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eqbalance

Dynamic covalence loss per item for ProjectE. The more you burn an item, the closer its EMC return approaches 100%.

Equivalence Balance

What it does

ProjectE's global covalenceLoss config applies the same conversion penalty to every item. This means you can farm thousands of cobblestone and get full EMC return just like burning a Nether Star.

Equivalence Balance replaces that with a per-item, per-player, burn-count-based dynamic loss system.

How it works

Every time you burn an item in the Transmutation Table/Tablet, that specific item type "progresses" toward its true EMC value. The more you burn it, the closer the return rate gets to 100%.

Formula:

targetBurns  = maxBurns / (EMC^accelerateExponent)
coefficient  = minLoss + (1-minLoss) × min(1.0, burnCount / targetBurns)
EMC received = round(rawEMC × coefficient)

Example (default config)

Item EMC Burns to 100% Equivalent
Cobblestone 1 64,000 ~1,000 stacks
Iron Ingot 256 9,183 ~144 stacks
Diamond 8,192 2,735 ~43 stacks
Dark Matter 139,264 1,014 ~16 stacks
Red Matter 466,944 664 ~10 stacks
Red Matter Block 4,202,496 320 ~5 stacks

Config

All parameters are adjustable in config/eqbalance-common.toml:

[covalence_curve]
minLoss = 0.5
# Starting coefficient when an item has never been burned.
# 0.5 = 50% EMC on first burn.

maxBurns = 64000.0
# How many burns for an EMC=1 item (cobblestone) to reach 100%.
# 64000 ≈ 1000 stacks.

accelerateExponent = 0.35
# How much faster expensive items converge.
# 0.35 = Red Matter Block ~5 stacks, Iron ~144 stacks.
# Higher = expensive items converge MUCH faster.

Use /reload after editing — no restart or recompile needed.

Requirements

  • Minecraft 1.20.1
  • Forge 47.4+
  • ProjectE (required — this is an addon)

The eqbalance Team

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