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.
Acquisition
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. They output 2300W at 100% wind speed, and 3450 W at 150% wind speed, the maximum. 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. Colonists can build turbines directly adjacent to each other (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 isn't in it.
Low-lying objects like solar generators can be placed without hindering the turbine's operation. Growing zones (if not set to trees) or artifical flooring can also be used to prevent wild trees from growing. In fact, this setup is an efficient use of space that prevents wild trees from growing in the obstructing the zone.
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
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
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.