Wind Turbine
alaindustrial:wind_mill
Summary
The Wind Turbine makes EU/FE from the wind — no fuel, no sun, just altitude and weather. Build it high and it pays off; build it on the ground and it does almost nothing. It rewards players who climb a tower and don't mind a storm.
To run, it needs three things: a Wooden Rotor in its slot, open sky above, and clear space around the blades. The worse the weather, the more power it makes.
Mini-example: a turbine in the narrow band under the clouds (y 183–193) → 4 EU/FE/t on a clear day and 8 EU/FE/t in a thunderstorm. Lower down it drops off sharply: at y ≈ 128 you only get 2 EU/FE/t.
Energy
The turbine only produces power — it never takes any in. It holds up to 4000 EU/FE inside and sends it out on an LV line.
| What | Value |
|---|---|
| Internal buffer | 4000 EU/FE |
| Output | up to 32 EU/FE/t (LV) |
| Realistic output | 0–8 EU/FE/t (altitude × weather) |
Energy comes out only from the back face. Connect your cable to the turbine's back wall — the other sides output nothing.
Generation
The closer to the clouds and the worse the weather, the more power. The wind does not strengthen forever: the strongest air runs right at the cloud deck (y ≈ 192), and above it the air thins out and the wind dies away. The weather multiplies the result.
| Altitude / weather | Output |
|---|---|
| At or below sea level | 0 (useless on the ground) |
| y ≈ 100 | 1 EU/FE/t |
| y ≈ 127 | 2 EU/FE/t |
| y ≈ 175 | 3 EU/FE/t |
| y 183–193 (under the clouds) | 4 EU/FE/t — the maximum, eleven heights in all |
| y ≈ 210 | 2 EU/FE/t |
| y ≥ 248 | 0 (the air is too thin) |
| …in rain | ×1.5 |
| …in a thunderstorm | ×2 |
| Overall cap | 8 EU/FE/t |
So a turbine in the narrow band under the clouds makes 4 EU/FE/t clear, 6 EU/FE/t in rain, 8 EU/FE/t in a storm — but it is easy to miss: twenty blocks lower or higher it is already weaker, and roofed, with blocked blades, or pushed to the world ceiling it stops altogether.
Where exactly to put that tower is what the Wind Gauge is for: it reads the same wind curve and reports it in km/h before you build.
If something's wrong, the screen says so in plain words: "no rotor", "roofed", "blocked", "interference" or "calm". When it's actually generating, the gear indicator lights up.
Blade clearance
The blades spin in the block in front of the turbine and need room around them. Keep these clear: the block in front, one block to each side, and the three blocks directly below (a little pit). If anything solid is there, the turbine shows "blocked" and stops.
"Clear" means air, grass, flowers, saplings or snow — anything you could place a block into. Stone, glass, leaves, fences, slabs or the turbine's own support pillar all count as blocked. You don't need to check the air above the blades — a roof is caught separately by the open-sky check.
Placing several turbines
Simple spacing rules so the blades don't collide:
Same direction, side by side: leave 1 block of air between them, or both stop. Back to back: can sit right next to each other. Face to face: need at least 2 blocks between them.
When two turbines interfere, both stop, no exceptions. A neighbour with no rotor causes no trouble — but the moment you put a rotor in it, a running turbine next door stops too.
Inventory
| Slot | Takes | Count |
|---|---|---|
| Rotor | Wooden Rotor (required — no rotor, no generation) | 1 |
| Chip | evolution chip (solar/lunar) — starts the evolution | 1 |
Interface
The screen shows the energy bar (with exact EU/FE on hover), current output, the working mode, the rotor slot in the centre, the chip slot on the right, evolution progress at the bottom and a status indicator on top.
Block Properties
An ordinary solid block, placed facing the player. Any pickaxe breaks it, and it keeps its charge when broken.
| What | Value |
|---|---|
| Tool | pickaxe |
| Keeps charge on break | yes |
Sound
While the rotor spins, the wind mill softly rustles its sails in the wind — the loop (pattern C, 0.22, fixed 12-block range). It falls silent in calm weather, under a roof, on a neighbouring rotor's interference, or with no rotor installed.
Recipes
Wind Turbine — copper ingots in the corners, planks top and bottom, copper cable on the sides, a wooden gear in the centre. Wooden Rotor (required to run) — planks in the corners, iron ingots top and bottom, copper cable on the sides, a wooden gear in the centre.
Progression
The basic turbine is the neutral tier-1 form. Drop in an evolution chip (the same one solar panels use) and let it run under open sky with a rotor in, and it turns into a stronger version, keeping its stored energy:
Solar Evolution Chip → Sky branch: stronger at altitude → Sky Mill. Lunar Evolution Chip → Tempest branch: stronger in bad weather → Tempest Mill.
Expect roughly a day and a half (~28 real minutes). Evolution is weather-independent: the chip keeps accruing progress in any weather, as long as there's open sky above the mill, the blades are clear and the rotor is installed — so, unlike the solar panel, the wind mill evolves at night and in the rain alike.
| Tier | Sky branch (altitude) | Tempest branch (storm) |
|---|---|---|
| T1 | Wind Turbine (neutral) | Wind Turbine (neutral) |
| T2 | Sky Mill | Tempest Mill |
Related
Component Repair Bench — restores a worn rotor for one item and some EU/FE; every repair lowers its durability ceiling, and there are four of them. Sky Mill — T2 sky evolution branch. Tempest Mill — T2 tempest evolution branch. Solar Panel — shares its evolution chips with the turbine. Battery Box · Copper Cable
Crafting
Shaped Crafting
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Wind Turbine