⇐ Index
V-Reactor [V-Power CPACK]
Color key:
Blue involves Play.As.Creeper. Look there for info on how to alter the V-Reactor to be more PAC friendly.
Green involves the “
uncontained V-Grid power” and its effects. This number is the most important number in the V-Power
CPACK and is
THE limiter of what you can do with V-Power as a player.
Any other colors specifically involve an equally as specific “thing” of the V-Reactor that is very worth noticing and mentioning.
The V-Reactor is the core of the V-Grid power network. Without it, the V-Grid does not exist. It will produce 20 energy by default.. very.. default… This number will change a lot from many things. But so long as the V-Reactor exists and is connected to the Rift Lab it WILL produce energy in some manner which includes drawing energy.
Produces 20 energy by default at neutral efficiency, 22.5 with full Energy ERN Port efficiency.
Can have energy production increased by
V-Rods.
Costs 325 Liftic to build.
8 HP.
Adds 25 uncontained V-Grid power, having a maximum tolerance of 40.
The closer the amount of uncontained V-Grid power is to 0, the more efficient the V-Reactor becomes. The further from 0, the less efficient.
V-Reactors when detonating can not damage other V-Reactors because they are equipped to withstand the specific explosion released. However, the explosion of nearby V-Reactor will put the affected V-Reactors out of action and offline for a large amount of time.
When a V-Reactor detonates, it will release dangerous fallout that can be intercepted by Missile Launchers. See Dangerous Properties in this color for more information.
Advanced properties
The V-Reactor experiences various levels of efficiency depending on how much uncontained V-Grid power is within the V-Grid. The closer uncontained V-Grid power is to zero, the more efficient. The further from zero, the less efficient. However, beware of efficiency when going below 0 as efficiency will quickly drop compared to when having more uncontained V-Grid power. To disable this system, set “UCVGP_INFLUANCES_EFFICIENCY” to 0.
The V-Reactor has a massive
UI-description that can tell you everything you need to know for how to manage, maintain, and efficiently use the V-Reactor.
Dangerous properties
Explodes in a meltdown upon critical failure from critical damage that will stun and damage surrounding units (killing anything not extremely tough within the main explosion radius) as well as COMPLETLY vaporizing ALL Creeper in the area. Including Anti-Creeper! Note: The V-Reactor is equipped to perfectly withstand the explosion of nearby V-Reactors, preventing all damage. However, they will be heavily stunned.
Upon detonation, the V-Reactor will release <REDACTED> fallout that is highly dangerous and difficult to nullify via Anti-Air Missile Launchers. Shields however will intercept the fallout but the blast will still go through the shield, making the best case scenario of the fallout hitting the top of the shield and too far away from shielded units to harm them. 5 Missile Launchers can safely deal with a single piece of fallout.
The V-Reactor sustains significant damage when overburdened during a
brownout1), the most of all the V-Buildings.
The V-Reactor experiences overloads from going over the uncontained V-Grid power limit. This will kill the Reactor VERY QUICKLY but doesn't affect the other V-Buildings of the grid. To disable, set “CAN_OVERLOAD” to 0 (1=true, 0=false).
If the uncontained V-Grid power reaches too far below 0, the V-Reactor will eventually begin draining energy instead of producing energy. When the V-Reactor(s) start to drain energy, the V-Grid will begin to meltdown. This meltdown harms ALL V-Buildings but the damage sustained by the V-Buildings is proportionate to the amount of energy being drained by the V-Reactor(s). The more energy being drained and the more V-Reactors, the more damage V-Buildings will take. The amount of damage sustained from a V-Grid meltdown can be many times more than from an overload if you somehow ignorantly get yourself in that much trouble, capable of destroying all V-Buildings in seconds at worst. To disable, set “V_GRID_CAN_MELTDOWN” to 0. This is by far the most non-PAC-friendly part of the V-Reactor as it will destroy the PAC base and it's energy production by having the V-Reactor(s) (and most other V-Buildings) explode and also explode everything around them while they are exploding. All of this from the lack of management of the V-Grid.
V-Grid Operation Hazards Details
During a
brownout from too much energy demand and empty energy storage,
V-Capacitors will be the first to go and typically disconnect many areas and resolve the
brownout by disconnecting the network from what is using so much energy. If the
brownout persists, then
V-Rods will eventually meltdown, and lastly, V-Reactors.
Brownouts can cause the V-Reactor to stall and stop producing energy. This is typically not a major issue but may require intervention to reduce the damage sustained by the brownout.
When
overloading from having over 40
uncontained V-Grid power, all V-Buildings will rapidly sustain damage. The V-Reactor is able to endure
overloading better than all other V-Buildings though the destruction of
V-Rods and
V-Capacitors will only make the situation worse and this is only the case due to the V-Reactor's larger size. More size means more things and more things means more things that can break before catastrophic failure.
When overloading, the V-Reactor can experience unstable surges in energy production which can “increase” energy production massively. Typically it only causes massive spikes in energy generation but this is so inconsistent and damaging, it is not a viable form of emergency energy generation.
When a
V-Grid meltdown is underway from negative
uncontained V-Grid power levels, the damage sustained by all V-Buildings is proportionate to the amount of energy drained by the V-Reactors and how many V-Reactors are online. This damage is also unanimous as the V-Grid itself is causing V-Buildings to
meltdown. A
V-Rod can't contribute to the
V-Grid meltdown as much as a V-Reactor can and there for, sustains less damage than the V-Reactor. This causes all V-Buildings to experience catastrophic failure at approximately the same time during a
V-Grid meltdown.
After -10 uncontained V-Grid power, the amount of energy the V-Reactor(s) can drain is unleashed and the amount of energy drained when at -10 uncontained V-Grid power is massively less than the amount drained when at -12 uncontained V-Grid power.
The damage sustained by a V-Grid meltdown is not limited to the amount of energy drained, which is limited to a maximum of 50. The damage sustained by a V-Grid meltdown when at -30 uncontained V-Grid power is much greater than the damage sustained from the minimum negative quantity of uncontained V-Grid power required for V-Reactors to drain 50 energy. This can go so far as to set V-Reactors on fire and at this level of V-Grid meltdown, all V-Buildings have less than 30 in-game seconds before catastrophic failure.
Mathematical workings
The efficiency from UC.V-G.P is a piecewise function of 6 parts, including a case for when at approximately (rounding happened earlier) 0 UC.V-G.P.
Inefficiency when above 0 is a single function from (0,40..) which reduces additional bonus energy from ~9.0 at 0.01 UC.V-G.P to 0.0 at ~8.55 UC.V-G.P aka ~neutral efficiency. At 40 UC.V-G.P the “bonus” energy is ~-9.
When at ~0 UC.V-G.P, there is simply a specific condition that takes the current V-Reactor energy generation and adds a third of it as bonus energy from UC.V-G.P efficiency.
Inefficiency when below 0 UC.V-G.P is 4 functions, each acting like the side of a hill that the next function continues at the bottom of.
From [-2,0) UC.V-G.P, the hill is steep and quickly falls from 9.0 bonus energy at 0.0 UC.V-G.P to ~5.36 at -2.0 UC.V-G.P.
From [-6,-2) UC.V-G.P, the slope of the hill is much smoother than before and possesses ~4.85 bonus energy at -2.0 UC.V-G.P, -3.0 bonus energy at -6.0 UC.V-G.P.
From [-10,-6) UC.V-G.P, ~-2.64 bonus energy at -6.0 UC.V-G.P, ~-10.92 bonus energy at -10.0 UC.V-G.P.
From ([-45,
X2)],-10)
UC.V-G.P is the final part that will continue to -45
UC.V-G.P at lowest but will be overwritten whenever it's influence causes the V-Reactor to drain more than 50 energy or bypassed if
UC.V-G.P reaches below -45, in which then the V-Reactor will be capped at 50 energy drain and not use the outcome from this final equation or simply bypass it.
The piecewise function is intended to work with the initial variables of the V-Reactor. This however, is completely untested and non-guaranteed. It is very possible that this piecewise function will not work if you change the V-Reactor('s) initial variables but even if this is the case, I am not removing the piecewise function as it was tough enough getting the equation for (0,40] (especially) and [-2,0). It is also possible that I used the wrong initial variables of the V-Reactor in the wrong parts of the piecewise equations.
All the numbers used here are the vanilla/base version of the CPACK. They can be changed at any time by any map maker.
Forum Page and Download Link