File Details
lc2h-3.3.0.jar
- R
- Mar 7, 2026
- 1.09 MB
- 155.9K
- 1.20.1
- Forge
File Name
lc2h-3.3.0.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
LC²H V3.3.0 | Tree Rewrite + Big Performance Pass
V3.3.0 Overview
This update is a big one. Trees in cities have been fully reworked, performance has been cleaned up a lot more, and a few nasty compatibility issues were patched too. The main goal here was simple: better-looking cities, less broken generation, and more throughput without wasting CPU on dumb stuff.
Fully Redone Tree System
- Trees near city borders, highways, buildings, and other Lost Cities structures are now handled through a much smarter deferred/captured placement flow
- This means trees can span multiple chunks far more naturally instead of getting flat-cut, half-deleted, or shaved off at seams
- It also lets city overgrowth look way more natural, especially in large forested or Biomes O' Plenty-heavy areas
- The end result is that city landscapes now feel a lot more alive instead of looking like the generator took a chainsaw to every tree
Before trees in cities:

Trees with LC²H V3.3.0 in cities:

Performance Improvements
- Chunk throughput improved a lot in monitored runs, with one comparison going from 587 CPM to 753 CPM
- Quantified API cache behavior was cleaned up so it wastes a lot less CPU time doing background persistence and disk churn
- One of the earlier hot threads, quantified-cache-io, stopped showing up as a top CPU-heavy thread in newer runs
- Average CPU usage stayed roughly the same or a bit lower while generating more chunks, which is the kind of gain that actually matters
- Warmup, planner, cleanup, and other internal systems were also tuned further so the game spends less time fighting itself under load
Compatibility Fixes
- Patched compatibility for Refined Storage and RS-based addons such as ExtraStorage and Extra Disks
- This improves recovery/reconnect behavior for RS network-node block entities when chunks are loaded/applied through LC²H
- Should help avoid cases where RS blocks exist visually but their storage/network side ends up half-broken after load
Extra Cleanup + Stability Work
- Added more monitoring/telemetry so future issues are much easier to track down properly instead of guessing
- OpenCL task routing and fallback behavior was cleaned up so it behaves more correctly and wastes less work
- Overall V3.3.0 is meant to feel more polished, more stable, and just way nicer to actually play with in bigger modpacks

