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I've tested with vanilla submarine combat missions as well as DynamicEuropa pirates and outposts and found no issues.
The way it works is the game loads an event in the background that checks for enemy and outpost reactors, then deletes all fuel rods from them and places a special fuel rod into them, that provides 100% power output and doesn't drain. For the player it looks and acts like an empty fuel rod when interacted with.
So perhaps there was a slight switcheroo there.
I have made it work even while the numbers doesn't make sense, thanks anyway for your help, at least now I have a little more difficulty by the need to manage different types of rods and the need to switch them as if a thorium rod completyelly depletes, the power output drops considerably.
The only thing that I currently do not understand is how the new rod fuel efficiency works, per example, I have a reactor capable of providing 7200w with the upgrades (vanilla reactor with 4 rod slots), if I use 2 thorium rods, I get a max of 3400w (but 35+35=70%, so I expected to get 7200*0.7=5040w), then if I insert an additional uranium rod the reactor reaches 7000w (35+35+20=90%, 7200w*0.9=6480w)
So on first case I get less power than expected, on second case I get more power than expected...it doesn't make sense, why does adding a single uranium rod improve the performance so much? What is wrong about my calculations?
I only had Enhanced Reactors and this add-on active while testing and everything was working as intended both with and without lua installed.
I recommend fully reinstalling both mods via the mod menu ingame
Mods -> click RMB onto the mods -> View Details -> Top right corner click the circular arrow to reinstall it.