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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 :]

23,6 тыс.7обновлён 24 апр. 2026 г.

Описание

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

Последние версии

Все версии →
release

LC²H [Lost Cities: Multithreaded] 3.5.0

3.5.0
24 апр. 2026 г.15,5 тыс.Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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Что нового
<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>
release

LC²H [Lost Cities: Multithreaded] 3.4.0

3.4.0
5 апр. 2026 г.1,6 тыс.Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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Changelog on Curseforge
release

LC²H [Lost Cities: Multithreaded] 3.3.0

3.3.0
7 мар. 2026 г.6,1 тыс.Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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# 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
release

LC²H [Lost Cities: Multithreaded] 3.2.7

3.2.7
5 мар. 2026 г.115Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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Что нового
Updated to the latest release from CF
release

LC²H [Lost Cities: Multithreaded] 3.2.4

3.2.4
16 февр. 2026 г.131Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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Что нового
Updated to V3.2.4. Full changelog on Github/Curseforge
release

LC²H [Lost Cities: Multithreaded] 3.2.3

3.2.3
28 янв. 2026 г.189Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
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Что нового
**_Official Modrinth push_**