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LC²H [Lost Cities: Multithreaded]

LC²H [Lost Cities: Multithreaded]

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LC²H | Lost Cities: Multithreaded

Crowdin


Compatibility Notice

Officially supported and tested:

  • C2ME
  • Sinytra Connector (fixed sync + loader edge cases in V3.2.0)
  • Distant Horizons (boot crash fix + pull-based LOD sampling in V3.2.0)

These mods are validated with LC²H V3 and are marked as supported.


What Is LC²H

LC²H is a performance and stability rework layer for The Lost Cities.

V3 moves the full generator pipeline off the Minecraft main thread.

City generation is fully async, parallel, and safely applied.


V3.0.0 – An Engineering Marvel

A ground-up rebuild with:

  • Job-based generator API
  • Async scheduler
  • Parallel worker pools
  • Thread-safe translation layer
  • Multi-tier caching
  • Optional GPU acceleration

City Safe Structure System

  • Prevents structures inside cities
  • Removes floating vegetation
  • Cleans worldgen artifacts

Result: clean city skylines.


Config UI

Commands removed. Config is now in-game UI.

Path: Mods → LC2H → Config


Why V3 Is Fast

  • Pull-based main-thread apply
  • No queue flooding
  • Stable TPS
  • Predictable load times

Translation Layer

Makes Lost Cities thread-safe by isolating unsafe state.


Credits

McJty – creator of The Lost Cities.


LC²H – Version 3.2.2 Created by Admany – BlackRift Studios
January 28, 2026

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.20.x
Forge
6mo ago 1
1.20.x
Forge
7mo ago 1
1.20.x
Forge
8mo ago 1
1.20.x
Forge
8mo ago 1
1.20.x
Forge
8mo ago 1
1.20.x
Forge
9mo ago 1

<div style="font-family:'JetBrains Mono','Courier New',monospace;color:#e0e0e0">
<h1 style="text-align:center;color:#ffffff">LC²H V3.5.0 | More Perf + Improved City Gen :D</h1>
<hr style="border-color:#333">

<div style="border:1px solid #90caf9;padding:12px;background-color:#111;color:#e3f2fd">
<p style="font-size:18px;color:#90caf9"><strong>V3.5.0 Overview</strong></p>
<p>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 <strong>Distant Horizons</strong> is installed.</p>
</div>

<br>

<div style="border:1px solid #ce93d8;padding:12px;background-color:#111;color:#f3e5f5">
<p style="font-size:16px;color:#ce93d8"><strong>City Boundary Stitching</strong></p>
<ul style="color:#e1bee7">
<li>Fixed hard city cuts at <strong>multichunk area boundaries</strong>(Bug reported on Discord. Thx to lordchaos4)</li>
<li>Added better boundary tracking for neighboring city areas</li>
<li>Improved city chunk role detection around border chunks</li>
<li>Roads/buildings should now properly connect across areas</li>
</ul>
</div>

<br>

<div style="border:1px solid #81c784;padding:12px;background-color:#111;color:#e8f5e9">
<p style="font-size:16px;color:#a5d6a7"><strong>Shadow Apply Expansion</strong></p>
<ul style="color:#c8e6c9">
<li>Added more gen phase shadow apply paths (Ditching queues)</li>
<li>Moved almost all cleanup work away from the main thread</li>
<li>Chunk post-processing should now perform a lot better with more throughput</li>
</ul>
</div>

<br>

<div style="border:1px solid #4db6ac;padding:12px;background-color:#111;color:#e0f2f1">
<p style="font-size:16px;color:#80cbc4"><strong>BuildingInfo Performance Upgrades</strong></p>
<ul style="color:#b2dfdb">
<li>Added BuildingInfo snapshotting for faster repeated lookups (Cuts around-ish 50% CPU load. Depends on hardware)</li>
<li>Improved chunk role probing for less repeated state checks</li>
<li>Reduced duplicate work when nearby chunks are already known/generated</li>
<li>Better throughput in general (Especially heavy packs or huuuge cities)</li>
</ul>
</div>

<br>

<div style="border:1px solid #ffcc80;padding:12px;background-color:#111;color:#fff3e0">
<p style="font-size:16px;color:#ffcc80"><strong>Distant Horizons Compatibility Improvements</strong></p>
<ul style="color:#ffe0b2">
<li>Reduced cases where <strong>Distant Horizons</strong> actively enjoyed bottlenecking LC²H xd </li>
<li>Improved DH scheduling</li>
</ul>
</div>

<br>

<div style="border:1px solid #90caf9;padding:12px;background-color:#111;color:#e3f2fd">
<p style="font-size:16px;color:#90caf9"><strong>Generation Fixes</strong></p>
<ul style="color:#bbdefb">
<li>Improved city block identification around boundary chunks</li>
<li>Fixed more edge cases where valid city chunks did not stitch correctly due to code issues</li>
<li>Improved lostcities dimension handling in city/spawn logic (Was brokey)</li>
</ul>
</div>
<br>
<div style="border:1px solid #b0bec5;padding:12px;background-color:#111;color:#eceff1">
<p style="font-size:16px;color:#b0bec5"><strong>Extras</strong></p>
<ul style="color:#cfd8dc">
<li>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</li>
</div>
<br>

<div style="border:1px solid #b0bec5;padding:12px;background-color:#111;color:#eceff1">
<p style="font-size:16px;color:#b0bec5"><strong>Codebase Cleanup</strong></p>
<ul style="color:#cfd8dc">
<li>Moved all Forge logic into it's own folder (Prepping for port)</li>
<li>Cleaned up unused old code</li>
<li>Made the project easier to port later</li>
</ul>
</div>

<hr style="border-color:#333">
</div>

Changelog on Curseforge
# LC²H V3.3.0 | Tree Rewrite + Big Performance Pass

This update is a pretty major one. Trees in cities have been fully reworked, performance has been cleaned up a lot more, and a few nasty compatibility issues were patched too.

The goal with V3.3.0 was simple: better-looking cities, less broken generation, and more throughput without wasting CPU on dumb stuff.

## Fully Redone Tree System

  • Trees near city borders, highways, buildings, and other Lost Cities structures are now handled through a much smarter deferred/captured placement flow
  • Trees can now span multiple chunks far more naturally instead of getting flat-cut, half-deleted, or shaved off at seams
  • City overgrowth looks much more natural now, especially in large forested areas and Biomes O' Plenty-heavy worlds
  • The end result is that city landscapes feel way more alive instead of looking like the generator took a chainsaw to every tree

  • Before trees in cities:**

![Before trees in cities](https://i.imghippo.com/files/Uh7884Cs.png)

  • Trees with LC²H V3.3.0 in cities:**

![Trees with LC²H V3.3.0 in cities](https://i.imghippo.com/files/vUTA1703VIU.png)

## Performance Improvements

  • Chunk throughput improved a lot in monitored runs, with one comparison going from **587 CPM** to **753 CPM**
  • Quantified API** cache behavior was cleaned up so it wastes a lot less CPU time on background persistence and disk churn
  • One of the older heavy threads, **quantified-cache-io**, stopped showing up as a top CPU-heavy thread in newer runs
  • Average CPU usage stayed roughly the same or a bit lower while generating more chunks, which is the kind of gain that actually matters
  • Warmup, planner, cleanup, and other internal systems were also tuned further so the game spends less time fighting itself under load

## Compatibility Fixes

  • Patched compatibility for **Refined Storage** and RS-based addons such as **ExtraStorage** and **Extra Disks**
  • This improves recovery/reconnect behavior for RS network-node block entities when chunks are loaded/applied through LC²H
  • Should help avoid cases where RS blocks exist visually but their storage/network side ends up half-broken after load

## Extra Cleanup + Stability Work

  • Added more monitoring/telemetry so future issues are much easier to track down properly instead of guessing
  • OpenCL task routing and fallback behavior was cleaned up so it behaves more correctly and wastes less work
  • Overall V3.3.0 is meant to feel more polished, more stable, and just way nicer to actually play with in bigger modpacks

Updated to the latest release from CF
Updated to V3.2.4. Full changelog on Github/Curseforge
  • _Official Modrinth push_**
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