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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-3.2.5.jar

  • R
  • Feb 22, 2026
  • 1017.81 KB
  • 5.9K
  • 1.20.1
  • Forge

File Name

lc2h-3.2.5.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:lc2h-1325431:7662937")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

LC²H V3.2.5 | DH Sync + City Cleanup Pass


V3.2.5 Overview

This update is a cleanup/stability pass: better Distant Horizons compatibility, stronger city artifact cleanup, and safer Lost Cities generation behavior under heavy load.


Distant Horizons + Worldgen

  • Patched DH/Lost Cities interaction where some city chunks could fall back to plain terrain
  • Generation flow is now more consistent when DH requests chunks differently than vanilla view loading

City Artifact Cleanup (Upgraded)

  • Better removal of floating water/lava artifacts in city chunks
  • Now also targets tall free-hanging source columns (the random sky-water pillars)
  • Keeps legitimate supported liquids and structure-integrated fluids safer than before
  • Still removes isolated floating horror_element_mod:* junk blocks

Tree Seam + Generation Safety

  • City seam tree cut-off prevention remains active and tuned for chunk-border overwrite cases
  • Lost Cities bad part-slice data is handled more safely so chunk gen skips bad slices instead of hard-failing

Performance + Stability

  • TPS/ms behavior stays more stable in heavy packs
  • Small peak-throughput tradeoff remains, but real-world play is smoother and less spiky
  • Extra tuning knobs exist for liquid cleanup aggressiveness (height/depth/exposure checks)