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Peak (Dev)
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A non-linear Ultra optimized Modpack built around Create automation, Magic systems, and Tons of custom content to explore!
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5+ Months Later…
I've finally made public this alpha version of the PEAK modpack!
What you see here is not the whole content!
After more than 5 months of building, rewriting configs, and over 280 hours of actual in-game testing and playtesting, the first public alpha of PEAK is finally out!

Before getting into what is in the pack, I want to talk about performance first. A lot of modern 1.21 modpacks run poorly or stutter because people just toss 300 mods into a folder and hope for the best. For PEAK, I spent back-breaking hours doing deep optimization: stripping out redundant mod bloat, unifying tags so you do not get three conflicting types of copper or random duplicate ingots, tuning garbage collection flags, and fixing structure leaks so chunks load when you are moving fast.
Because of everything that is packed into the world, you will need to allocate at least 7 GB of free RAM in your launcher. Anything less and Java will choke on garbage collection. BUT, i do have a lite version of the pack that can run on around 6.2GB! Peak Lite!
CHANGELOG!
What's been changed in this alpha2 version is:
- An attempt to re-introduce the random gateway spawning from a mod that i had to remove since it did not let me upload the pack with it in it. So gateways should spawn from 200 to 500 blocks away from the player, each day without a gateway adds 2% more chance of spawning a gateway. If day 30 reached with no gateway, one will be forced to spawn. Also there's a /peak command to configure these!
- Dying now should take away 20% of your xp. I think it is not working yet but expect that to be funcional in the next updates!
- Remade the Ghost pearl and the Recovery key recipes!
- The mod "Armor of Ages" now preserves the previous armor enchantments after upgrading it to one of the same mod.
- Made sure that wandering traders DO NOT sell eyes of ender jejjjj, that was a good method for getting them, but rare, veryyy rare.
- Emboldened Ingot recipe remake.
- Made a script that registers many fake stuff in the game so when trying to join an Essential/Lan world from Peak Lite to Peak (Dev), it approves your connection!(that was a huge fix).
- Updated Ice and Fire, YAGM and Removed easy anvils because it was conflicting with apothic enchanting!
- From now on structure loot should not contain enchanted books saying "I AM ERROR"...
- Made Magic mirror wayyyyy better with a base tp distance of 5k blocks and a max of 30k i believe.
- Scaled attack damage by 3 points to all the simple swords(and addons) unique weapons.
- Made the Void tp pad worldspawn better. it did not spawn if the x0 y~ z0 where covered in water (like in an ocean). it should now appear regardless. if it did not spawn use the /peak pad command to regenerate it(it spawns on the surface always)!
- LOD distance set to 32 in Peak Lite.
Thank you for playing!!!
So what is PEAK?
At its heart, PEAK is a Create-centered pack, but stacked with addons and a ton of wild magic and tech content surrounding it.
I did not want this to feel like another one of those packs that holds your hand or forces you into a single linear checklist where you are just following lines on a screen. If you want to dive straight into kinetics and build automated factories, you can. If you want to mess with spells, go spelunking in deep caves, or build cozy farms, you can do that instead. There are multiple ways to solve almost every problem or automate materials!
A funny twist on End gating
You cannot just speedrun the End on day two by
crafting Eyes of Ender with blaze powder and pearls like vanilla.
Stronghold access has a bit of custom gating:
To get your hands on Eyes of Ender, you actually have to go out into the world and get into some fights with bosses (Check the boss questlines) and dungeon threats. Once you go through the end portal and get your first taste of the End, you can take End Stone, crush it down into End Stone Powder, and use that to craft more eyes yourself!!! It gives exploring and fighting a real purpose rather than just ignoring everything on the surface.
Quests, space travel, and everything in between
The questlines are inspired by packs like MC Eternal 1 and 2:
They are there to give you ideas, fun facts, survival tips, and rewards, not to force you down a tunnel. You get custom reward coffers, early game field guides, and secrets on how to stretch your resources.


And once you get far enough into the machinery, you can build rockets, launch into orbit, and explore outside the Overworld.
This is an Alpha — I need your feedback!

This is the very first public release. I have put manyyy hours into balancing recipes, drop rates, and performance, but the best way to polish a pack is having real players jump in, try weird builds, and see what breaks.
If you run into bugs, weird recipe conflicts, or things that feel too grindy or too easy, please let me know and leave feedback. Your thoughts directly shape the next updates.
Jump in, build something cool, and let me know what you think!!!
Recommended Java Arguments:
-XX:+UseG1GC -XX:+ParallelRefProcEnabled -XX:MaxGCPauseMillis=100 -XX:+UnlockExperimentalVMOptions -XX:+DisableExplicitGC -XX:+AlwaysPreTouch -XX:G1NewSizePercent=30 -XX:G1MaxNewSizePercent=40 -XX:G1HeapRegionSize=16m -XX:G1ReservePercent=15 -XX:G1HeapWastePercent=5 -XX:G1MixedGCCountTarget=4 -XX:InitiatingHeapOccupancyPercent=15 -XX:G1MixedGCLiveThresholdPercent=90 -XX:G1RSetUpdatingPauseTimePercent=5 -XX:SurvivorRatio=8
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