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Think about that for a second...
For each power cell in the charger that is one that is draining power from another cell in the engine. You're using 100% of one cell back there to charge up another cell to 100%.
Unless you have the thermal power module for the cyclops is isn't a good idea as you are not getting any new power from anywhere.
Even if the engine is off and power is being lost there's two most likely options.
1) You have another system running (i.e. silent running), these still drain power even with the engine off.
2) You are charging power cells from the power in the power cells.
Batteries chargers aren't so bad as they have a much lower drain, though with how many free batteries you can find around the map it might see less and less use over time.
In vanilla I just kept a locker full of power cells and another next to it for empties in the cyclops. When the locker of full cells got low, I'd empty the drained ones and dump them all into my base's "room full of chargers".
Ever since mods came out though I use this: https://www.nexusmods.com/subnautica/mods/101 It allows for solar/nuclear charging and much more.
Coffee machine is fine, interior (and exterior on vehicles) is fine, radio is fine, vending machine is fine, but both the modification station and the fabricator use 5 energy for each item you make.
The easiest way to answer this question is to build the item in question on a normal, simple base (solar only) then wait for night -- if the power starts going down, then one or more of the items in the base is consuming power simply for existing, and on a cyclops, this power drain will remain.
You'll have an opportunity (eventually) to make double capacity batteries and power cells -- of course, they take twice as long to charge in addition to taking twice as long to discharge.
Actually it's not that bad, and it will extend your voyage indefinitely without having any power problems.