Timberborn Wiki

Building

Wind Turbine

power

The Wind Turbine is a power generation building exclusive to the Folktails faction, requiring 500 Science Points to unlock. It harnesses wind energy to produce variable amounts of horsepower without needing any workers or fuel. The turbine's output fluctuates based on current wind conditions, ranging from 0 horsepower during calm periods to its maximum during strong gusts. Its footprint is cleverly designed: only 1x1 at the base, expanding to 3x3 at the top where the blades spin, allowing it to be built in relatively tight spaces as long as the upper area is clear.

The variable nature of wind power makes the Wind Turbine both a blessing and a challenge for colony planning. Unlike Water Wheels, which lose power only during droughts, Wind Turbines can fluctuate at any time based on the map's wind patterns. This unpredictability means they work best as supplemental generators rather than primary power sources. Pairing them with Water Wheels for dual-source coverage, or connecting them to a Gravity Battery to store excess energy during windy periods, helps smooth out the peaks and valleys of wind-based generation.

The Wind Turbine's greatest advantage is its complete independence from both beaver labor and consumable resources. Once built, it generates power indefinitely with no ongoing costs, freeing up beavers for other tasks. For Folktails players managing large colonies with tight labor budgets, a cluster of Wind Turbines on an exposed hilltop can provide meaningful baseline power. The Wind Gauge decoration building can help satisfy beavers' curiosity about wind conditions while complementing the visual theme of a wind-powered settlement. For even greater output, players can invest in the Large Wind Turbine.

Details

CategoryPower
FactionFolktails
Science Cost500

Footprint

β€”
Power Source TypeWind
Is StackableNo
NoindexNo

Construction Costs

None

Guides & Articles

Quick Facts

Type
Building
Confidence
High
Verified
Mar 18, 2026

Sources

timberborn.wiki.gg