ProjectE Energy Converters
Turn EMC into energy, or feed energy back into ProjectE, using two converter families with 15 upgrade tiers.
Conversion rates
The default rates are separate and configurable:
- EMC → Energy: consumes 1,000 EMC to produce 1 FE/RF/OP.
- Energy → EMC: consumes 1,000 FE/RF/OP to produce 1 EMC.
A round trip is deliberately lossy with these defaults. Basic converters process 16 EMC per game tick; each higher tier multiplies throughput by four. Low forward tiers accumulate their conversion budget until they can produce a whole energy unit. A new Basic forward converter needs about 63 ticks to turn 1,000 EMC into its first energy unit. Input remainders stay stored.
Individually generated textures
Version 0.1.4 gives all 30 converters six separate square faces: 180 individual textures. Complete images fill each face, fixing atlas tile bleed, cropped symbols, warped frames and thin black perimeter lines. Purple diamond → cyan circle means EMC → energy; cyan circle → purple diamond means energy → EMC.
Machines and tiers
Both converter types have these tiers: Basic, Dark, Red, Magenta, Purple, Violet, Blue, Cyan, Green, Lime, Yellow, Orange, White, Fading and Final.
Each machine has five slots for supported chargeable stars, ports on every side, redstone pausing, and a status message when used. Right-click opens its inventory; sneak-right-click shows its balances. FE and optional native long OP share one energy buffer and one transfer budget.
Basic machines use a Basic EMC Link in their recipe. Upgrades use the previous converter and matching matter; Final uses Final Star Shards. The last five upgrades also require:
- Yellow: Klein Star Omega
- Orange: Magnum Star Omega
- White: Colossal Star Omega
- Fading: Gargantuan Star Omega
- Final: Final Star
Chargeable stars used as external crafting ingredients must be empty. Stars stored inside the previous machine can remain charged. Upgrading and normal pickaxe breaking/replacement preserve the machine's buffers and star inventory. The Final Star is a crafting requirement, not an infinite energy battery.
EMC values and content protection
All 30 empty converter item types receive EMC through ProjectE's normal recipe calculation, using your pack's ingredient values. This does not overwrite ProjectE's existing item prices or pack-defined overrides, including explicit zero values.
Once an empty higher-tier machine is learned, you can buy it with EMC without crafting its star ingredients again. Empty mined machines retain their base EMC value. Machines holding any EMC, energy, inventory contents (even empty stars), locks or unknown stored data cannot be transmuted. Stored contents are never included in a learned machine or duplicated by the table.
Requirements and installation
This build targets Minecraft 1.21.1, NeoForge 21.1.250, and Java 21.
Required versions inspected and tested:
- ProjectE 1.1.0
- Project Expansion 1.21.1-1.0.6
Brandon's Core is optional for native OP support; 3.2.1.309 was inspected and tested. Follow its own dependency requirements. Draconic Evolution is not required, but its native OP generator was tested with the converter.
Install this add-on on both the server and every client for multiplayer. Singleplayer uses the same JAR. Back up your world and test in a duplicate profile first. When updating, remove the previous converter JAR; do not keep both versions installed.
Connect compatible cables/storage on any face. Put a charged Klein Star or supported Project Expansion star into EMC → Energy; put an empty or partly charged star into Energy → EMC to receive its EMC output.
Installed-version restriction: pulling EMC from Project Expansion 1.21.1-1.0.6 EMC Links is blocked because the inspected extraction implementation does not debit its source balance. Use charged stars or supported real EMC storage for input. Sending EMC into links remains supported under Project Expansion's ownership and balance rules.
Configuration
Stop the game/server before editing this add-on's generated config, config/projecte-energy-server.toml. A world serverconfig override may take precedence.
emcPerEnergy = 1000 # Forward: EMC consumed for one energy unit
energyPerEmc = 1000 # Reverse: energy consumed for one EMC
basicEmcPerTick = 16
Existing saved configs are retained on update. To adopt the current 1000:1 defaults in an existing world, set both ratio keys to 1000 in the active server config. Drain buffers before changing conversion rates. Existing numeric contents remain stored, even if a new capacity is lower. Custom rates and other mods' fuel/generator recipes can create profitable loops; this mod cannot guarantee a balanced or exploit-free pack economy. Proprietary energy systems that do not expose FE or native OP need separate adapters.
Validation and Alpha status
Historical version 0.1.1 compiled successfully and passed nine arithmetic tests, isolated minimal and full-pack dedicated-server checks, and restart checks. All 30 empty converter types were priced, learned and withdrawn through the actual ProjectE transmutation container. All 20,331 compared pre-existing EMC entries stayed unchanged in the tested pack. Stored converter/star contents and a test player's serialized ProjectE balance and knowledge survived restarting.
Version 0.1.4 passed ten conversion ledger tests and ran on an isolated dedicated server with a real Minecraft client join. All 30 converter types were placed; four actual screenshots show both tier sets and touching-block closeups. All 180 faces passed opaque perimeter checks and were inspected in face previews. Gameplay classes and recipes match the local 0.1.3 build. Full-pack gameplay/restart tests were also run on 0.1.2; they were not repeated on 0.1.4. Integrated singleplayer, full-pack graphics, shaders and arbitrary resource packs remain untested. The full test pack required a separate local compatibility helper for an unrelated ProjectE Integration/Ice and Fire adapter issue. Its initial shutdown also left worker threads running after saves completed; those tests do not establish the cause. This add-on does not fix unrelated pack crashes or guarantee compatibility with every cable or third-party mod.
Before uninstalling, recover stored resources and remove converter blocks/items, then close the game/server and remove the JAR. A complete pre-install world backup with the matching mod list is the reliable rollback.
Original add-on code and artwork are MIT-licensed. This is an unofficial add-on; ProjectE and Project Expansion are separate projects.