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.
/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.
/reactive give_warp_bottle <x> <y> <z>
Gives a warp bottle to your current dimension bound to the provided coordinates.
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).
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.