Note: Please delete your configuration file when updating to 0.7 as the new energy system uses different values and variables.
This mod adds four tiers of wind turbines based on Thermal Expansion's machine frames (basic, hardened, reinforced, and resonant) with increasing RF generation and internal storage. The exact RF/t varies depends on altitude, space around the block, and the efficiency of the attached rotor, with the turbine producing no energy at all at a height of 60 blocks or below, and producing maximum energy at an altitude of 100 blocks or more. The turbine also needs space for the air to flow, and so placing blocks in direct line (a 3x3 tunnel) of the rotor (closer than 10 blocks) will also reduce the turbines effectiveness. Weather also alters the effectiveness, with harsh weather conditions increasing the RF/t. The rotor can also be turned by hand to produce energy at a reduced rate.
By default the a maximum of 40 RF/t is assumed to be collected from the wind. This is then multiplied by an efficiency depending on the quality of the windmill as follows
- Basic - Efficiency factor of 0.1 and stores 16 000 RF
- Hardened - Efficiency factor of 0.3 and stores 32 000 RF
- Reinforced - Efficiency factor of 0.6 and stores 48 000 RF
- Resonant - Efficiency factor of 0.9 and stores 64 000 RF
Likewise the rotors have associated efficiency values which are
- Iron Rotor - 0.625
- Electrum/Gold Rotor -0.75
- Signalum/Nether Rotor - 0.875
- Enderium/Diamond Rotor - 1.0
- By Hand - 0.4
Placing Windmills
To create a windmill, first place the windmill block and then right click it with the rotor item to attach the rotor to the windmill on the side you clicked. Breaking the windmill will also drop the rotor, but breaking the rotor will not break the windmill, so swapping out rotors is easy.
Sneak-right clicking on a wind turbine will report its current (and maximum) energy storage as well as the amount of RF generated per tick (as of v0.41), and sneak-right clicking with a Buildcraft-compatible wrench will instantly drop the block with its storage intact.
Holding right-click on a rotor that is not producing RF will cause it to rotate at a slower rate, but still produce energy. This way you can use the windmills as makeshift (albeit expensive) dynamos. The height, air flow, and weather will not affect the generation values, but the efficiencies of the rotor and windmill will due to internal friction etc.
Textures
By default the rotors will take on the appearance of whatever material was used to make them, and the turbine blocks will also change texture depending on their material. You can disable this feature using the config file, and force the rotors to always display as the iron texture.
Requirements
Whilst this mod is designed to work with Thermal Expansion, it isn't necessary and the mod will work perfectly well without, albeit with different recipes to compensate for the lack of machine parts. Thermal Foundation isn't actually necessary either, although both are recommended.
Usage
The code is licensed under the GPL and I'm by no means a Java dev so feel free to fork. If you find any bugs or have feature/enhancement requests please submit an issue.
Modpacks
Use this in whatever modpack you want, no need to ask!
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Did somebody make a 1.12.2 port or do I have to do it myself...
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Needs a update....
Also can someone please make a block based Megalithic Weapons mod?
Any 1.10.2 plans?
Can you change the height to be lower via configs? wanting to add this to a skyblock pack im making :)
Not right now I'm afraid, good idea though. I've opened an issue on Github and marked it for the next release, so it'll be added then.
Until then you'll have to download the source, modify the heights to what you need, and build the jar yourself. They're defined in TileEntityWindmillBlock.java if you're interested in taking that route.
Thanks friend :)
Is this still being updated?
Looks like the last update was a few months ago. You can track it here on github! The dev most likely is just busy with irl stuff as we often run into.
Yeah, probably.
I'm sure if you contact them via github you'll get a quicker reply, curse tends to relay stuff a lot slower even with notifications toggled on. At least I have trouble receiving them..anyways, best of luck I'll shoot 'em a PM too : ]
It hasn't been abandoned, just on hold until I find the time and sufficient confidence that any changes I add will actually be improvements. I'm happy with where this mod is, I don't want to mess it up.
If Thermal Expansion ever updates to 1.8+ though then I'll update too ASAP, but until then development will continue when I'm not busy with uni.
Fair enough. I'm sure TeamCoFH will update to 1.8 soon (hopefully) I'd be a little confused if they didn't. there is already lots of mods for 1.8 stable right now! I wish Engineer's Toolbox would update to 1.7/1.8 but I think it's stuck in 1.6 :c (edit: Looks like it is updating, it's just in beta rn..)
Okay, then.
Nice mod!
But why if you connect cable on the opposite side of rotor, the rotor stops moving at all?
And my little wish to let windmill block to have custom texture like carpenter's blocks. Thanks
The tiers are pretty unbalanced. At the stage of the game when you have lumium and enderium you don't bother with block that is THAT expensive and only producing 54 RF/t (top tier both windmill and rotor at Y=120 at mid-day clear weather) . For comparison: top tier Thermal Expension machine with upgrades consumes several hundreds RF/t ...
Crash on latest version (1.7.10-0.7a) when I break the rotor.
What is the error message? Also was the rotor attached to a windmill block or was it by itself, and what were you using to break the rotor?
I can't seem to replicate it, so any additional information would be appreciated!
This sounds awesome! I had an idea very similar to this mod, and I just happened to be looking around and someone beat me to it! Can't wait to check it out though!