// Management · RimWorld Mod

EMC: Equivalent Exchange

EMC: Equivalent Exchange mod preview for RimWorld

EMC: Equivalent Exchange Your surplus does not have to gather dust in storage for years.

EMC: Equivalent Exchange

Your surplus does not have to gather dust in storage for years. Turn it into EMC — and recreate what your colony actually lacks. The law of equivalent exchange is simple — every transmutation has a price. In this colony, that price is measured in EMC. The mod adds a shared EMC reserve, matter-pattern learning, and devices for automated transmutation. The base scale is 1 Market Value = 10 EMC.

How it works

Research EMC Theory and build a Transmutation Table. Through the EMC button it instantly takes selected matter from valid storage on the current map—no hauling or pawn work is required. The first absorption of an eligible resource learns its pattern and unlocks synthesis. Apparel and weapons can also be recycled with quality and condition included in their value, but they cannot be recreated. Resources support reserves, favorites, and blacklists. Bulk absorption only takes surplus, while equipment requires confirmation. The table draws 250 W and adds 100,000 EMC capacity.

New EMC controls

  • Order conditions — require a minimum EMC reserve and run at any time, only by day, or only at night. Each map keeps its own queue.
  • Replicator profiles — save a named filter and apply it to other replicators. Every ammo type is grouped under Ammunition.
  • Quick jump — click output blocked, replicator off, or filter mismatch to jump to the responsible building.
  • Visual statistics — green and red bars show daily income and expenditure for tables, collectors, replicators, and generators without an endless action log.
  • Optimization — maintenance orders share a cached map inventory, so dozens of orders do not scan every item separately.
  • Compatibility report — developer mode only: EMC value, valuation source, and the reason an item is allowed or excluded.

EMC industry

A single table is only the beginning:
  • Collectors I / II / III have a base output of 1,000 / 5,000 / 25,000 EMC per day. They need open sky; night, weather, and eclipses reduce their output. Collector sizes are 1×1, 2×2, and 3×3.
  • Relays I / II / III occupy one cell and apply ×1.25 / ×1.5 / ×2 speed multipliers to collectors within six cells. Only the strongest bonus applies; selecting a relay shows its radius and targets.
  • Condensers I / II / III are storage only and add 100,000 / 1,000,000 / 10,000,000 EMC capacity. They do not produce items or have an interaction cell.
  • The EMC Replicator is a separate 1×1 building. Each cycle creates the largest available stack permitted by EMC, the order, and free output space. Queues can be reordered and copied between maps.
  • The EMC Generator converts the shared reserve directly into electricity: 2 kW for 200 EMC/day, 10 kW for 1,000 EMC/day, or 20 kW for 2,000 EMC/day. In addition to manual control, an automatic mode watches connected batteries, selects the required output, and stops at a chosen charge target. When EMC runs out, it stops and resumes automatically after the reserve is replenished.
Each replicator has a selectable output cell. Odyssey gravship transfers preserve the queue and its conditions. Relays do not boost the generator.

Research

  • EMC Theory — 3,500: Transmutation Table.
  • EMC Automation — 7,000: tier-I devices and the EMC Replicator.
  • Dense EMC Matrices — 12,000: tier-II devices and the EMC Generator; requires a multi-analyzer.
  • Perfect Exchange — 20,000: tier-III devices; requires a multi-analyzer.

Settings and compatibility

Absorption return can be adjusted from 10% to 200%, creation cost from 10% to 500%, and collector output from 0% to 1,000%. Confirmations and warnings are configured separately. By default, eligible stackable items from DLC and other mods can be learned and recreated; this support can be disabled in the settings. Requirements: RimWorld 1.6 (Core only). Harmony is not required. Languages: Russian and English. Author: HapkoJlor Package ID: hapkojlor.emc.equivalentexchange The mechanics are inspired by ProjectE, a Minecraft mod. The artwork was created with AI.