Component efficiency in power production: Wind turbine vs Solar vs Geothermal

Started by Chibiabos, April 23, 2016, 01:56:52 AM

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Chibiabos

There are some really adept data processors whom play games like Rimworld and perhaps some could do some experiments and research this.  I have a difficult time envisioning how to accurately capture the overall power production rate of wind turbines and solar panels which are non-constant.  I haven't really done in-depth experimentation on this, so bear that in mind with this post.

Wind turbines generate a max of 3000W and require 100 Steel and 2 Components to build.  I rarely see them at max ... arbitrarily (again, could someone do research to find out their overall average?)  I'll say an average of one-third this -- 1000W.

Solar panels generate a max of 1700W and require 100 Steel and /3/ components ... they only generate during the day, and of course eclipses and lattitude and season affect how much of the day they produce full output (at some lattitudes almost never).  This would be harder to research since it varies by lattitude, but maybe someone out there already has?  I'll say an average of one-third -- around 570W.

Geothermal requires 250 Steel and 8 Components, and produces a constant 3600W.

Like some other players, I find myself hurting for components a bit :/  Not only do I need them to build things like power generators and coolers, but they eventually get consumed repairing broken-down machines ... so I'm starting to think more in terms of component efficiency, which is why I made this post -- which power generators give you the most power-bang for the buck?

Dividing this out, I get:
Wind turbines - 1000W / 2 components = 500 Watts per Component
Solar Generators - 570W / 3 components = 190 Watts per Component
Geothermal Generators - 3600W / 8 components = 450 Watts per Component

In terms of pure construction costs, Wind Turbines would seem to win here.  However, I think in the long run that may not be the case -- I don't know how component breakdown works; its probably based on some random chance.  I'm not sure, but I think repairing any machine that requires components to build requires one component -- if this is the case, Geothermal would seem to be optimal in the long run, since (if the chance of breakdown is equal for all machines) one component to occasionally repair 3600W of power generators versus wind would require (with my arbitrary one-third max assumption) one component to occasionally repair every 1000W of power generators, or 3.6 times the maintenance-component-consumption rate of Geothermal.

If my assumptions above are close, then solar would seem to be a big loser overall and should never be built.  This is a genuine surprise to me, and I hope stalward Rimworld gameplay researchers out there can disprove my thought on this.  Until I hear otherwise, though, I'm going to cease trying to build Solar to get the most bang out of limited components, rely on wind until I research Geothermal.
Proud supporter of Rimworld since α7 (October 2014)!

Aristocat

It seems wind turbines generate most power in rain so I'd say wind turbine is best in humid areas such as jungle. Not sure some areas has longer day?

One thing to note is that you cannot build most thing under wind turbines, except solar generators and small things like chair or farm, so solar still hold some merit for space efficiency.

Shabazza

Wind turbines would give you the most bang for your buck, if they were consistent.
But you also need to store that energy for wind-less periods. Same for solars, but they are more predictable.
So you would need to factor in the average energy harvest per meaningful period of time as well as components needed for batteries too.
The geothermal wins this race, since it's a one-time investment and gives the most output 24/7 without any need to store the energy and without the risk of "Zzzzztt"s.
I always try to utilize every steam geyser I can. It will pay off for sure.
The solar also has a pretty much guaranteed power harvest. So for me it's on rank 2.
The wind turbine can output more peak power on windy days, but it's totally unpredictable how the average energy harvest will turn out each day.
Would be interesting to monitor it's average over a longer period of time in certain biomes to get a good idea of it's real worth.
Without that knowledge, I'd rather spent my components on solars than wind turbines.

The fueled generator also needs 2 components for 1000 W of power, but I seriously did not yet try to calculate it's component efficiency.
All that work you need form a colonist to get that wood is not easily calculated, I guess.
But I'd assume it has a pretty good efficiency, because it also runs 24/7 with a resonable fuel consumation.
A can run 5 of them with a 15x15 patch of cottonwood/poplar trees with just the need to replant, harvest and haul the logs every 15 days.
So it's probably worth to evaluate this generator too.

b0rsuk

Geothermal requires 400 steel and 8 components, not 250.

Fueled Generator - 1000W, 100 steel, 2 components. No events other than breakdown hamper it, works at night, unaffected by weather. It's great except in scarce biomes (tundra, desert, ice sheet).

Space used: 3x3 solar, 2x2 fueled, 2x5 wind + LOTS (6 behind, 10 in front), 6x6 geothermal.

As you see, fueled generators are reliable, efficient, and use little space. I can see myself buying wood for them on ice sheet once trade ship occurence is restored. I have them in a room with wood stockpile, they don't ignite the wood even when they break down. They don't need to be refuelled more often than a stove, at least it feels this way. They work during solar flare, but no other devices do.

Wind turbines need lots of free space in front and behind them. These can contain water, sandbags, stockpiles, growing zones, solar generators, and can overlap with 'personal' space of other turbines. Wind turbines are nice in biomes with little vegetation, because you don't have to keep cutting those trees or spend resources on floors.

makapse

solar output is about half their max on avg over a year but the latitude change forces them to be very seasonal like max in summer day and 400 in summer night and 1100 in winter day and nothing in winter night. Due to the lack of wood in ice sheet i prefer geothermal as primary and wind turbines as secondary backup else fueled might compete for a spot there too

koisama

Solar can work when there's no wind and vice versa. If you use both, you will have more or less constant flow of electricity. If you prefer one, you will have to build more batteries, and more generators of the same type because batteries work at 50% efficiency.
And building more batteries means that "Zzzt..." events become even more dangerous.


cultist

In my opinion, the flow of power (hur hur) has changed in A13 - on harder difficulties, you can't just put up one solar generator and survive on that until you can build geothermal generators. Unless you have a pawn stuck to a research table from the second they hit the ground, you will be overwhelmed by raids before you can power a couple turrets reliably.

Shurp

Remember, turrets don't need reliable power.  Turn them off when not in use.  A single battery is enough to power as many turrets as you need for the duration of a battle.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

b0rsuk

I see barely any raids worth mentioning in my game. Two sieges, one sapper. I lost several turrets. I lost one colonist to a pack of revenge deer, and two more got eye scars. Deer are more dangerous than raids.

I'm skilled at building spread out open colonies. I use outer perimeter wall with plenty of doors to pop out and shoot. It also confuses sappers into making idiotic decisions.

I only started using geothermals once I needed to power 6 sunlamps for my devilstrand during toxic fallout. Devilstrand is by no means a matter of life and death, I could have skipped that, roof is enough.

Solar panels are nice for powering sunlamps. You don't have to bother with switches.

Limdood

Wind generators need batteries, thus reducing the power/component ratio to far under a geothermal.  Additionally, the wind will have far more breakdowns for the same amount of power generated.


Aristocat

People seems forget that map contains about only 3 geysers , and it require research, geo' is obviously optimal except you'll probably never have enough geysers or building them is risky.


Arcanus

I think that you seem to be forgetting that you can play on larger or smaller maps.  Which naturally means that the number of geysers can change.  Still, even if you only have 3, the geothermal generators provide constant, reliable power so are always worth it.

Aristocat

Quote from: Arcanus on April 23, 2016, 12:38:18 PM
I think that you seem to be forgetting that you can play on larger or smaller maps.  Which naturally means that the number of geysers can change.  Still, even if you only have 3, the geothermal generators provide constant, reliable power so are always worth it.

I actually realized my map has 6 geysers, but 5 of they are near end of border where enemy spawn so I don't know if it's worth the risk.

Thane

Put walls Around the things (no doors) and most raids will ignore them. You just have to deconstruct a wall segment to repair them.
It is regular practice to install peg legs and dentures on anyone you don't like around here. Think about that.