Wind turbine
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.
Wind turbines can be constructed once the Electricity research project has been completed. They require 100 Steel, 2 Components, 3,300 ticks (55 secs) of work, and a Construction skill of 4.
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
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
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.
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
This section has been suggested for recoding. Reason: Automate the list of buildings that don't affect the turbine via the Property:Blocks Wind, but only after checking 1) that each thing listed below does not block wind, and 2) checking that those checked pages have Blocks Wind properly set. You can help RimWorld Wiki by improving it. |
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%. 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. These include (but not limit to) the following:
- Bridges
- Chunks
- Doors
- Graves
- Mini-turrets
- Pod launchers
- Sandbags
- Spike traps
- Horseshoes pins
- Snowmen
- Solar generators
- Ground-penetrating scanners
- Fences
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 | 0 - 100°C | 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 to -0.5°C | None to Moderate | 150% |
Soft snow | Mainly Winter | -270 to -0.5°C | None to Moderate | 150% |
Flashstorm | Any | Any | None to moderate | 100% |
- ↑ 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 controllers, 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
- Colonists can construct flooring over terrains with <30% Fertility in order to prevent plants from growing. Non-flammable floors will also help against wildfires.
- 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.