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Remember folks, always double-check if the reactor is actually turned off!
@Cardinal: Thanks for reporting. Seems like I forgot to disable the code to make the reactor go critical when swapping modules for the outpost reactor type. All other's have had the code disabled or didn't even feature the code as I was just testing it, but I guess I overlooked the outpost reactor after testing. It's now fixed.
I've also increased time to react to the reactor going critical since it could still be quite challenging in multiplayer due to latency.
I suppose this is expected behaviour, but it makes beacon missions not worth early game.