Difference between revisions of "Wind turbine"

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==Analysis==
 
==Analysis==
{{stub|section=1}}
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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 [[Battery|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. And only a small subset of other dangers, like fog or rain [[weather controller]]s, 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.
It works day and night, unlike a [[solar generator]] which only works during the day. Wind turbines complemented by [[Battery|batteries]] can provide a stable supply of power since there wind-related disasters are exceptionally rare, unlike the solar generator's [[Eclipse]] event, and are limited to subsets of other dangers such as [[weather controller]]s. A wind turbine's only real drawback is its need for a large open area clear of [[trees]], mountains, [[buildings]], [[roof]]s and other tall constructions.
 
  
Without batteries it is significantly less useful - a solar generator can be relied on for a set period of the day, but a wind turbine may lose power midway through a bill on a powered table or during surgery under electric lights.
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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.  
  
If a weather controller is deployed against the colony, the presence of wind turbines and the weather type chosen can significantly affect the outcome. If a Thunderstorm or Snow weather type is chosen, it may be beneficial to preserve the weather controller at all costs - the increased windspeed and, more importantly, the significantly improved consistency of wind turns turbines from merely a good source among generators to a [[geothermal generator]] equivalent that you don't need [[steam geyser]]s to build. On the other hand, if the colony is dependant on wind turbines and fog is selected, destroying the controller should be prioritized as it will drastically reduce its output.  
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[[Watermill generator]]s and [[geothermal generator]]s offer consistent power, but require research and can only be built in certain locations.
  
 
=== Tips ===
 
=== Tips ===
 
# [[Colonist]]s can [[Skills#Construction|build]] wind turbines without gaps between them this may save resources on [[power conduit]]s. See Fig. 1 below if this point isn't clear.
 
# [[Colonist]]s can [[Skills#Construction|build]] wind turbines without gaps between them this may save resources on [[power conduit]]s. See Fig. 1 below if this point isn't clear.
# Colonists can [[Work#Construct|construct]] [[Floors|flooring]] over [[Environment#Terrain|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 [[Floors#Table|non-flammable floors]] were used.
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# Colonists can [[Work#Construct|construct]] [[Floors|flooring]] over [[Environment#Terrain|terrains]] with >0% [[Fertility]] in order to prevent [[plants]] from growing. This serves two purposes: to keep Exclusion Zone clean and to prevent spread of [[fire]] if [[Floors#Table|non-flammable floors]] were used.
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#Certain [[weather]] conditions offer a positive modifier to wind. If a [[weather controller]] of those types, like Thundersnow or Snow, is deployed, then it may be in your interest to preserve them.
  
 
== Gallery ==
 
== Gallery ==

Revision as of 21:52, 18 October 2022

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

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, with an output 2300W at 100% wind speed up to a maximum of 3450W at the maximum 150% windspeed. Wind direction is not a factor, so orientation of the turbines doesn't matter; they will spin equally well in any direction.

Exclusion Zone

The wind turbine's exclusion zone (7ˣ18 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%. 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.

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:

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.

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. And only a small subset of other dangers, like fog or rain weather controllers, 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 consistent power, but require research and can only be built in certain locations.

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 serves two purposes: to keep Exclusion Zone clean and to prevent spread of fire if non-flammable floors were used.
  3. Certain weather conditions offer a positive modifier to wind. If a weather controller of those types, like Thundersnow or Snow, 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.