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 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 Steel 100 Steel, Component 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, or high 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.

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.

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.