4+ Months Later…
I've finally made public this alpha version of the PEAK modpack!
What you see here is not the whole content! File is UP!
After more than 4 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 But i wont release that yet. Why? Shh calm down, I will laterrr!
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 quetlines) 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:
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 Arg :
-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

