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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-3.3.0.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

Forge

implementation fg.deobf("curse.maven:lc2h-1325431:7723963")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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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:

Before trees in cities

Trees with LC²H V3.3.0 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