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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-3.2.4.jar

  • R
  • Feb 14, 2026
  • 1004.60 KB
  • 35.2K
  • 1.20.1
  • Forge

File Name

lc2h-3.2.4.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:lc2h-1325431:7622914")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

LC²H V3.2.4 | Stability Pass + City Seam Fixes


V3.2.4 Overview

This release focuses on stabler TPS and ms during heavy chunk work, plus new systems to reduce ugly city seam artifacts like half-trees and floating junk blocks.


Create Compatibility

  • Create has been patched to reduce chunk lifecycle issues
  • There may still be bugs: if you find anything broken, report it so it can be fixed

New: City Seam Tree Cut-Off Fix

  • Prevents trees from generating in positions that would produce cut-off leaves/logs at city chunk seams
  • Designed to work for city blocks, roads, highways, railroads, and other Lost Cities layouts that overwrite neighboring chunks
  • Reduces the common seam look where one chunk generation pass wipes parts of a tree placed by another pass

New: City Artifact Cleanup

  • Removes floating water/lava source blocks in city chunks when clearly disconnected and not part of a structure
  • Removes fully isolated horror_element_mod:* blocks when surrounded by vanilla air (prevents random floating mod blocks)

Performance + Stability Impact

  • TPS and ms should be a lot more stable in this release
  • About 5% of max throughput was traded for stability
  • Better TPS and ms is worth way more than 5% throughput in real modpacks

Config Options

  • Floating Vegetation Removal toggle (post-generation cleanup)
  • Prevent Half-Trees At City Seam toggle
  • Tree Seam Buffer (blocks) option
  • Clear Trees Near City Border option