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[LC²H] | Lost Cities: Multithreaded

LC²H massively speeds up The Lost Cities with smoother terrain, safer concurrent generation and full C²ME/DH compatibility :]
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lc2h-omni-4.2.0-LTS.jar

File namelc2h-omni-4.2.0-LTS.jar
Uploader
AdmanyAdmany
Uploaded
Sep 7, 2026
Downloads
48
Size
3.8 MB
Mod Loaders
ForgeNeoForge
File ID
8831021
Type
R
Release
Supported game versions
  • 1.21.1
  • 1.20.1

Curse Maven Snippet

Forge

implementation "curse.maven:lc2h-1325431:8831021"

NeoForge

implementation "curse.maven:lc2h-1325431:8831021"

Learn more about Curse Maven

What's new

LC2H V4.2.0-LTS :]

Finally added the NeoForge port and fixed a ton of the remaining V4 worldgen issues.

Main stuff

  • One jar now supports Forge 1.20.1 and NeoForge 1.21.1.
  • Shared code was moved out of the Forge-only folder so both loaders use the same blender, planners, cleanup, tree, and kernel systems.
  • The city blender was reworked properly. It now follows Minecraft's own NoiseChunk/noise path, so mountains and hills keep their normal vanilla look instead of getting chopped into flat walls.
  • City edges now blend over a wider area with better slope handling, edge recovery, and fewer random chunks being skipped.
  • Fixed a bunch of terrain seams, mountain cutoffs, missing city-edge chunks, and concurrent versus serial generation mismatches.

Trees and buildings

  • Fixed large trees being cut at chunk borders.
  • Fixed trees losing their middle while the leaves and branches stayed behind.
  • Deferred trees now keep all touched chunks loaded, wait for the area to settle, and replay their blocks in safe batches.
  • Fixed multi-chunk buildings being treated differently depending on which chunk finished first.
  • Fixed deferred Lost Cities loot handling touching the live world during generation, which could trigger FastChunkGen/C2ME retries.

Vine and vegetation cleanup

  • Fixed cleanup missing normal vines, glow lichen, and Immersive Weathering frost.
  • Added support for hanging roots, chains, modded vine-like blocks, and extra IDs from the config.
  • Registry loading order no longer makes frost or lichen disappear from the cleaner.
  • Large connected clusters are scanned asynchronously instead of freezing the generation worker.
  • Full scans use bounded queues, retries, overflow handling, palette skipping, and adaptive budgets so cleanup does not randomly stop when the world is busy.
  • Actual block changes are still applied safely on the server thread.

Compatibility and performance

  • Improved C2ME and FastChunkGen compatibility.
  • Generation workers no longer wait on unfinished planner, cache, height, or blender work.
  • QAPI scheduling, CPU kernels, GPU paths, and safe fallbacks all remain available.
  • Added more diagnostics for queues, locks, planners, trees, cleanup, caches, and terrain blending.

Config and debugging

  • Fixed the Forge and NeoForge config UI blur, scaling, oversized header, scrollbar overlap, and button layout.
  • Added the LC2H logging toggle, disabled by default.
  • Expanded /lc2h diagnostics, /lc2h whyflat, blender commands, tree diagnostics, cleanup stats, and chunkdebug exports.
  • Changing blender settings only affects newly generated chunks. Existing chunks are not regenerated automatically.

Still compatible with the current Lost Cities 7.5.4 setup :]

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