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I suppose this is expected behaviour, but it makes beacon missions not worth early game.
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.