Wind Turbine

Wind Turbine

alaindustrial:wind_mill
GeneratorsLVImplementedtier-lvenergywind

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.

WhatValue
Internal buffer4000 EU/FE
Outputup to 32 EU/FE/t (LV)
Realistic output0–8 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 / weatherOutput
At or below sea level0 (useless on the ground)
y ≈ 1001 EU/FE/t
y ≈ 1272 EU/FE/t
y ≈ 1753 EU/FE/t
y 183–193 (under the clouds)4 EU/FE/t — the maximum, eleven heights in all
y ≈ 2102 EU/FE/t
y ≥ 2480 (the air is too thin)
…in rain×1.5
…in a thunderstorm×2
Overall cap8 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:

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

SlotTakesCount
RotorWooden Rotor (required — no rotor, no generation)1
Chipevolution chip (solar/lunar) — starts the evolution1

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.

WhatValue
Toolpickaxe
Keeps charge on breakyes

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

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:

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.

TierSky branch (altitude)Tempest branch (storm)
T1Wind Turbine (neutral)Wind Turbine (neutral)
T2Sky MillTempest Mill

Wear warning

When the rotor's remaining durability falls below the threshold - the smaller of 10% of its current max and 120 points - a running wind mill creaks now and then and puffs smoke from the hub of the blade disc; the less is left, the more often, and over the last few percent the smoke gets heavier. So the wear is noticeable on the way to the tower. A new or barely worn rotor, an empty slot and a stopped mill (no wind, no open sky, blocked blades) stay silent. The threshold is taken from the current max, so a repair at the bench ends the warning. A mute chip silences the creak; the smoke stays. The threshold, the window and the pauses are knobs wornComponentCue* (generators section); the lightning rod does not do this.

Crafting

Shaped Crafting
Any Copper Ingot
Any Planks
Any Copper Ingot
Copper Cable
Wooden Gear
Copper Cable
Any Copper Ingot
Any Planks
Any Copper Ingot
Crafting Table
▶
Wind Turbine
Wind Turbine