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The Lost Cities

The Lost Cities

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The Lost Cities

The Lost Cities transforms Minecraft's Overworld into a vast, abandoned civilization. Explore ruined skyscrapers, apartment blocks, factories, roads, highways, bridges, tunnels, subway systems, parks, flooded areas, and underground rooms filled with loot and dangers.

Cities are integrated into the normal terrain, so Lost Cities can be combined with other biome and terrain mods. Depending on the selected profile, the world can contain sprawling city regions, rare cities separated by wilderness, heavily damaged ruins, safer buildings, tall skylines, domed cities, or other specialized landscapes.

Features

  • Large procedural cities with streets, buildings, parks, highways, bridges, railways, tunnels, and subways
  • Detailed interiors with loot, spawners, cellars, lighting, and extensive damage and decay options
  • Multiple built-in profiles for very different world-generation styles
  • An in-game configuration screen for selecting a profile and customizing generation
  • Support for biome and terrain-generation mods
  • Data-driven buildings, palettes, city styles, world styles, and other assets for modpack authors
  • Custom profiles for controlling city frequency, building height, damage, explosions, terrain, infrastructure, loot, and much more
  • Server-side-only operation, allowing vanilla clients to connect when no client-side Lost Cities features are required

Note: New Street/Highway layout was commissioned by TqLxQuanZ. Thanks for the support!

Current Version Documentation

The documentation stored in the GitHub branch for your Minecraft version is the most accurate and up-to-date source. The Lost Cities Wiki remains useful for older versions and general background, but it may describe legacy behavior that no longer applies.

Minecraft 1.20.1

Minecraft 1.21.1

Minecraft 1.21.11

Minecraft 26.1.2

Setting Up a Server

Choose the profile before generating the world. Changing the profile later affects only newly generated chunks and can create abrupt borders or an inconsistent world. If the server has already generated the intended world, stop it, make a backup, and use a new level-name or remove the old world before continuing.

The profile name is the identifier shown in the Lost Cities profile selector, such as default, nodamage, or another installed profile. Names are case-sensitive. A custom profile must also be installed in the server's Lost Cities profile configuration before the world is created.

Server Setup for 1.20.1

The safest way to configure a 1.20.1 server is to prepare the settings in single player:

  1. Install the same Minecraft 1.20.1 mod loader, Lost Cities version, and world-generation mods on the client and server.
  2. On the client, create a new single-player world. Open the Lost Cities configuration from the world-creation screen, enable Lost Cities, select the desired profile, and apply any custom settings.
  3. Create the world once so Lost Cities writes its world-specific configuration.
  4. Stop the dedicated server.
  5. Copy saves/<your-world>/serverconfig/lostcities-server.toml from the client instance to defaultconfigs/lostcities-server.toml in the server directory.
  6. Open the copied file and verify that selectedProfile contains the desired profile. Leave selectedCustomJson as generated if the profile was customized in the UI.
  7. Start the server with a new world. The file in defaultconfigs is copied into the new world's serverconfig directory and Lost Cities generates the Overworld using that profile.

For an existing server installation that has not generated its world yet, you can instead place a prepared lostcities-server.toml directly in defaultconfigs. Do not use the old level-type=lostcities setting on 1.20.1; Lost Cities is selected through its configuration.

Server Setup for 1.21.1, 1.21.11, and 26.1.2

These versions use the regular server config directory instead of a per-world serverconfig file:

  1. Install the matching NeoForge and Lost Cities versions on the server, together with any biome, terrain, or asset mods required by the pack.
  2. Start the server once so the configuration files are created, wait for startup to finish, and then stop it.
  3. Open config/lostcities-server.toml in the server directory.
  4. In the profiles section, set selectedProfile to the desired profile name. For example:
[profiles]
selectedProfile = "default"
selectedCustomJson = ""
  1. If you prepared customized settings with the in-game configuration screen, copy the generated selectedCustomJson value as well; otherwise leave it empty.
  2. The bootstrap run may already have created a normal world. Set a new level-name in server.properties, or back up and remove that generated world, so the next startup creates a completely fresh world.
  3. Start the server. A non-empty selectedProfile enables Lost Cities generation in the new Overworld; an empty value leaves the normal Overworld unchanged.

For all four current versions, Lost Cities can run only on the server, which permits unmodded clients to connect. Clients still need the mod when they need its configuration GUI or when the modpack contains other content that requires it on both sides.

Legacy Versions

The instructions below are retained for old modpacks. They do not apply to Minecraft 1.20.1 or newer.

Minecraft 1.14 through 1.19.x

Lost Cities is not a separate world type in these versions. In single player, choose the normal world type, open world customization, and use the LC button to enable Lost Cities and select a profile.

For a dedicated server, create and configure a single-player world first. Copy saves/<your-world>/serverconfig/lostcities-server.toml to the server's defaultconfigs directory, then generate a new server world.

Minecraft 1.12.x

Set the following in server.properties before creating the world:

level-type=lostcities
generator-settings={"profile":"nodamage"}

Replace nodamage with the desired profile. When Biomes O' Plenty is installed, use level-type=lostcities_bop for the Biomes O' Plenty variant.

Minecraft 1.12 also provides a separate Lost Cities dimension, using dimension ID 111 by default. This can be disabled for server-side-only use. To travel there, place a bed on two diamond blocks, surround it with six skulls, and try to sleep in it.

For still older releases and historical details, consult the Lost Cities Wiki and the matching branch of the GitHub repository.

Companion Mod

Lost Souls adds more challenge and danger to Lost Cities buildings.

Support

CurseForge comments are disabled because support requests are difficult to track across multiple sites. Please use the Lost Cities issue tracker for bugs and the Lost Cities Discord for discussion.

Modpack policy: Feel free to use Lost Cities in any modpack.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.2
Fabric
17h ago 1
26.2
Neoforge
17h ago 1
26.1.2
Neoforge
17h ago 1
1.21.11
Neoforge
17h ago 1
1.21.1
Neoforge
17h ago 1
1.20.1
Forge
17h ago 1
26.2
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26.2
Neoforge
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26.1.2
Neoforge
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1.21.11
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1.21.1
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1.20.1
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1.20.1
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26.2
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26.2
Neoforge
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26.1.2
Neoforge
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1.21.11
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1.21.1
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1.20.1
Forge
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26.2
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26.2
Neoforge
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26.1.2
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1.21.11
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1.21.1
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1.20.1
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26.1.2
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1.20.1
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## LostCities 26.2-11.0.3-fabric
  • Fixed the Transport preview crashing when customizing cities before creating a world

## LostCities 26.2-11.0.3
  • Fixed the Transport preview crashing when customizing cities before creating a world

## LostCities 26.1.2-10.0.6
  • Fixed the Transport preview crashing when customizing cities before creating a world

## LostCities 1.21.11-9.5.6
  • Fixed the Transport preview crashing when customizing cities before creating a world

## LostCities 1.21-8.4.6
  • Fixed the Transport preview crashing when customizing cities before creating a world

## LostCities 1.20-7.5.7
  • Fixed the Transport preview crashing when customising cities before creating a world

## LostCities 26.2-11.0.2-fabric
  • Kept active chunk and highway planning work pinned during cache eviction, and bounded completed highway-planning futures to prevent duplicate work and long-session cache growth
  • Forced-building spawn searches now reject impossible city chunks and city styles before full building planning, reducing new-world spawn delays
  • Inter-city highway planning now schedules only hubs reached by route and reciprocal-neighbor dependencies, avoiding fixed-area prewarming and synchronous cold hub scans during route selection
  • Inter-city highway planning now skips terrain samples that cannot qualify as a hub, reducing work when exploring new areas
  • Terrain-height sampling no longer blocks all world-generation workers on a single lock, allowing unrelated samples to run concurrently
  • Chunk planning is now tracked per chunk instead of per dimension, so large inter-city highway plans no longer stall planning everywhere else
  • Inter-city highway planning now reuses the shared city-level cache instead of recalculating terrain heights for every hub
  • Inter-city highway hubs and routes are now planned across several threads to speed up generation in new areas
  • Fixed a potential generation deadlock when calculating explosion damage near neighboring chunks

## LostCities 26.2-11.0.2
  • Kept active chunk and highway planning work pinned during cache eviction, and bounded completed highway-planning futures to prevent duplicate work and long-session cache growth
  • Forced-building spawn searches now reject impossible city chunks and city styles before full building planning, reducing new-world spawn delays
  • Inter-city highway planning now schedules only hubs reached by route and reciprocal-neighbor dependencies, avoiding fixed-area prewarming and synchronous cold hub scans during route selection
  • Inter-city highway planning now skips terrain samples that cannot qualify as a hub, reducing work when exploring new areas
  • Terrain-height sampling no longer blocks all world-generation workers on a single lock, allowing unrelated samples to run concurrently
  • Chunk planning is now tracked per chunk instead of per dimension, so large inter-city highway plans no longer stall planning everywhere else
  • Inter-city highway planning now reuses the shared city-level cache instead of recalculating terrain heights for every hub
  • Inter-city highway hubs and routes are now planned across several threads to speed up generation in new areas
  • Fixed a potential generation deadlock when calculating explosion damage near neighboring chunks

## LostCities 26.1.2-10.0.5
  • Kept active chunk and highway planning work pinned during cache eviction, and bounded completed highway-planning futures to prevent duplicate work and long-session cache growth
  • Forced-building spawn searches now reject impossible city chunks and city styles before full building planning, reducing new-world spawn delays
  • Inter-city highway planning now schedules only hubs reached by route and reciprocal-neighbor dependencies, avoiding fixed-area prewarming and synchronous cold hub scans during route selection
  • Inter-city highway planning now skips terrain samples that cannot qualify as a hub, reducing work when exploring new areas
  • Terrain-height sampling no longer blocks all world-generation workers on a single lock, allowing unrelated samples to run concurrently
  • Chunk planning is now tracked per chunk instead of per dimension, so large inter-city highway plans no longer stall planning everywhere else
  • Inter-city highway planning now reuses the shared city-level cache instead of recalculating terrain heights for every hub
  • Inter-city highway hubs and routes are now planned across several threads to speed up generation in new areas
  • Fixed a potential generation deadlock when calculating explosion damage near neighboring chunks

## LostCities 1.21.11-9.5.5
  • Kept active chunk and highway planning work pinned during cache eviction, and bounded completed highway-planning futures to prevent duplicate work and long-session cache growth
  • Forced-building spawn searches now reject impossible city chunks and city styles before full building planning, reducing new-world spawn delays
  • Inter-city highway planning now schedules only hubs reached by route and reciprocal-neighbor dependencies, avoiding fixed-area prewarming and synchronous cold hub scans during route selection
  • Inter-city highway planning now skips terrain samples that cannot qualify as a hub, reducing work when exploring new areas
  • Terrain-height sampling no longer blocks all world-generation workers on a single lock, allowing unrelated samples to run concurrently
  • Chunk planning is now tracked per chunk instead of per dimension, so large inter-city highway plans no longer stall planning everywhere else
  • Inter-city highway planning now reuses the shared city-level cache instead of recalculating terrain heights for every hub
  • Inter-city highway hubs and routes are now planned across several threads to speed up generation in new areas
  • Fixed a potential generation deadlock when calculating explosion damage near neighboring chunks

## LostCities 1.21-8.4.5
  • Kept active chunk and highway planning work pinned during cache eviction, and bounded completed highway-planning futures to prevent duplicate work and long-session cache growth
  • Forced-building spawn searches now reject impossible city chunks and city styles before full building planning, reducing new-world spawn delays
  • Inter-city highway planning now schedules only hubs reached by route and reciprocal-neighbor dependencies, avoiding fixed-area prewarming and synchronous cold hub scans during route selection
  • Inter-city highway planning now skips terrain samples that cannot qualify as a hub, reducing work when exploring new areas
  • Terrain-height sampling no longer blocks all world-generation workers on a single lock, allowing unrelated samples to run concurrently
  • Chunk planning is now tracked per chunk instead of per dimension, so large inter-city highway plans no longer stall planning everywhere else
  • Inter-city highway planning now reuses the shared city-level cache instead of recalculating terrain heights for every hub
  • Inter-city highway hubs and routes are now planned across several threads to speed up generation in new areas
  • Fixed a potential generation deadlock when calculating explosion damage near neighboring chunks

## LostCities 1.20-7.5.6
  • Kept active chunk and highway planning work pinned during cache eviction, and bounded completed highway-planning futures to prevent duplicate work and long-session cache growth
  • Forced-building spawn searches now reject impossible city chunks and city styles before full building planning, reducing new-world spawn delays. Experimentally, this cuts down on about 40% of the overall time and 99% of the queried chunks. The main bottleneck is still highway planning for the remaining chunks.
  • Inter-city highway planning now schedules only hubs reached by route and reciprocal-neighbour dependencies across workers, avoiding fixed-area prewarming and synchronous cold hub scans during route selection
  • Inter-city highway planning now skips terrain samples that cannot qualify as a hub, reducing work when exploring new areas. Experimentally, this cuts down on about 80% of the world height queries when generating highway hubs.
  • Terrain height sampling no longer blocks all world-generation workers on a single lock, so chunks in different areas generate in parallel instead of queueing behind each other
  • Chunk planning is now tracked per chunk instead of per dimension, so a chunk that has to plan a large inter-city highway network no longer stalls generation everywhere else in the world
  • Inter-city highway planning now reuses the shared city-level cache instead of recalculating terrain heights for every hub it samples
  • Inter-city highway hubs and routes are now planned across several threads instead of one, so the first chunk to reach a new part of the network is generated much faster

## LostCities 1.20-7.5.5
  • Exposed the current chunk's city style through the API, including outside cities, so integrations can match styles away from city centers
  • Fixed overlapping terrain-height samples near coordinate axes that could break multibuilding generation, and made size-2 sampling deterministic; floor-selection errors now identify the failing building and floor
  • Made steep terrain-to-city transitions less regular and removed floating vines left by terrain correction or invalid supports
  • Added world- and city-style bridge support settings and world-style highway support settings, including reusable vertical support parts while preserving legacy part metadata
  • Fixed numeric profile fields replacing temporary input while typing multi-digit values
  • Added separate north-south and east-west railway spacing profile options, with safe surface-station slopes and highway avoidance
  • Removed code that tried to clean up blocks above smaller explosions as that could lead to weird chunk-sized gaps. Especially in highways
  • Avoided villages and structures now keep a terrain-transition ring when flattening is disabled, preventing sharp chunk-edge cliffs next to cities

## LostCities 26.2-11.0.1-fabric
  • Exposed the current chunk's city style through the API, including outside cities
  • Fixed overlapping terrain-height samples near coordinate axes and made size-2 sampling deterministic; floor-selection errors now identify the building and floor
  • Made steep terrain-to-city transitions less regular and removed floating vines left by terrain correction or invalid supports
  • Added world- and city-style bridge supports and world-style highway supports, including reusable vertical support parts and legacy metadata compatibility
  • Fixed numeric profile fields replacing temporary input while typing multi-digit values
  • Added separate north-south and east-west railway spacing options, with safe surface-station slopes and highway avoidance
  • Removed explosion cleanup that could leave chunk-sized gaps, especially in highways
  • Avoided villages and structures now keep a terrain-transition ring when flattening is disabled

## LostCities 26.2-11.0.1
  • Exposed the current chunk's city style through the API, including outside cities
  • Fixed overlapping terrain-height samples near coordinate axes and made size-2 sampling deterministic; floor-selection errors now identify the building and floor
  • Made steep terrain-to-city transitions less regular and removed floating vines left by terrain correction or invalid supports
  • Added world- and city-style bridge supports and world-style highway supports, including reusable vertical support parts and legacy metadata compatibility
  • Fixed numeric profile fields replacing temporary input while typing multi-digit values
  • Added separate north-south and east-west railway spacing options, with safe surface-station slopes and highway avoidance
  • Removed explosion cleanup that could leave chunk-sized gaps, especially in highways
  • Avoided villages and structures now keep a terrain-transition ring when flattening is disabled

## LostCities 26.1.2-10.0.4
  • Fixed block tags using the obsolete directory on Minecraft 26.1.2, preventing stairs and doors from rotating with generated parts
  • Exposed the current chunk's city style through the API, including outside cities
  • Fixed overlapping terrain-height samples near coordinate axes and made size-2 sampling deterministic; floor-selection errors now identify the building and floor
  • Made steep terrain-to-city transitions less regular and removed floating vines left by terrain correction or invalid supports
  • Added world- and city-style bridge supports and world-style highway supports, including reusable vertical support parts and legacy metadata compatibility
  • Fixed numeric profile fields replacing temporary input while typing multi-digit values
  • Added separate north-south and east-west railway spacing options, with safe surface-station slopes and highway avoidance
  • Removed explosion cleanup that could leave chunk-sized gaps, especially in highways
  • Avoided villages and structures now keep a terrain-transition ring when flattening is disabled

## LostCities 1.21.11-9.5.4
  • Fixed block tags using the obsolete directory on Minecraft 1.21, preventing stairs and doors from rotating with generated parts
  • Exposed the current chunk's city style through the API, including outside cities
  • Fixed overlapping terrain-height samples near coordinate axes and made size-2 sampling deterministic; floor-selection errors now identify the building and floor
  • Made steep terrain-to-city transitions less regular and removed floating vines left by terrain correction or invalid supports
  • Added world- and city-style bridge supports and world-style highway supports, including reusable vertical support parts and legacy metadata compatibility
  • Fixed numeric profile fields replacing temporary input while typing multi-digit values
  • Added separate north-south and east-west railway spacing options, with safe surface-station slopes and highway avoidance
  • Removed explosion cleanup that could leave chunk-sized gaps, especially in highways
  • Avoided villages and structures now keep a terrain-transition ring when flattening is disabled

## LostCities 1.21-8.4.4
  • Fixed block tags using the obsolete directory on Minecraft 1.21, preventing stairs and doors from rotating with generated parts
  • Exposed the current chunk's city style through the API, including outside cities
  • Fixed overlapping terrain-height samples near coordinate axes and made size-2 sampling deterministic; floor-selection errors now identify the building and floor
  • Made steep terrain-to-city transitions less regular and removed floating vines left by terrain correction or invalid supports
  • Added world- and city-style bridge supports and world-style highway supports, including reusable vertical support parts and legacy metadata compatibility
  • Fixed numeric profile fields replacing temporary input while typing multi-digit values
  • Added separate north-south and east-west railway spacing options, with safe surface-station slopes and highway avoidance
  • Removed explosion cleanup that could leave chunk-sized gaps, especially in highways
  • Avoided villages and structures now keep a terrain-transition ring when flattening is disabled

## LostCities 1.20-7.5.4
  • Exposed the current chunk's city style through the API, including outside cities, so integrations can match styles away from city centers
  • Fixed overlapping terrain-height samples near coordinate axes that could break multibuilding generation, and made size-2 sampling deterministic; floor-selection errors now identify the failing building and floor
  • Made steep terrain-to-city transitions less regular and removed floating vines left by terrain correction or invalid supports
  • Added world- and city-style bridge support settings and world-style highway support settings, including reusable vertical support parts while preserving legacy part metadata
  • Fixed numeric profile fields replacing temporary input while typing multi-digit values
  • Added separate north-south and east-west railway spacing profile options, with safe surface-station slopes and highway avoidance
  • Removed code that tried to clean up blocks above smaller explosions as that could lead to weird chunk-sized gaps. Especially in highways
  • Avoided villages and structures now keep a terrain-transition ring when flattening is disabled, preventing sharp chunk-edge cliffs next to cities

## LostCities 26.2-11.0.0-fabric
  • Ported the complete Lost Cities feature set to Fabric for Minecraft 26.2
  • Added Fabric API hooks for Lost Cities generation events and retained Forge Config API Port configuration compatibility
  • Fixed Fabric builds launched from Java 17 by making Gradle select or provision the required Java 25 daemon
  • Restored the publishMod release task with Fabric loader and dependency metadata

## LostCities 26.2-11.0.0
  • Ported Lost Cities to Minecraft 26.2 on NeoForge

## LostCities 26.1.2-10.0.4
  • Fixed buttons on the Lost Cities world-customization screen rendering without backgrounds on Minecraft 26.1.2
  • Added a new railwayLevelOffset profile option to allow railways to be raised or lowered in 6-block increments, with stations and building cellars respecting the configured level
  • Add a new page to the world customization screen for editing every profile setting, with range and allowed-value validation

## LostCities 1.21.11-9.5.4
  • Fixed buttons on the Lost Cities world-customization screen rendering without backgrounds on Minecraft 1.21.11
  • Added a new railwayLevelOffset profile option to allow railways to be raised or lowered in 6-block increments, with stations and building cellars respecting the configured level
  • Add a new page to the world customization screen for editing every profile setting, with range and allowed-value validation

## LostCities 1.21-8.4.4
  • Added a new railwayLevelOffset profile option to allow railways to be raised or lowered in 6-block increments, with stations and building cellars respecting the configured level
  • Add a new page to the world customization screen for editing every profile setting, with range and allowed-value validation

## LostCities 1.20-7.5.4
  • Added a new railwayLevelOffset profile option to allow railways to be raised or lowered in 6-block increments, with stations and building cellars respecting the configured level
  • Add a new page to the world customization screen for editing every profile setting, with range and allowed-value validation

## LostCities 26.1.2-10.0.2
  • Fixed fountains appearing on planned streets and street borders blocking connections to adjacent stairs

## LostCities 1.21.11-9.5.2
  • Fixed fountains appearing on planned streets and street borders blocking connections to adjacent stairs

## LostCities 1.21-8.4.2
  • Fixed fountains appearing on planned streets and street borders blocking connections to adjacent stairs

## LostCities 1.20-7.5.3
  • Fixed fountains appearing on planned streets and street borders blocking connections to adjacent stairs

## LostCities 1.20-7.5.2
  • Testfill didn't require op to use

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