Command - hjake123/reactive GitHub Wiki

Version 9c+ only

The /reactive command allows server operators to directly interact with a few different part of the mod. The command is present by default, but can be disabled using a server config setting; this setting takes effect when the server launches.

Adding or removing power from a Crucible

/reactive power add X Y Z <power> <amount>

Adds the specified amount (an integer from 1 to 1600) of the specified power to the Crucible at location X Y Z.

POWER is either the name of one of the built-in Powers, or, if you are using KubeJS, a string of the form kubejs.<power_name> to identify a custom Power. In theory, Powers from other namespaces would also be applicable here. The full list of possibilities will appear in tab completion.


/reactive power remove X Y Z <power> <amount>

As above, but it removes power. If you enter a number higher then the amount of that power in the Crucible already, it just removes all of that power type.

Spawning Linked Bottles of Warp

/reactive give_warp_bottle <x> <y> <z>

Gives a warp bottle to your current dimension bound to the provided coordinates.

Listing or Reloading Reactions

Version 9g+ only

/reactive reaction list

Acquires a list of all reaction aliases currently in the world (for example, to add one to the disable list in the config file).


/reactive reaction reload

Reloads the world's reactions (for example, to update changes to custom KubeJS reactions).

Managing Materials

Version 10+ only

See Materials.

/reactive material give <player> <id> <count>

Gives the specified player the specified number of a particular material id. Material ids should be specified by their internal name, like auto:0 for an auto-generated material.

/reactive material info <id>

Prints some information about the specified material, including its given name, its formula (if any), and which Properties it has.

/reactive material list

Lists every existing material in the world, ordered by internal id, along with their names.

/reactive material reload

Reloads the world's Datapack Materials, applying any changes from the world's datapacks. If this would remove one, it becomes a default material named "Removed Datapack Material". Make sure to first /reload the datapack itself.

/reactive material rename <id>

Opens the rename screen for the specified material. Unlike the Discovery Desk, this is not limited to only the original discoverer.

/reactive material remove <id>

Only works if the config option allowMaterialDeletion is enabled on this server. If so, the specified material is removed and replaced by a default placeholder material. Blocks in the world will lose their color tint and most of their properties, but will retain light emission and block model.

/reactive material remove-everything

Only works if the config option allowMaterialDeletion is enabled on this server. Fully resets and removes all material data, not leaving any placeholders. This causes already-existing Material blocks to fall back on special case behavior -- for example, they will drop Salt Blocks. Existing material items will instantly transform into new Undiscovered Materials once they spend a tick in a player's inventory; in storage they will be similar to the entry in the Creative menu. Obviously, I only recommend using this if something has gone wrong, or if you're doing advanced debugging of some sort on a throwaway world.

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