Adds processing of Plutonium, which is created from nuclear fission of Uranium. It can be used to extract even more energy or incinerate enemies with new ammunition.
After disabling the MOX reactor, its technology gets disabled but the reactor still exists as an entity and MOX fuel can still be researched and crafted and it can't be used unless creating MOX reactors as editor or in cheat mode.
The setting was requested by a player who wanted to play with Realistic Reactors and just needed to remove the MOX reactor entity and instead use MOX fuel in the Realistic Reactors reactor. It's working as intended, until a better RealisticReactors-PlutoniumEnergy compatibility is made.
That working as intended is working as intended only if you use the other mod. Leaving unusable tech+recipes on for everyone else serves no purpose... they can just be disabled as well.
You may want to take a look at how modders normally integrate with other mods, leaving otherwise useless recipes and technologies blindly dangling hoping that some other mod would take them and make them make sense is not only lazy, it's a bad practice.
If a mod that you don't necessarily know about has your mod as a dependency then it's the other author's job to make the appropriate alterations.
I know how to do compatibility with other mods, and I know that the Realistic Reactors compatibility is basically nonexistent at the moment. I simply hasn't dedicated time to it. It's still planned to be done properly some day. I do what I can with this mod and when I can, and it's not the sole thing in my life.