GameGarden Ultimate

Modpack that includes a variety of different mods for different playstyles.

File Details

GameGarden Ultimate Alpha 8

  • R
  • Mar 26, 2026
  • 112.05 MB
  • 17
  • 1.21.1
  • NeoForge

File Name

GameGarden Ultimate-Alpha 8.zip

Supported Versions

  • 1.21.1

Alpha 8

Fixed

  • Apotheosis — Names are missing from Iron, Gold and Diamond templates. Should follow same structure as Copper Upgrade Smithing Template.

Added tooltips (were missing entirely):

stone_upgrade_smithing_template → Wooden Tools / 1 Cobblestone bronze_upgrade_smithing_template → Copper Equipment / 1 Bronze Block steel_upgrade_smithing_template → Iron, Bronze, Faraday & Gold Equipment / 1 Steel Block Fixed existing tooltips:

copper_upgrade_smithing_template → corrected "Stone Equipment" to "Leather Armor, Stone Tools" (it upgrades both) gold_upgrade_smithing_template → was "Iron Equipment (Metal Bundles)", now "Copper Tools" (matches actual recipes: copper tools → gold) diamond_upgrade_smithing_template → was "Iron Equipment", now "Iron, Bronze, Faraday & Gold Equipment" (matches all diamond upgrade paths) iron_upgrade_smithing_template → simplified "4 Iron Ingots (1 Iron Block)" to "1 Iron Block"

  • Stellar View — Stellarview might be affecting performance more than it should, should be investigated.

Mod Deleted.

  • In Control! — Prevent Hostile mobs from spawning above ground

Allow spawning underground.

The fix changes minheight: 62 to seesky: true. The old rule was blocking all caves above Y=62 — which includes a huge portion of the new cave generation that extends up to Y=256. The new rule blocks spawning only where the sky is directly visible, so any enclosed cave (regardless of height) allows hostile spawns. The illager exception remains untouched.

  • Stellaris — Steel should only be aquired from alloying
  • Stellarity — Armor models are glitched.

Stellarity completely replaces the rendertype_armor_cutout_no_cull shader (used for all worn armor) with a custom atlas-based version for its own animated armor items. It uses texelFetch(Sampler0, ivec2(0, 1), 0) == vec4(1) to detect "Stellarity leather" — and vanilla leather_layer textures apparently trip this check, sending them through Stellarity's custom atlas path they weren't designed for.

The fix pack now overrides both Stellarity's custom shader AND its custom leather armor textures (which were formatted for that shader's atlas system). Vanilla leather layer textures are now restored alongside the vanilla shader, so both sides of the equation match.