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Notes:
Variation in its previous form is not possible due to how this is programmed, although theoretically possible if there was one property per turbine. Power is calculated per kmph, approximately the same as the old system with minor adjustments due to programming differences. While possibly slower than the original implementation this version is infinitely scalable while the other is not. Also cross surface compatible while i was at it.

@protocol-1903 protocol-1903 changed the title first pass updates, only HAWT 1 has been modified so far wind energy Dec 19, 2025
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TODO: update descriptions and names currently commented out

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also TODO: possibly get rid of the entity hotswapping on place by using placement visualizations

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... hawt mk01 and mk02 are animated in reverse

do with this information what you will

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due to variance not really existing anymore the power generation is just based on the production value on the prototype. peak production with the current wind settings allows (up to) 100x the listed value, as production lists the power produced per kmph windspeed. the old system allowed roughly double the production value at top speed. the production values have been divided by 50 to match the aforementioned changes, although i buffed mk03 and 4 to keep some semblance of progression.

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something to fix after, avoiding now due to merge conflicts: convert solar 2 and 3 to solar panels using stateless visualizations just like vawts

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