I just started with this mod, and it's great ! But I have a few suggestions. I can't read all 474 pages of this thread, so I hope I'm not repeating what others have written. Anyway, here it is : Nuclear reactors - adding an option to start with an offline reactor (via tweakables during construction) - changing units on uranium/thorium Currently, reactor has ~ 1.2 units (kg ?) of fuel, which displays only 2 digits. If you changed it to 1 200.0 (grams ?), it would show 5 digits, giving a better idea how much fuel is left. - showing how long the fuel will last Related to the previous one. If I see fuel consumption as (0.00), I can't tell how long it's going to last without looking up the numbers, on the wiki for example. The time remaining would be best displayed in units of days. - more of a question about aktinoids - on the wiki it says that they can only be removed from the reactor by refinery. Does that mean a reactor on a vessel that doesn't have at least a docking port to somehow connect it to a refinery will become permanently unusable once it's aktinoids rise to maximum ? Because that would be annoying. - also, I had a reactor go down to 30% due to waste heat, but it still generated waste heat, which quickly got to a maximum. Shouldn't there be some deterrent to keep waste heat from maximum ? Maybe an explosion ? Antimatter - the containment unit doesn't seem to lose it's "charge" if I turn off the power. Is that a bug or does it take longer to see a change ? - I saw somewhere (on wiki or in game) that antimatter has units of micrograms. But elsewhere it's denoted by "mg", miligrams. Micrograms are usually denoted by "ug" in the absence of the greek letter mu, since "u" looks most similar to it.