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build a floodlight, pop out the battery its 100% charged, replace with empty one or some with low charge, deconstruct floodlight, construct it back, infinite 100% charged batteries that way, no charger needed, but u need to carry with you all the time mats to make floodlight, thats only downside, not many slots needed though, and if you doing recon runs with prawn, he have nice storage so not a problem..
I think the system needs an overhaul to integrate the charger into later gameplay, maybe by using powercells instead of batteries in certain tools/equipment or by creating a energy bank that can use powercells to store base energy so you can power small (temporary?) bases of of them or use them to mitigate power spikes.
As for using the moonpool, you will need a LOT of energy, and you need it produced fast, as even just the SeaMoth takes 200 power due to the powercell, and while you will probably have like 300 max power, its the charging it fast enough to still have other functions. I have had this problem, so i would say that the powercell charger on the Cyclops is the BEST way EVER to charge your vehicles.
What I mean with what I said. If you want to charge your cyclops fast just take out all the powercells and slowly replace them in the Seamoth or PRAWN while they are in moonpool in a decently powered base.
Its pretty much the same concept, you just park the seamoth near the surface and it charges from the solar module and switch out power cells that way or sit the prawn near a thermal vent or if you are down in the inactive or active lava zones and the thermal module will charge it.
Those are the ways people charge their cyclops when they dont want to feel like they are "cheating" with the power cell charger in the cyclops.
Its only 'cheating' because of the current 300% efficiency of the normal cyclops in stable (each aditional efficiency module increasing it by another 100%) so of course its going to be broken, but last i heard they fixed that in experimental where the cyclops is back down to 100% now that there is an endgame and you dont need to power the cyclops indefinitely.
I thought the same thing when i started over and found my moonpool way long before the cell charger.
The solution is to make the moonpool charge slower, it should be ass slow so its annyoing but just not instant so one can not straight exploit it. ( small balancing issue tbh )