Wind turbine

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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 turbines generate a variable amount of power based on the current wind speed, based on ranges set by the current Weather. It produces a wattage directly proportional to the wind speed, with an output 2300W at 100% wind speed up to a maximum of 3450W at the maximum 150% wind speed.

Wind direction is not a factor, so orientation of the turbines doesn't matter; they will spin equally well in any direction.

Advantages

It works day and night, compared to a solar generator which only works during the day.

Wind-related disasters are exceptionally rare, unlike the solar generator's eclipse event, and are limited to subsets of other dangers such as Weather controllers.[Fact Check Needed]

Conditional

Not reliable. Wind turbines complemented by batteries can provide a stable supply of power.

Disadvantages

Needs a large open area clear of trees, mountains, buildings, roofs and other tall constructions.

Acquisition

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.

Exclusion Zone

The wind turbine's exclusion zone (7✕18 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%.

Interaction with tall buildings


Solar generators or farming plots (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.

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:

Interaction with Zones

Colonists have two zones where things can be hauled.

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%
  1. Can continue even if the temperature exits the appropriate range, once started.

Tips

  1. Colonists can build wind turbines without gaps between them this may save resources on power conduits. See Fig. 1 below if this point isn't clear.
  2. Colonists can construct flooring over terrains with >0% Fertility in order to prevent plants from growing. This servers two purposes: to keep Exclusion Zone clean and to prevent spread of fire if non-flammable floors were used.

Slideshow

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.