lc2h-omni-4.2.0-LTS.jar
Curse Maven Snippet
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 :]
This mod has no additional files

