Windmill: Difference between revisions

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rephrased for clarity, added specific power thresholds
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A structure with sufficient height and clearance is needed to accommodate the sails, the power train, and associated equipment e.g. quern, helve hammer, etc. Sails too low to the ground may not receive enough wind speed to generate any wind power, likewise, a structure with insufficient clearance might deter the sails from rotating correctly.  A windmill can be added onto existing structures as long as it meets the previously mentioned qualifications.
A structure with sufficient height and clearance is needed to accommodate the sails, the power train, and associated equipment e.g. quern, helve hammer, etc. Sails too low to the ground may not receive enough wind speed to generate any wind power. Likewise, a structure with insufficient clearance might prevent the sails from rotating freely.  A windmill can be added onto existing structures as long as it meets the previously mentioned qualifications.
A set of sails that barely clears the ground might have problems in winter: sails that hit a block such as snow break, dropping the sails to the ground.  If the player walks through the snow below the rotor before the items despawn, they might recover all of the dropped sails


===Height and Location=== <!--T:13-->
===Height and Location=== <!--T:13-->


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The location and height of the structure can also affect the amount of power generated. On a technical level, wind speed varies from region to region and is linearly interpolated between the 4 nearest weather regions, for a given block location. Windspeed will increase by 1% per block above your world's sea level + 10. So if you have a standard world of 256 height, your sea level will be 110. At Y-level 121, you will get 1% additional wind speed. The maximum bonus is 50%.
The location and height of the structure can also affect the amount of power generated. Windspeed increases 1% per block above sea level + 10, with a maximum bonus of 50% at 60 blocks above sea level. Put another way: Once you get above sea level + 10, each block of elevation adds 1% to your windmill's potential windspeed, to a maximum of 150%.<br>
Conversely, wind speeds below sea level are reduced 50% at 4 blocks below and 66% at 8 blocks below, rapidly decreasing towards 100% reduction. Note that wind speeds will naturally vary at times and there may be no wind at all at other times.  
For a world with default height of 256 blocks, sea level would be Y-level 110. Above Y 120, a windmill starts to get the height bonus: a rotor at Y 121 could reach up to 101% windspeed, and a rotor at Y 170 could reach up to 150% windspeed.<br>
Conversely, wind speeds below sea level are reduced 50% at 4 blocks below and 66% at 8 blocks below, rapidly decreasing towards 100% reduction. <br>
Note that wind speeds naturally vary; at times there may be no wind at all.  If there is zero wind, a tower with 150% ''potential'' windspeed would still produce no power.<br>
On a technical level, wind speed varies from region to region and is linearly interpolated between the 4 nearest weather regions, for a given block location.  


==Materials== <!--T:15-->
==Materials== <!--T:15-->
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The wind-catching part that allows for the generation and harness of wind power. Each set of sails will increase the power output by 25% and require one full block of clearance. If the sails do not have space to move freely, they will break and fall to the ground below.
The wind-catching part that allows for the generation and harness of wind power. Each set of sails will increase the power output by 20% and require one full block of clearance. If the sails do not have space to move freely, they will break and fall to the ground below.


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Sails are constructed in sets, with one set containing four sails, that means each set takes:
Sails are constructed in sets, with one set containing four sails. that means each set takes:


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With the mouse cursor over the rotor, the {{BlockInfo}} will display the current windspeed and potential power output.  One set of sails at 100% windspeed produces 20 kN of power; two sets produce 40 kN, and so on.  But if the windspeed drops to 50%, two sets of sails would produce only 20 kN.  <br>
* A single set of sails (20 kN) can power a quern (slowly) with a strong breeze.
* A single set of sails can power a pulverizer (slowly) with a strong breeze.
* A single set of sails isn't enough to budge a helve hammer at sea level, even with storm-level winds.  2 sets of sails may be barely enough to power a helve hammer slowly, with a strong breeze.  3 sets of sails can get a helve hammer moving with a medium breeze, barely.
More sails doesn't necessarily lead to higher speed.  Rather, more sails can make the difference between getting a machine moving in lower and lower windspeeds.  One way to achieve higher speeds for machines is to "change gears" like a street bicycle.  See {{ll|Mechanical_power#Large_wooden_gear_2|mechanical power}} for details.


===Wooden Axles=== <!--T:47-->
===Wooden Axles=== <!--T:47-->


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Used to transmit the wind power in a straight line. These may be placed vertically or horizontally in any of the cardinal directions.
Used to transmit the wind power in a straight line. These may be placed vertically or horizontally in any of the cardinal directions.  However, a supporting block is often required before an axle can be placed; the support may then be removed.


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{|
{|
| style="width:60px;"|[[File:Wooden_Axle.png|48px]] [[File:Windmill_Rotor.png|48px]]
| style="width:60px;"|[[File:Wooden_Axle.png|48px]] [[File:Windmill_Rotor.png|48px]]
| <translate><!--T:71--> Place one wooden axle on the top or side of the building you’re planning on turning into a windmill. It’s recommended this be the first part you place since it will help keep the rotor suspended outside the building while attaching it to the axle. This suspended rotor will provide the space needed for the sails to rotate adequately.</translate>
| <translate><!--T:71--> Place one wooden axle on the top or side of the building you’re planning on turning into a windmill. It’s recommended this be the first part you place, since it will help keep the rotor suspended outside the building while attaching it to the axle. This suspended rotor will provide the space needed for the sails to rotate.</translate>
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|[[File:Sail.png|48px]]
|[[File:Sail.png|48px]]
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|[[File:Angled_Gears.png|48px]]
|[[File:Angled_Gears.png|48px]]
|<translate><!--T:73--> Once this setup is complete all that’s left is direct the mechanical power where you want it, using axles to extend it, and angled gears to turn in a right angle if need be.</translate>
|<translate><!--T:73--> Once this setup is complete, all that’s left is to direct the mechanical power where you want it, using axles to extend it, and angled gears to turn at a right angle where needed.</translate>
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For power train designs, please see {{ll|Mechanical power|mechanical power}}.
For power train designs, see {{ll|Mechanical power|mechanical power}}.


== Video Tutorials == <!--T:74-->
== Video Tutorials == <!--T:74-->
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