Reactive World
by Brezidan
Reactive World makes the wildlife of a NeoForge world remember how often players hunt each species, and the natural spawns of that species shrink in response.
What it does
The mod tracks kills made by players in the Overworld, counting each tracked species separately. Every kill raises that species' count by 1, and the game notes the moment of the latest kill. When a tracked mob tries to spawn naturally, the mod calculates a probability from the count using an S-curve function, and that probability decides whether the spawn is cancelled. A low count leaves spawns almost unaffected, a count around the midpoint cancels about half of them, and a high count suppresses nearly all of them.
The count does not stay high on its own. Once a species has not been hunted recently, a periodic timer applies a regeneration formula, and the count drops slowly, so populations recover. Stopping for several in-game days lets natural spawn rates return over time, and a count below 1 resets to zero. Farmland also follows a related rule: a player's harvest does not turn the soil back to dirt until the land is exhausted, while an automatic system converts it only at maximum exhaustion, and a green particle effect shows the land recovering during a fallow period.
Reactive World requires NeoForge, and the mod is not open source. It is published for NeoForge only, with one game version, 26.1.2. The environment is client and server, so the server and every player need the mod, and the settings are adjusted in the Minecraft configuration screen.
Key features
Per-species kill tracking
Kills made by players are counted for each tracked species, and only kills in the Overworld are included in the count.
Adjustable natural spawns
A sigmoid-shaped curve decides how many natural spawns of a tracked species are cancelled, based on its kill count.
Population recovery
Counts fall over time when a species is left alone, restoring natural spawn rates after several in-game days.
Farmland exhaustion
Repeated harvesting without a rest period exhausts farmland, and a green particle effect marks the soil recovering during fallow.
Gallery
Compatibility
Latest build for each game version and loader.
Only full game releases are shown. This mod publishes no snapshot builds.
How it compares
Green Thumb is server-side required with optional client support, is published for Fabric, Forge, NeoForge and Quilt across 26.1 – 26.1.2, and is not open source under the Creative Commons Attribution Non Commercial 4.0 license. Natural Farmland is client and server, open source under the Apache License 2.0, and built for NeoForge 1.21.1 only.
| Mod | Loaders | Game versions | Environment | Updated |
|---|---|---|---|---|
| Reactive World | NeoForge | 26.1.2 | Client and server | 2026-06-05 |
| Green Thumb | Fabric, Forge, NeoForge and Quilt | 26.1 – 26.1.2 | Server required, client optional | 2026-03-24 |
| Natural Farmland | NeoForge | 1.21.1 | Client and server | 2026-07-08 |
Questions
Does Reactive World require NeoForge?
Does Reactive World have to be installed on both sides?
How long does a hunted species take to recover?
In the catalog
Reactive World is one of 29,952 Game mechanics mods on ModsFinder, and one of 12,140 Game mechanics mods for NeoForge. 15,189 mods support Minecraft 26.1.2.
More from Brezidan
Similar mods
What the author says
The world's wildlife responds to how aggressively you hunt. Every kill is tracked per species, and natural spawn rates are suppressed the more you hunt. Stop hunting long enough, and the population slowly recovers on its own. Only kills made by players in the Overworld are counted.
Official listing
- Modrinth page
- modrinth.com/mod/reactive-world
- Owner
- Brezidan
- Published
- 2026-05-03
- Updated on Modrinth
- 2026-06-05
- Facts verified
- 2026-10-15
