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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-3.4.0.jar

  • R
  • Apr 5, 2026
  • 1.13 MB
  • 101.2K
  • 1.20.1
  • Forge

File Name

lc2h-3.4.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

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