by 20%, meaning that with five obstructed tiles the power outputs drops to 0W. Solar generators or Growing zone (that are not set to grow trees) can be placed in the exclusion zone without blocking the turbine. In fact, this setup is an efficient use of space and prevents wild trees from growing in the obstructing the zone. Another option to prevent trees from growing is to construct some type of flooring there.

The exclusion zone of several turbines may overlap. As long as one turbine itself doesn't end up in the exclusion zone of another, they will work optimally.

Low-lying objects can be placed in the exclusion zone without hindering the turbine's operation. The following objects block wind turbines however:

Wind speed

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

Wind turbines are rather inconsistent for power - they might lose power midway through a work bill. However, this problem is mitigated almost entirely by installing batteries. With batteries, wind becomes a 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. Wind turbines also have the advantage of requiring no research past Electricity, the only renewable (maintenance-free) energy source available from the start.

Their 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.

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

Tips

  1. Colonists can construct flooring over terrains with <30% Fertility in order to prevent plants from growing. Non-flammable floors will also help against wildfires.
  2. 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

Version history

  • 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.
  • 1.3.3101 - can now be walked through.
  • 1.3.3117 - Path cost 0 -> 50.