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{{Info|'''Wind turbines''' generate a variable amount of [[power]] directly proportional to the wind speed.}} | {{Info|'''Wind turbines''' generate a variable amount of [[power]] directly proportional to the wind speed.}} | ||
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Wind turbines can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. | Wind turbines can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. | ||
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+ | Wind turbine may break... Replacement of broken components will cost 1 component and {{Ticks|0}}. The replacement can be botched like with construction... | ||
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+ | Wind turbines are not subject to [[deterioration]]. | ||
== Summary == | == 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 [[Environment#Weather|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. | |
− | Wind turbines generate a variable amount of power | + | |
+ | === Conduit-free zone === | ||
+ | {{stub|section=1}} | ||
+ | |||
+ | Wind turbine can power [[power consumer]]s without [[power conduit|power conduit(s)]]. | ||
+ | |||
+ | [[Colonist]]s can [[Skills#Construction|build]] wind turbines without gaps between them to save resources on power conduits. See Fig. 1 below if this point isn't clear. | ||
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+ | [[Battery|Batteries]] and wind turbines can be placed without gaps between them to save resources on power conduits. Batteries should be placed outside ''exclusion zone'' (read below). | ||
− | + | Lines are visual guides which can be observed when building a copy of some power consumers. The yellow line means that the consumer is within reach of the wind turbine. No lines means that this power consumer should be powered with other means like another battery or via power conduit or with another generator. Pink line means... | |
− | === Exclusion | + | ===Exclusion Zone=== |
− | The wind turbine's exclusion zone (7ˣ18 white rectangle) is visible when the turbine is selected | + | {{Recode|section=1|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'''}} |
+ | 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 [[floors|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: | |
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− | [[ | + | * [[Bridge]]s |
+ | * [[Debris|Chunks]] | ||
+ | * [[Door]]s | ||
+ | * [[Grave]]s | ||
+ | * [[Mini-turret]]s | ||
+ | * [[Pod launcher]]s | ||
+ | * [[Sandbags]] | ||
+ | * [[Spike trap]]s | ||
+ | * [[Horseshoes pin]]s | ||
+ | * [[Snowman|Snowmen]] | ||
+ | * [[Solar generator]]s | ||
+ | * [[Ground-penetrating scanner]]s | ||
+ | * [[Fence]]s | ||
− | === Wind speed === | + | ===Wind speed=== |
{{Main|Weather}} | {{Main|Weather}} | ||
− | |||
{| class = "wikitable sortable" | {| class = "wikitable sortable" | ||
− | ! Label | + | !Label |
− | ! Time of year | + | !Time of year |
− | ! Temperature range <ref>Can continue even if the temperature exits the appropriate range, once started.</ref> | + | !Temperature range <ref>Can continue even if the temperature exits the appropriate range, once started.</ref> |
− | ! Wind speed | + | !Wind speed |
− | ! Wind speed modifier | + | !Wind speed modifier |
|- | |- | ||
− | | Clear | + | |Clear |
− | | Any | + | |Any |
− | | Any | + | |Any |
− | | None to Moderate | + | |None to Moderate |
− | | 100% | + | |100% |
|- | |- | ||
− | | Fog | + | |Fog |
− | | Any | + | |Any |
− | | Any | + | |Any |
− | | None to Calm | + | |None to Calm |
− | | 50% | + | |50% |
|- | |- | ||
− | | Rain | + | |Rain |
− | | Any | + | |Any |
− | + | |0 - 100°C | |
− | | Calm to Moderate | + | |Calm to Moderate |
− | | 80% | + | |80% |
|- | |- | ||
− | | Dry Thunderstorm | + | |Dry Thunderstorm |
− | | Any | + | |Any |
− | | Any | + | |Any |
− | | Moderate to Extreme | + | |Moderate to Extreme |
− | | 150% | + | |150% |
|- | |- | ||
− | | Rainy Thunderstorm | + | |Rainy Thunderstorm |
− | | Any | + | |Any |
− | | Any | + | |Any |
− | | Moderate to Extreme | + | |Moderate to Extreme |
− | | 150% | + | |150% |
|- | |- | ||
− | | Foggy rain | + | |Foggy rain |
− | | Any | + | |Any |
− | | Any | + | |Any |
− | | None to Calm | + | |None to Calm |
− | | 150% | + | |150% |
|- | |- | ||
− | | Hard snow | + | |Hard snow |
− | | Mainly Winter | + | |Mainly Winter |
− | + | | -270 to -0.5°C | |
− | | None to Moderate | + | |None to Moderate |
− | | 150% | + | |150% |
|- | |- | ||
− | | Soft snow | + | |Soft snow |
− | | Mainly Winter | + | |Mainly Winter |
− | + | | -270 to -0.5°C | |
− | | None to Moderate | + | |None to Moderate |
− | | 150% | + | |150% |
|- | |- | ||
− | | [[Events#Flashstorm|Flashstorm]] | + | |[[Events#Flashstorm|Flashstorm]] |
− | | Any | + | |Any |
− | | Any | + | |Any |
− | | None to moderate | + | |None to moderate |
− | | | + | |100% |
|} | |} | ||
<references/> | <references/> | ||
==Analysis== | ==Analysis== | ||
− | Wind turbines are | + | 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 [[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. |
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− | Their | + | 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 === | ||
+ | # 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 | + | *[[Version/0.8.657|0.8.657]] - Added |
− | * Beta 18 - | + | *Beta 18 - width was increased from 5 to 7 tiles wide. |
− | * Beta 19 - | + | *Beta 19 - power generation was buffed by 15%, from max. 3000W. |
− | + | * [[Version/1.3.3101|1.3.3101]] - can now be walked through. | |
− | * [[Version/1.3.3101|1.3.3101]] - | ||
* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 50. | * [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 50. | ||
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{{nav|power|wide}} | {{nav|power|wide}} | ||
[[Category:Power]] | [[Category:Power]] |