CurseForge · Minecraft mod
Reactive Alchemy
An alchemy-themed magic mod based on in-world experimentation
Quick answer
Which Reactive Alchemy release should I use?
Reactive Alchemy reactive-1.21.1-10.2.1.jar targets 1.21, 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 1 required mods have matching files.
Where it goes
Is Reactive Alchemy required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Reactive Alchemy reactive-1.21.1-10.2.1.jar need?
reactive-1.21.1-10.2.1.jar. Change the file and its required mods may change too.
Install Patchouli first. We found matching files for this game-version and loader setup. 4 come through another mod in the chain.
4 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Reactive Alchemy without breaking your instance.
Built for Reactive Alchemy reactive-1.21.1-10.2.1.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use reactive-1.21.1-10.2.1.jar. It targets 1.21, 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Patchouli first. We found matching files for this game-version and loader setup. 4 come through another mod in the chain.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside reactive-1.21.1-10.2.1.jar. It opens that exact file at the source.
About this project
What does Reactive Alchemy add?

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.

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!
Project description from CurseForge.
Pick your setup
Reactive Alchemy by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.21.1
1 loader build1.21
1 loader build1.20.1
2 loader buildsCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Reactive Alchemy versions and loaders
reactive-1.21.1-10.2.1.jar
27 Sept 2026
reactive-1.21.1-10.2.0.jar
24 Feb 2026
reactive-1.20.1-10.2.0.jar
24 Feb 2026
reactive-1.20.1-10.1.5.jar
22 Feb 2026
reactive-1.20.1-10.1.4.jar
22 Feb 2026
reactive-1.20.1-10.1.3.jar
20 Feb 2026
reactive-1.21.1-10.1.3.jar
20 Feb 2026
reactive-1.21.1-10.1.2.jar
13 Feb 2026
reactive-1.20.1-10.1.1.jar
30 Dec 2025
reactive-1.21.1-10.1.1.jar
30 Dec 2025
reactive-1.20.1-10.1.0.jar
28 Dec 2025
reactive-1.21.1-10.1.0.jar
28 Dec 2025
Looking for an older file? The official CurseForge project page is in Resources.