Makeshift Reactor
- Points
- +1
- Type
- Neutral
- Official description
- You are permanently disconnected from the station power grid and are not affected by blackouts. Start with an upgradable Makeshift Micro Nuclear Reactor sold to you by Dr. Jackson. It powers the Store but needs regular repairs.
On this page
How it works
Off the station grid and immune to blackouts. A Makeshift Micro Nuclear Reactor (upgradable) powers the store; the Power Service and power upgrades are unavailable, and the reactor needs regular repairs.
Rating
One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan.
Ratings by specialization
- Rating
- One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan.
- Rating
- One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan.
- Rating
- One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan.
- Rating
- Rock Bottom has no repair-stock reserve or starting cash. A second failure deadline and a large inventory fixture work against the first recovery.
- Rating
- One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan.
- Rating
- One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan.
- Rating
- One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan.
- Rating
- One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan.
- Rating
- Aquafarmer needs dependable tank power while already short of cash. Replacing blackouts with a player-maintained power and explosion deadline is a poor default for this fragile opening.
| Specialization | Rating |
|---|---|
| Apprentice | C One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan. |
| Water Merchant | C One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan. |
| Fence | C One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan. |
| Rock Bottom | D Rock Bottom has no repair-stock reserve or starting cash. A second failure deadline and a large inventory fixture work against the first recovery. |
| Hydroponic Farmer | C One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan. |
| Gunsmith | C One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan. |
| Chemist | C One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan. |
| Rat Wrangler | C One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan. |
| Aquafarmer | D Aquafarmer needs dependable tank power while already short of cash. Replacing blackouts with a player-maintained power and explosion deadline is a poor default for this fragile opening. |
Perks that work well with it
- Tinkerer
Reactor upgrades preserve their electronic material on a 20% roll. Scrap and junk repairs use separate consuming methods and still require supplies.
Perks that work against it
- Maimed
Losing the Dumping Ground removes a purchase-free source of possible maintenance materials. Arrange a reliable alternative supply before combining them.