AutoEMC
by Dnydd
AutoEMC assigns ProjectE energy values to items in a modpack, filling in items that ProjectE has no value for at startup.
What it does
AutoEMC scans the item registry and loaded recipes when the game starts, and fills in any missing ProjectE EMC values. It solves EMC recipes first, deriving values for items from known inputs before it falls back to any guess. Pricing stays internally consistent wherever possible, so items made from priced ingredients follow from them. Bundled baseline values are taken from ProjectE Integration's shipped data, and the mod also covers items from Botania, EnderIO and dozens of other mods.
For items without a usable recipe path, AutoEMC applies a material or tag-based fallback, matching ore, ingot, dust, block and raw forms against Forge tags. Mekanism, Create and other configurable tag namespaces are included in that matching. As a final fallback, a rarity-based estimate applies, and a reverse-recipe floor keeps raw materials from being priced below the refined goods crafted out of them.
The mod also protects the economy. Multiple protective layers operate side by side: technical items that exist only in creative mode and have no recipe are fixed at 1 EMC, which stops them from becoming an inexpensive infinite-value source that spreads into survival play. Configuration lives in autoemc-common.toml. AutoEMC is client and server, so the server and every player need it. It is published for Forge and NeoForge, for 19 game versions 1.12.2 – 1.21.11, and is released under All rights reserved, so it is not open source.
Key features
Recipe-first EMC derivation
Values come from recipes already loaded in the game, with known inputs used before any guess is made.
Tag-based fallback
Items without a recipe path are priced by matching ore, ingot, dust and block forms against Forge tags.
Reverse-recipe floor
Raw materials are kept from pricing below the processed goods that are made from them.
Locked creative-only items
Items with no recipe that exist only in creative mode are set to 1 EMC so they cannot leak value into survival.
Compatibility
Latest build for each game version and loader.
1.21.x11 of 11 versions with builds
1.20.x6 of 6 versions with builds
1.16.x1 of 1 version with builds
1.12.x1 of 1 version with builds
Only full game releases are shown. This mod publishes no snapshot builds.
Use cases
Large kitchen-sink modpacks
Packs with many mods often contain items ProjectE cannot learn, and pricing each one by hand is impractical, so AutoEMC fills the gaps at startup.
Who it’s for: Modpack authors and server owners who run ProjectE alongside many other mods and want every item to have a value.
Questions
Does AutoEMC have to be installed on both sides?
Which loaders does AutoEMC support?
Where are the settings changed?
In the catalog
AutoEMC is one of 29,952 Game mechanics mods on ModsFinder, and one of 13,316 Game mechanics mods for Forge. 19,862 mods support Minecraft 1.21.11.
More from Dnydd
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What the author says
Automatic, safe EMC value generation for ProjectE. AutoEMC scans your modpack's item registry and recipes on startup and fills in missing ProjectE EMC values automatically, so you're not stuck with a Table of Existence full of "unlearnable" items. It's built for large kitchen-sink modpacks where manually pricing…
Official listing
- Modrinth page
- modrinth.com/mod/autoemc
- Owner
- Dnydd
- Published
- 2026-07-04
- Updated on Modrinth
- 2026-07-22
- Facts verified
- 2026-10-15
