Reactive Alchemy

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Reactive Alchemy

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An alchemy-themed magic mod based on in-world experimentation

Magic
QoL & Tweaks
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Forge
NeoForge
Minecraft

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Available Platforms

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Supported Environments

Where It Runs
Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
Creative Commons Attribution Non Commercial 4.0 International
Latest Version
reactive-1.21.1-10.2.0.jar
Authors
CurseForge
Modrinth

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Identifiers

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CurseForge ID
Modrinth ID

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About

Description

Overview

You want me to introduce them? Alright. Ahem--

Reactive Alchemy (or Reactive for short) is an alchemy-themed magic mod for Forge centered around in-world experimentation. It features:

  • A fully-fledged system of elemental Powers that react with each other automatically
  • Numerous arcane tricks and techniques to create useful effects and items
  • Many features that behave slightly differently in every new world
  • The promise of teleportation, automatic block breaking, magical weaponry, gravity manipulation, and turning copper into gold
  • A system of custom-made and custom-nameable blocks that you can create and discover
  • A charismatic guide book that leads you to discover the mechanics at your own pace
  • Strange materials still waiting to be discovered
  • What remains of our voice

Here's the trailer for version 10:

Getting Started

The Journal of Alchemy can be crafted with a book, a stick, and a bottle, and can serve as your guide through the rest of the mod. Each page is written in the style of alchemist's notes from one of three different narrators. Some of the mod's content is described in the form of "Objects of Study", which require you to run some kind of experiment before their secrets are revealed, but essential mechanics are outright explained.

Naturally, JEI integration for all items and Powers is present. 

If you prefer a more direct reference, see the wiki.

Configuration

The mod is largely data-driven, so any of these features can be added or changed using a datapack:

  • Sources of Power
  • Power Release recipes
  • Transmutation recipes

More may be added on request! For information about the recipe format, see the readme on the github page.

There are also options in the config files to change certain performance settings, clarify which items exactly produce which powers, and set the seed for world-specific mechanics.

Compatibility

Using KubeJS and/or Json Things, pack developers can add new Reactions and even new kinds of Power.

The mod has special interactions with Create (the Display Link can read Crucible information) and (on 1.20.1) Pehkui.

Additionally, the mod features built-in compatibility for the following. More will be added at request, and remember you can add more with a datapack if needed.

  • Quark
  • Botania
  • Iron's Spellbooks
  • Hex Casting
  • Mana and Artifice
  • Ars Nouveau
  • MagiChem
  • Malum
  • Wizards Reborn
  • Occultism
  • Hexerei
  • Goety
  • Alex's Caves
  • Alex's Mobs
  • The Aether
  • Oh The Biomes You'll Go
  • Naturalist
  • Allay in a Bottle

Usage

You are allowed to use this mod in any modpack you like. I'd love if you let me know that you're using it, but that's by no means a requirement.

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

Support

If you encounter a bug or have a suggestion, please send it to the issues page! I'm making this as a side project, so updates and ports will occur only when I have time.

If you like my mods, consider supporting me on Ko-fi!

Overview

You want me to introduce them? Alright. Ahem--

Reactive Alchemy (or Reactive for short) is an alchemy-themed magic mod centered around in-world experimentation. It features:

  • A fully-fledged system of elemental Powers that react with each other automatically
  • Numerous arcane tricks and techniques to create useful effects and items
  • Many features that behave slightly differently in every new world
  • A system of custom-made and custom-nameable blocks that you can create and discover
  • The promise of teleportation, automatic block breaking, magical weaponry, and turning copper into gold
  • A charismatic and well-written guide book that leads you to discover the mechanics at your own pace
  • Strange materials still waiting to be discovered
  • What remains of our voice

Here's the trailer for version 10:

Getting Started

The Journal of Alchemy can be crafted with a book, a stick, and a bottle, and can serve as your guide through the rest of the mod. Each page is written in the style of alchemist's notes from one of three different narrators. Some of the mod's content is described in the form of "Objects of Study", which require you to run some kind of experiment before their secrets are revealed, but essential mechanics are outright explained.

Naturally, JEI integration for all items is present.

If you prefer a more direct reference, see the wiki.

Configuration

The mod is largely data-driven, so any of these features can be added or changed using a datapack:

  • Sources of Power
  • Power Release recipes
  • Transmutation recipes

More may be added on request! For information about the recipe format, see the readme on the github page.

There are also options in the config files to change certain performance settings, elucidate one of the mechanics, and set the seed for world-specific mechanics.

Compatibility

Using KubeJS and/or Json Things, pack developers can add new Reactions and even new kinds of Power.

The mod has special interactions with Create (the Display Link can read Crucible information) and (on 1.20.1) Pehkui.

Additionally, the mod features built-in compatibility for the following mods, in the form of accepting some of their materials as Power sources. More will be added at request, and remember you can add more with a datapack if needed.

  • Quark
  • Botania
  • Oh The Biomes You'll Go
  • Mana and Artifice
  • Ars Nouveau
  • MagiChem
  • Malum
  • Wizards Reborn
  • Occultism
  • Hexerei
  • The Aether
  • Iron's Spellbooks
  • Goety
  • Alex's Caves
  • Alex's Mobs
  • Hex Casting
  • Ars Nouveau
  • Naturalist
  • Allay in a Bottle

Usage

This mod is under the CC-BY-NC-4.0 license, and you are allowed to use it in any modpack you like. I'd love if you let me know that you're using it, but that's by no means a requirement.

Support

If you encounter a bug or have a suggestion, please send it to the issues page! I'm making this as a side project, so updates and ports will occur only when I have time.

ko-fi

Screenshots

Gallery

  • Overview
    Overview An overview screenshot with various mod elements in frame
  • Crucibles
    Crucibles Eight Crucibles, each with differently colored solutions inside.
  • Staves of Power
    Staves of Power The Six Staves of Power in more detail
  • Bottles
    Bottles Sequence of nine differently colored magical bottles
  • 2025-08-07_11.36.10.png
    2025-08-07_11.36.10.png Material List GUI
  • Pit of Acid
    Pit of Acid A bubbling red substance in a hole
  • Setup
    Setup A Crucible atop some sort of contraption
  • ???
    ??? An unknown symbol in some sort of shrine
  • 2025-08-07_11.37.28.png
    2025-08-07_11.37.28.png The Rending Plinth
  • ?????
    ????? Another symbol in a Sculk-filled chamber.
  • Staves of Power
    Staves of Power The Staves of Power floating in the void.
  • Banner
    Banner The title banner
  • Crucible
    Crucible A Crucible filled with Mind Power.
  • Overview Shot
    Overview Shot An overview of many items from version 1 of the mod.
  • ???
    ??? An iron object with an eye looks out of a cavern filled with Sculk.
  • Discovered Material Menu
    Discovered Material Menu The Discovery Desk's material list
  • Crucibles
    Crucibles Eight Crucibles, each with a differently colored solution inside.
  • Rending Plinth
    Rending Plinth A Rending Plinth with its Gateway in the open
  • Banner Segment
    Banner Segment Banner cut to fit in the preview

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