http://whalesdev.com/forums/index.php?topic=721.0I was upset with this as well, particularly if you ever get time dilation, metabolics, and 100+ battery power, you're pretty much dead. Time Dilation consumes your entire battery power at once, no option there, so if you've got massive power you get massive time shift, and then if you've got metabolics you've also got massive hunger. With the current Metabolics, you get 2 hunger per 1 power, so at 100 power it'd take 200 hunger, which is 4 cooked meat or 5 raw meat. You essentially require a bear corpse on-hand at all times to enjoy metabolics at all.
My change (currently) makes it active or passive. Passive provides 1 energy per 5 minutes at 1:1 hunger:power, or active provides the same as the current version - 2:1 every turn, which is what starves you and makes all other power obsolete. Good luck using solar if you've got metabolics!
The next version, when I get around to modding it, will likely provide 2:1 hunger:energy every 30 seconds while active, and do nothing while passive. Current metabolics make your battery size null - if you've got food you've got infinite energy due to the massive recharge rate. I intend to nerf that and make it a slow progression of energy, and more importantly let you turn it off in case you want to loiter around collecting solar. Not to mention, that you may want to drain yourself while exploring a lab (ie, facing the finale) but don't want to starve in the process. Metabolics just hurt too much to use, needs a good overworking.