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AutoEMC
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AutoEMC

Java mod listed for Minecraft 1.16–1.21. Downloads from the MC Java Mods app on Android.

by DKLYNTLY · on CurseForge

Which build do you need?

This mod ships a separate file for every mod loader and every version of the game. Pick both, then download — the wrong build installs fine and then does nothing in the game.

Mod loader

Minecraft version

⬇ Download for 1.21–1.21.1 · NeoForge⬇ Download for 1.20–1.20.1 · Forge⬇ Download for 1.16.5 · Forge
I don't know my version or loader
Open the Minecraft launcher and look at the profile you play on — it names both, like fabric-loader-1.21.4. The version also shows in the bottom-right corner of the game's main menu.
No loader in the profile name? Then it's plain Minecraft, and these mods won't run — you need Fabric or NeoForge installed first.

AutoEMC — Complete Guide

Automatic, safe EMC value generation for ProjectE.

AutoEMC is a Forge mod that scans your modpack's items and recipes on startup, then fills in missing ProjectE EMC values automatically. Built for large "kitchen-sink" modpacks where manually pricing every item by hand isn't realistic.


1. The Big Picture: What AutoEMC Does

AutoEMC never wants to replace ProjectE — it just fills in the gaps. On startup it:

  1. Checks what EMC values ProjectE already knows.
  2. Reads all loaded recipes.
  3. Tries to derive missing values from recipes it understands (this is always preferred over guessing).
  4. Falls back to smart guesses only when no recipe path exists.
  5. Writes everything out to ProjectE's value file, plus its own diagnostic logs.

The core rule in both versions: AutoEMC will not intentionally lower a value ProjectE or a pack author already set. It only fills gaps or (in 1.20.1) raises its own earlier fallback guesses when new recipe evidence justifies it.


2. How Values Get Solved (Recipe Solving)

This is the preferred method in both versions — solving prices from actual crafting recipes before ever guessing.


3. Fallback Pricing (When There's No Recipe)

If a recipe can't solve the price, AutoEMC falls back through several layers, roughly in this order:

  1. Bundled baseline values — pulled from ProjectE Integration's shipped data (Botania, EnderIO, Mekanism, Create, and dozens of other mods).

  2. Material/tag-based fallback — matches tags like forge:ingots/copper, forge:gems/diamond, forge:dusts/sulfur, forge:storage_blocks/iron, etc. A base material value gets multiplied by its form (e.g. a storage block ≈ 9 ingots, a nugget ≈ 1/9 of an ingot).

  3. Rarity/tier-based fallback as a last resort:

    • 1.16.5: plain rarity-based fallback, with a "reverse-recipe floor" so raw materials can't end up cheaper than the processed goods made from them.

    • 1.20.1: adds rarity + stack size + durability fallback, plus a dedicated progression tier system for powerful modded items so they never get a cheap generic value:

      • Strong — e.g. Allthemodium, Wyvern-tier items
      • Very Strong — e.g. Vibranium, Draconic, Draconium, Awakened-tier items
      • OP — e.g. Unobtainium, Chaos/Chaotic, Infinity/Infinite, Creative-tier items

      Tier matches can trigger from the mod namespace, an exact item ID, or a keyword in the item's path.

Fallback is on by default in both versions (since it's what makes huge packs usable), but can be tightened or disabled for stricter setups.


4. NBT-Tagged Items

Both versions understand that some items (potions, enchanted books, material-tagged items) vary by their NBT data, not just their base ID.


5. Safety Features (Protecting the Economy)

Both versions share the same safety philosophy — don't let automated pricing wreck a pack's economy:


6. Reports & Logs

Both versions write diagnostic files so you can audit exactly what happened and why:

Every generated value is tagged with its source (baseline, tag-material, rarity-fallback, reverse-recipe-floor, creative-no-recipe, etc.) so you can trace exactly how a number was reached.


7. Key Config Options

General

Recipe solving

Fallback

Safety

NBT

All of the above live in autoemc-common.toml.


8. Commands (1.20.1)

/autoemc rescan

Requires permission level 2. Forces a fresh scan immediately, without waiting for a server restart.


9. Build Info (1.20.1)

Pre-release smoke test checklist:

  1. Launch with ProjectE + AutoEMC installed.
  2. Confirm a scan-start message appears in the log.
  3. Confirm no errors in latest.log or config/autoemc/autoemc-debug.log.
  4. Confirm config/ProjectE/custom_emc.json gets written/updated.
  5. Restart or /reload so generated values take effect.

Note: the first scan on a large pack can take 5+ minutes and may look like nothing is happening — it's working through items, recipes, and fallback logic. Wait for the completion message before assuming it's stuck.


10. Requirements Recap

1.16.5 build:

1.20.1 build:

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

File checked by MCModsHub

These come from our own check of the pack file, not from the source page.

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