Difference between revisions of "Wind turbine"

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(Corrected spelling of billiard, and added graves as another item that won't block wind power.)
(Deleted text about pathing. Tried to reproduce pathing behavior, but found that a wind turbine's zone does not increase path cost.)
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Wind turbines are perhaps the most efficient source of power in the game thanks to their incredibly high max output and ability to operate at some capacity 24/7. It is perfectly possible to run a stable base using only wind turbines and [[Battery|batteries]] since there are no wind related disasters like the [[Solar generator]]'s Eclipse.
 
Wind turbines are perhaps the most efficient source of power in the game thanks to their incredibly high max output and ability to operate at some capacity 24/7. It is perfectly possible to run a stable base using only wind turbines and [[Battery|batteries]] since there are no wind related disasters like the [[Solar generator]]'s Eclipse.
 
Despite its open air appearance, the Wind Turbine will completely block pathing across its 2 by 5 tiles footprint. Be careful of placing too many turbines directly adjacent to each other as they may get in the way of your colonists.
 
  
 
Some things that may surprise you that dont block wind: solarpanels, tv's, doors, billiard table, graves
 
Some things that may surprise you that dont block wind: solarpanels, tv's, doors, billiard table, graves

Revision as of 23:27, 23 October 2016

{{Template:TNTN|building| |name = Wind Turbine |image = Wind_Power.png |description = A wind-powered electrical generator. Requires a large clear space in front and behind for optimal air flow. |type = Buildings|Buildings |type2 = Power|Power |placeable = y |size = |hp = |power = + 3000 |buy = Steel 100 |sell = Steel 50 |beauty = -12 }} The wind turbine produces a variable amount of power up to 3000W based on the current wind speed (for wind conditions see Weather). When placing it to be constructed it shows an exclusion zone outlined in white. It is vital to the Wind Turbine's function to keep the exclusion zone free from trees, buildings, roofs, and other tall constructions. The turbine's information window will list any objects in its exclusion zone and its power output will reduced (starting at -600W max for the first obstacle) eventually shutting down the turbine entirely. It is perfectly fine to fill the area with Solar generators or farming plots (that are not set to grow trees), and it is in fact a recommended strategy to maximize the use of space and prevent wild trees from obstructing the zone.

Wind turbines are perhaps the most efficient source of power in the game thanks to their incredibly high max output and ability to operate at some capacity 24/7. It is perfectly possible to run a stable base using only wind turbines and batteries since there are no wind related disasters like the Solar generator's Eclipse.

Some things that may surprise you that dont block wind: solarpanels, tv's, doors, billiard table, graves


List of Known Obstructions

These objects are known to cause obstruction of a wind turbine:

  • Tree
  • Impassable object (can not walk over/through)
  • Roof