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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”. 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 Lithic to build.
8 HP.
Creates 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.
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!
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.
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, 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.
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.
This link will take you to the forum page that heavily covers the V-Power CPack and all it's units. Including the CPack download.
http://knucklecracker.com/forums/index.php?topic=40502.msg202814#msg202814
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