Create: Reacting Reactions
A chemistry addon for Create on NeoForge 1.21.1, featuring :
- complex chains for different chemical products: petroleum chemistry, electrolysis, distillation, and more.
- renewable ores that are actually difficult to set up.
- Enhanced compatibility with Create: Diesel Generators, Create: Electro-Energetics, and Create: Aeronautics.
- Good looking multiblocks.
- Leaks and toxicity (can be disabled).
- Payoffs : Accessories and high-end armor / tools, which are very difficult to make.

The mod is in beta (in the sense that it is feature complete, but not very tested. Ideally I'd like the current art replaced eventually, but my own tries were disastrous, and I don't have the money to commission. Volunteers welcome). See AI disclosure at the end as well.
It is recommended to use this mod with Create: Diesel Generators and Create: Electro Energetics.
Petroleum chemistry
When Create: Diesel Generator is installed, it uses its distillation tower. When it isn't, Reacting Reactions provide its own distillation towers and oil generation.

Oil gets distilled into products. Some of them can be distilled further, to extract Helium, Neon, and lighter gases (methane, ethane, butane, propane).
Products may come out contaminated and will need to be cleaned. This process, as well as most of this mod's reactions, will happen in the Reaction Chamber, a flexible multiblock which takes heat and rotational speed to craft its recipes.

Some recipes may require Oxygen or Hydrogen. One way to make them is by water electrolysis, which happen in an electrolysis vat:

Machines can take attachments: outlet manifolds to handle more recipes, circulation pumps to work faster, outlet valve to automatically pump out outputs, and more. They also all have a simpler, single block alternatives that work slower and are only able to make simple recipes.
All this process has multiple end uses: you can make "super bone meal" (an area of effect fertilizer), tons of burnable fuels for your diesel engines, and plastic (that is used in multiple other parts of the mod).
In Create: Reacting Reactions, there are often multiple paths to make each compound, each with pros and cons.
Ore processing
Instead of changing the base minecraft ore processing, this mod uses the Create alternate stone types as the base of some metallurgic process. The rationale behind this is that sure, you can find "pure" ores in small veins, but larger veins will have to be refined further.
Each stone has an associated process (using the reaction chamber or electrolysis vat), and produces one or two ores.
The stone types that produce an ore have a chance to spawn "rich vein" block. When mined, they simply drop a stack of the associated stone. They cannot drop even with silk touch. But when a derrick is positioned above, it is able to mine that stone without ever depleting it.
Note that the process is quite slow, and consumes coolant and power.

You may also find polymetallic nodules on the seafloor, which can be processed for a variety of metals …
There are a few new alloys, or metals, added by this mod as high-end options:
- Steel
- Aluminum
- Titanium (the ultimate metal of the mod).

They all take elaborate processes to refine, and can be used to build pretty powerful stuff.
Diamonds and Netherite become renewable as well, but the recipes are intentionally slow.

All of this can be made into very high-end equipment. The exo armor provides a variety of buffs (creative flight, speed, fall damage immunity and more), but consumes various chemical compounds for these effects, and it is extremely expensive and time-consuming to craft. It comes with a multi-tool (pickaxe, axe and shovel 3-in-1) and a neon blade.
Some accessories (which go into curio / accessories slots when installed) can also be crafted, which provide (much) weaker versions of these effects.
Some fun little tools like a laser pointer (cats love it !) and the acetylene lamp (zombies hate it !) are also added.
Leaks and toxicity
This part can be completely disabled through config.
Well, if we're handling toxic and explosive stuff all around, mistakes are bound to happen. As it turns out, everything leaks ! Pipes, pumps, machines…
Gas make jets, liquids make puddles on the ground. And when stuff leaks, it may be toxic for you. Pollution is a very localized problem in this mod (5-10 blocks from the leak max), but standing there will increase your toxicity gauge, which will have adverse effects (and can kill you !).
Also, explosive stuff burns or explodes when exposed to flames. Be careful of chain reactions !

There are various items and machines that can be used to clean up pollution, cure yourself, and fix leaks. There is also PPE equipment.
AI disclosure
A significant part of this mod's code was written by an LLM, in part as an experiment by me to see how efficient that could be. Turns out, it works quite well. I am not claiming ownership of any of the code of this repo as a result.
Game design is my own, and everything was proofread and tested by a human. I did not leave free rein to the AI. A large amount of time was sunk by me into that mod's development. The overall mod design should be sound as a result.
Only an LLM was used, no direct image generation. So art is mostly generated through python scripts.
Note that I am quite against generative AI myself. I stumbled upon a month of some pro subscription, and decided to use it fully. I am open to criticism on that or other stuff.
I will not take any money or revenue as part of this mod due to the AI use. If this mod ever makes any money, it will go towards commissioning human-made assets.
If anyone would like to make asset for this mod, they are welcome. Issues and pull requests on the github repo are also welcome.
License
Code and data: MIT (LICENSE). Assets made by an LLM: CC0, listed with how they were made in LICENSE-LLM-CONTENT.md. Other assets: CC BY-NC-SA 4.0 (LICENSE-ASSETS). Imported textures keep their own licences (credits.md).

