[LC²H] | Lost Cities: Multithreaded

LC²H massively speeds up The Lost Cities with smoother terrain, safer concurrent generation and full C²ME/DH compatibility :]
Back to Files

lc2h-3.4.0.jar

File namelc2h-3.4.0.jar
Uploader
AdmanyAdmany
Uploaded
Apr 5, 2026
Downloads
206.5K
Size
1.1 MB
Mod Loaders
Forge
File ID
7879030
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:lc2h-1325431:7879030")

Learn more about Curse Maven

What's new

LC²H V3.4.0 | Bug fixes + Vulkan GPU Acceleration is here :D


V3.4.0 Overview

Big QoL + perf update to celebrate 1M downloads on Curseforge (crazyyy). Now features Quantified API Vulkan GPU acceleration, that delivers more throughput than OpenCL + lighter overall. Also reworked water pillars + vines, fixed a bunch of compatibility issues, and improved CPU/GPU efficiency.


Native Vulkan GPU Acceleration

  • ~50% more throughput in heavy cases (due to less driver overhead and more control)
  • Faster warmup + better caching
  • Fixed a bug where GPU tasks went to CPU...
  • Falls back to OpenCL if Vulkan not supported (if your GPU doesn't support Vulkan, it's time to upgrade xd)

World Cleanup (Water + Vines)

  • Our beloved water pillars finally are more rare (maybe fully gone) + uses shadow apply now
  • Floating vines are being cleaned more often, due to shadow apply
  • Better batching was added

CPU Performance

  • Way less main thread pressure due to shadow apply
  • GPU work actually stays on the GPU
  • Due to batching improvements, the queue is less pressured with tasks
  • Overall smoother in general

Fixes

  • Config UI crashes fixed
  • Spawn in city system has been fully patched and overhauled (DeceasedCraft is now compatible)
  • Missing or N/A blocks → set to air instead of crashing the whole worldgen
  • City chunks now match nearby terrain height better. Fixed cases where chunks generated way higher than surroundings or random dips in the cities(thx Quanz xd)

This mod has no additional files