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 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 100 Steel, 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
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. |
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:
- Bridges
- Chunks
- Doors
- Graves
- Mini-turrets
- Pod launchers
- Sandbags
- Spike traps
- Horseshoes pins
- Snowmen
- Solar generators
- Ground-penetrating scanners
- Fences
Interaction with Zones
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
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% |
- ↑ Can continue even if the temperature exits the appropriate range, once started.
Tips
- Colonists can build wind turbines without gaps between them this may save resources on power conduits.
- 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.
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.