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I remember back when I made my first ship reactor and was suprised that it put out usable power at all. Obviously I quickly wired it into my base to take advantage of it. I think I've launched one other ship since then but I still find myself building the reactors because I run out of nearby geothermal vents and I like their reliability. It's obviously a tricky balance between making something useful and making something cheaty, so I've erred on the side of caution and left the stats as they are. I'm sure Tynan has his reasons and personally I never found them underpowered at all for that game stage, where the random construction of armchairs nets you an insane amount of silver.
On the comment of uranium consumption, I think it's a pretty light requirement. Not sure if you installed and looked but the 150 that ship reactor requires to build will last about 12 years on the ground. Hardly something to worry about when raiders show up with weapons made from the stuff.
I'm not saying your mod is bad or you suck or anything like that; just that I don't find the mod useful because the ship reactor isn't useful. Since it's not powering a ship it should divert that extra power to my network, darn it.
Obviously the intention of this mod is not to make the game any easier for you. It's incredibly simple to make a mod which adds a cheap object that churns out 100 times as much power for basically no cost (or maybe even literally no cost), but I think there's already a few of those around on the workshop, so meh. What this mod does do, is take an already existing game object (the Ship Reactor), remove one of the restrictions on it (must be outside), and add something to counteract that (uses fuel, explodes big and messy). By the end game point where you have that research I always end up with a surplus of plasteel and uranium anyway, so may as well build something with it, I just wanted to be able to build it in a cave :D