Wind turbine

== Acquisition ==
 
== Summary ==
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 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. Note that the "max power output" listed in the infobox claims that W is the maximum under "ideal conditions" - this is incorrect. 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
Generators are temporarily disabled by sources of EMP, with downtime scaling to the EMP damage dealt. During this time, it will not generate any power. Unlike mechanoids, generators do not adapt to EMP and thus can be continuously restunned.
=== 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.
Low-lying objects like solar generators and shelves can be placed without hindering the turbine's operation, and are an efficient use of space. Growing zones (if not set to trees) or artificial flooring can also be used to prevent wild trees from growing.
The following objects block wind turbines, and are not low-lying:
=== Wind speed ===
Label 	Time of year 	Temperature range Can continue even if the temperature exits the appropriate range, once started.	Wind speed 	Wind speed modifier
Clear 	Any 	Any 	None to Moderate 	100%
Fog 	Any 	Any 	None to Calm 	50%
Rain 	Any 	 	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	 	None to Moderate 	150%
Soft snow 	Mainly Winter	 	None to Moderate 	150%
Flashstorm 	Any 	Any 	None to moderate 	None
== 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 generators and chemfuel generators will constantly require a source of fuel.
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 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 controllers, 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, 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. 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 bad soil to fit with turbine placement.
Watermill generators and geothermal generators offer completely consistent power, but require dedicated research, and can only be built in certain locations.
=== Tips ===
#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.
== Gallery ==
File:Wind turbines located adjacent to each other in RimWorld 1.3.3389.jpg|Fig. 1
== 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.
* Version/1.1.0 - Fix: Wind turbines register no wind during windy storm.
* 1.3.3101 - Can now be walked through.
* 1.3.3117 - Path cost 0 -> 50.
* 1.4.3555 - Fix: Checkbox cutoff on wind turbine's auto-cut settings tab.
Category:Power