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== Summary ==
 
== Summary ==
{{Stub|section=1|reason=Details on autocutting}}
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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 [[Environment#Weather|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.
Wind turbines generate a variable amount of power based on the current wind speed, which in turn is based on ranges set by the current [[Environment#Weather|Weather]]. The wattage is 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]]. Turbines directly adjacent to each other will connect (see Fig. 1), and appliances within 6 tiles can connect to any tile of a turbine
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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 ===  
 
=== 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 itself isn't in any of the zones.
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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 generator]]s and [[shelf|shelves]] can be placed without hindering the turbine's operation, and are an efficient use of space. [[Growing zone]]s (if not set to trees) or artificial [[floors|flooring]] can also be used to prevent wild trees from growing.
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Low-lying objects like [[solar generator]]s can be placed without hindering the turbine's operation, and are an efficient use of space. [[Growing zone]]s (if not set to trees) or artifical [[floors|flooring]] can also be used to prevent wild trees from growing.
  
 
The following objects block wind turbines, and are ''not'' low-lying:
 
The following objects block wind turbines, and are ''not'' low-lying:
 
{{#ask:[[Blocks Wind::true]]|format=ul|class=ul-column-width-100|limit=100}}
 
{{#ask:[[Blocks Wind::true]]|format=ul|class=ul-column-width-100|limit=100}}
 
[[File:Wind_exclusion.png|500px|thumb|center|2 turbines unobstructed. The [[solar generator]] does not block the turbines.]]
 
  
 
=== Wind speed ===
 
=== Wind speed ===
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==Analysis==
 
==Analysis==
Wind turbines are a renewable (i.e, maintenance-free) source of energy, and have the advantage of requiring no [[research]] past Electricity. Both [[wood-fired generator]]s and [[chemfuel generator]]s will constantly require a source of fuel.
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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 [[Environment#Daylight timing and latitude|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 controller]]s{{RoyaltyIcon}}, 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.
 
 
Wind itself is fairly inconsistent in terms of power, but this problem can be mitigated by installing [[batteries]] (which require some research). With a battery, wind becomes a somewhat stable energy source, working [[Environment#Daylight timing and latitude|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 controller]]s{{RoyaltyIcon}}, can reduce it. Note that, even with batteries, the exact power average can be unstable.
 
  
Their other main drawback is the space requirement - a need for a large, open area clear of [[trees]], mountains, [[buildings]], [[roof]]s 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. The empty space can also be used to house short objects that won't block the wind. One option is solar generators, although this creates a risk of having a large amount of power generated in one space that needs to be properly protected. Solar generators also don't fit fully in the space of turbines, which makes land for trees to sprout and block the wind. Another empty space item is crops. Regardless of height, no crop will block the wind, and pawns will automatically cut trees in growing zones. Crops can however catch fire if a turbine is destroyed, creating the risk of food loss, and they may need to be planted in [[Plants#Fertility|bad soil]] to fit with turbine placement.
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Their main drawback is the space requirement - a need for a large, open area clear of [[trees]], mountains, [[buildings]], [[roof]]s 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 generator]]s and [[geothermal generator]]s offer completely consistent power, but require dedicated research, and can only be built in certain locations.
 
[[Watermill generator]]s and [[geothermal generator]]s offer completely consistent power, but require dedicated research, and can only be built in certain locations.
  
 
=== Tips ===
 
=== Tips ===
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# Colonists can construct [[floor]]ing over [[Environment#Terrain|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.
 
#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.
  
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== Version history ==
 
== Version history ==
* [[Version/0.8.657|0.8.657]] - Added
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*[[Version/0.8.657|0.8.657]] - Added
* Beta 18 - Width was increased from 5 to 7 tiles wide.
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*Beta 18 - width was increased from 5 to 7 tiles wide.
* Beta 19 - Power generation was buffed by 15%, from max. 3000W.
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*Beta 19 - power generation was buffed by 15%, from max. 3000W.
* [[Version/1.1.0]] - Fix: Wind turbines register no wind during windy storm.
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* [[Version/1.3.3101|1.3.3101]] - can now be walked through.
* [[Version/1.3.3101|1.3.3101]] - Can now be walked through.
 
 
* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 50.
 
* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 50.
* [[Version/1.4.3555|1.4.3555]] - Fix: Checkbox cutoff on wind turbine's auto-cut settings tab.
 
  
 
{{nav|power|wide}}
 
{{nav|power|wide}}
 
[[Category:Power]]
 
[[Category:Power]]

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