promotional bannermobile promotional banner

LC²H [Lost Cities: Multithreaded]

LC²H V3 turbocharges The Lost Cities to massive cities, lightning-fast, silky smooth gameplay. Fully C²ME compatible. I’m proud of this, and hope everyone will enjoy using it :]

File Details

lc2h-3.2.0.jar

  • R
  • Jan 20, 2026
  • 953.85 KB
  • 428
  • 1.20.1
  • Forge

File Name

lc2h-3.2.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:lc2h-1325431:7494858")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

LC²H V3.2.0 | Pull-Based Core + DeceasedCraft Spawn Boost


V3.2.0 Overview

This update started life as a V3.1.1 hotfix, but after resolving long-standing performance and stability issues, it earned the full V3.2.0 release. The core change is a new pull-based execution model that stops the main thread from being flooded.


Core Performance: Pull-Based Execution

  • Before: async systems pushed large bursts of work onto the main thread, causing queue floods, CPU spikes, and unstable loading
  • Now: the main thread pulls work in small, tick-budgeted slices, only when it has room to do so
  • This keeps TPS stable, avoids long blocking runs, and removes the runaway queue spam that caused huge CPU usage
  • Distant Horizons sampling is now chunked into safe batches and drained over time instead of being forced in one heavy run
  • Budgets scale dynamically based on tick lag, so heavy servers back off automatically instead of falling over

MSPT + CPU Load Improvements

  • MSPT has been further stabilized under heavy load scenarios
  • Most users previously seeing extremely high CPU usage should now see it drop significantly
  • The Quantified API has been updated to enforce a hard 80% execution cap, preventing runaway task saturation
  • This ensures background systems cannot starve the main thread, even under extreme worldgen or cleanup pressure
  • Floating vegetation removal (vines, hanging blocks, etc.) now runs faster and with substantially lower CPU cost
  • Cleanup passes are more aggressively batched and short-lived, reducing MSPT spikes during generation and pruning

DeceasedCraft Spawn Support (Biggest Compat Change)

  • Full support for DeceasedCraft’s forceBuildingSpawn in V3.2.0
  • Spawn search now uses an optimized city-first flow instead of brute chunk scanning
  • Faster than base Lost Cities, fewer BuildingInfo hits, and dramatically less main-thread pressure

Distant Horizons + Loader Fixes

  • Fixed DH crash on boot when DH classes aren’t present / fail to resolve
  • Resolved Sinytra Connector compatibility issues
  • Fixed a mixin application bug that could break startup in some packs

Stability + Code Safety

  • Updated mod compilation to Java 21
  • Fixed legacy code paths that caused unsafe parks and long stalls
  • Additional edge-case hardening and cleanup across core systems