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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-3.5.0.jar

  • R
  • Apr 24, 2026
  • 1.18 MB
  • 79.9K
  • 1.20.1
  • Forge

File Name

lc2h-3.5.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:lc2h-1325431:7978635")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

LC²H V3.5.0 | More Perf + Improved City Gen :D


V3.5.0 Overview

V3.5.0 focus is better performance on toasters + worldgen fixes (Bug). This update aims to improve city stitching, reduce heavy `BuildingInfo` lookups (Optimised), while also performing better when Distant Horizons is installed.


City Boundary Stitching

  • Fixed hard city cuts at multichunk area boundaries(Bug reported on Discord. Thx to lordchaos4)
  • Added better boundary tracking for neighboring city areas
  • Improved city chunk role detection around border chunks
  • Roads/buildings should now properly connect across areas

Shadow Apply Expansion

  • Added more gen phase shadow apply paths (Ditching queues)
  • Moved almost all cleanup work away from the main thread
  • Chunk post-processing should now perform a lot better with more throughput

BuildingInfo Performance Upgrades

  • Added BuildingInfo snapshotting for faster repeated lookups (Cuts around-ish 50% CPU load. Depends on hardware)
  • Improved chunk role probing for less repeated state checks
  • Reduced duplicate work when nearby chunks are already known/generated
  • Better throughput in general (Especially heavy packs or huuuge cities)

Distant Horizons Compatibility Improvements

  • Reduced cases where Distant Horizons actively enjoyed bottlenecking LC²H xd
  • Improved DH scheduling

Generation Fixes

  • Improved city block identification around boundary chunks
  • Fixed more edge cases where valid city chunks did not stitch correctly due to code issues
  • Improved lostcities dimension handling in city/spawn logic (Was brokey)

Extras

  • Added a new command `/lc2h profile [profile name]`. This forces The Lost Cities to generate cities and roads in an existing world, while not overwriting already generated chunks. (Requested feature). IT'S EXPERIMENTAL AND RISKY BTW

Codebase Cleanup

  • Moved all Forge logic into it's own folder (Prepping for port)
  • Cleaned up unused old code
  • Made the project easier to port later