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Reactive Alchemy

Reactive Alchemy

by hyperlynx • Downloads: 0 • Followers: 0
Description
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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.

All Versions

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Name Game version Platforms Published Downloads Actions
1.21.1
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  • Fixed repeated crash in multiplayer when an item with durability touches a block of Acid
  • Made all Synthesis reactions cost half as much of each Power
  • This fixes an issue where the Staves of Power might be impossible to create if you get very unlucky
  • This should not provoke any re-randomization
  • Fixed a possible crash if the server requests the custom name of a Material Item due to some other mod

  • Made all Synthesis reactions cost half as much of each Power
  • This fixes an issue where the Staves of Power might be impossible to create if you get very unlucky
  • This should not provoke any re-randomization

  • Fixed a potential crash if a mod asked for a Material Item's name from the server on dedicated server

  • (ChujinYahus) Added the Thirst Was Taken compatibility text to the Simplified Chinese translation.

  • Added compatibility for Thirst Was Taken water buckets
  • Made Redstone Melting Materials accept indirect Redstone signal to activate

  • Made Redstone Melting Materials accept indirect Redstone signal to activate

  • Fixed a crash when loading the game when Ponder is present, but Create is not.

  • Updated the Simplified Chinese translation (Thanks to ChuijkYahus)

  • Updated the Simplified Chinese translation (Thanks to ChuijkYahus)

  • Added descriptions for the mod's enchantments to be shown by Enchantment Descriptions
  • Added quest markers for Something That Spreads and Study of the Allay to lead players to those mechanics more directly
  • Tweaked the values for the Sculk Catalyst special case to make it easier to use
  • Improved the logic of the Allay bottle filling mechanic
  • Fixed modded larger-than-3x3 crafting tables causing the client to hang when used

  • Added descriptions for the mod's enchantments to be shown by Enchantment Descriptions
  • Added quest markers for Something That Spreads and Study of the Allay to lead players to those mechanics more directly
  • Tweaked the values for the Sculk Catalyst special case to make it easier to use
  • Improved the logic of the Allay bottle filling mechanic
  • Fixed modded larger-than-3x3 crafting tables causing the client to hang when used

  • Prevent a crash when rendering Material Blocks without them being in the world
  • In particular, this fixes a crash with the mod "Hold My Items", although due to limitations of that mod, Material blocks will have their default appearance (similar to Apprentice's Salt) in first person when using it

  • Prevent a crash when rendering Material Blocks without them being in the world
  • In particular, this fixes a crash with the mod "Hold My Items", although due to limitations of that mod, Material blocks will have their default appearance (similar to Apprentice's Salt) in first person when using it

  • Fixed various issues preventing the mod from loading on dedicated servers

  • Fix issue with custom crafting that broke 2x2 crafting with Polymorph installed

Welcome to version 10! This is a major update, so while past worlds should work without issue, I recommend making a backup.

  • Added the custom Material system
  • Materials can be created by the player dynamically and are saved in the world
  • Materials can also be defined using KubeJS
  • Added the Discovery Desk
  • Added the /reactive materials command tree
  • Added Adept Salts
  • Added Creation Salts
  • Added throwable Reaction Flasks
  • Added Gold Thread
  • Added Inert Crystals
  • Added Omen and related reactions
  • Added Phantom Quilt
  • Improved the Rending Plinth
  • Using a Bottle of Warp on the Gateway will create a new Linked Bottle of Warp to your current location
  • Added new activation animation
  • Added Nodule Growth and Cryogenesis Reactions
  • Reworked visuals for the Living Staff of Power
  • Reworked visuals for the Curse Assimilation and Astral reactions
  • Adjusted some Journal entries and organization

  • Fixed typos in the SGA invocation in the journal (thanks to heksile on CurseForge for finding them!)

  • Update compatibility range for KubeJS to allow the mod to load with its versions 2101.7.2+
  • The new compatibility range extends to all 2101.7.x versions
  • Fix issues in the Cultivation and Inert Crystal Journal entries
  • Fixed typos in the SGA invocation in the journal (thanks to heksile on CurseForge for finding them!)

Welcome to version 10.0.0!
This is a major update, so while past worlds should work without issue, I recommend making a backup.
  • Added the custom Material system
  • Materials can be created by the player dynamically and are saved in the world
  • Materials can also be defined using datapacks
  • Added the Discovery Desk
  • Added the /reactive materials command tree
  • Added Adept Salts
  • Added Creation Salts
  • Added throwable Reaction Flasks
  • Added Gold Thread
  • Added Inert Crystals
  • Added Phantom Quilt
  • Improved the Rending Plinth
  • Using a Bottle of Warp on the Gateway will create a new Linked Bottle of Warp to your current location
  • Added new activation animation
  • Added Nodule Growth and Cryogenesis Reactions
  • Reworked visuals for the Living Staff of Power
  • Reworked visuals for the Curse Assimilation and Astral reactions
  • Adjusted some Journal entries and organization
  • Required NeoForge version is now 21.1.181 or above
  • Supported KubeJS version is now 2101.7.1 or above

  • Added compatibility recipes and tags for MagiChem, Malum, and Wizards Reborn

  • Fixed Shulker Crucibles duplicating when self-destructing through various means

  • Fixed Shulker Crucibles duplicating when self-destructing through various means

  • Fixed repeated requests for KubeJS reaction aliases when KubeJS installed but there are no custom reactions

  • Fix endlessly requesting KubeJS reaction aliases if there are no KubeJS reactions but KubeJS is installed

  • Reestablished Create support for its version 6.0.0
  • Fixed overly long cooldown on reaction journal page request system. This prevents a theoretical hang on world load

  • Updated Create support for its version 6.0.0
  • This removes support for versions prior to 6.0.0

  • Added support for Json Things to make custom Powers**
  • This is in addition to existing KubeJS support, and works alongside it
  • Json Powers can be used in KubeJS reactions, as well as recipes
  • Custom power bottles can also be defined using thingpacks
  • (KubeJS) Fixed an issue that caused custom reactions to not render in multiplayer
  • (KubeJS) Made it no longer necessary to test reaction criteria on the client side
  • This raises the KubeJS Integration Version to 3.1
  • (Internal) Reactions now are only created on the server. There should be no outward change in behavior as a result of this

  • Added support for Json Things to make custom Powers**
  • This is in addition to existing KubeJS support, and works alongside it
  • Json Powers can be used in KubeJS reactions, as well as recipes
  • Custom power bottles can also be defined using thingpacks
  • (KubeJS) Fixed an issue that caused custom reactions to not render in multiplayer
  • (KubeJS) Made it no longer necessary to test reaction criteria on the client side
  • This raises the KubeJS Integration Version to 3.1
  • (Internal) Reactions now are only created on the server. There should be no outward change in behavior as a result of this


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