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Date: 2026-03-06
LC²H V1 & V2 are officially archived due to instability, crashes, errors, and poor performance. Use is strongly discouraged.
Older builds labeled LCMultithreaded should be updated to V3 with all dependencies. V3 is a complete ground-up rewrite - no code or logic from V1/V2 was reused.
Compatibility issues should be reported directly. V3 is patched weekly to maintain stability and performance.
STOP USING OLD VERSIONS. UPDATE TO V3 NOW
Compatibility Notice
Officially supported and tested:
These mods are validated with LC2H V3 and are marked as supported.
New License Recap - Modpack Usage
The Software is now under a new license (BRSSLA v1.3) with updated terms. Modpack usage rules have changed. Please read carefully.
Unaffected modpacks: Cursed Walking, DeceasedCraft, ZombieCraft
TLDR: CurseForge modpacks under 100k downloads = free to use. Above that = contact us for a commercial license.
What Is LC2H
LC2H is a performance and stability rework layer for The Lost Cities.
It preserves the art, profiles, and gameplay identity of Lost Cities, but replaces the entire execution model under the hood.
V3 moves the full generator pipeline off the Minecraft main thread.
City generation no longer blocks ticks or freezes the game loop. Exploration stutter is replaced with smooth async work.
City chunks are generated asynchronously, in parallel, and only applied to Minecraft when the results are safe.
V3.0.0 - An Engineering Marvel
V3.0.0 is not a patch and not an extension of V2.
It is a ground up rebuild that restructures Lost Cities into a job based, fully async pipeline.
V3 is an engineering marvel that pushes Lost Cities into a performance tier it was never designed to reach.
City Safe Structure System
V3 introduces a structure control system built for dense city environments.
Vanilla and modded world structures are prevented from spawning inside city boundaries.
This guarantees no structures generate inside buildings, clip through streets, or float above cities.
V3 also cleans common worldgen artifacts:
The result is clean city skylines with zero visual corruption.
Config UI - Commands Replaced
All command based configuration has been removed in V3.
Configuration is now handled through a proper in game UI.
Path:
The config UI includes an integrated benchmarking tool. When run, it produces a final performance score. Higher scores indicate better performance. On heavily modded packs such as ChaosZProject or ZombieCraft, a score in the 30k-40k range is considered excellent. This means LC2H was fast enough to keep up with Minecraft's generation workload while still maintaining performance headroom.
The UI acts as the control center for power modes, caches, diagnostics, and performance testing.
V2 vs V3 - Technical Differences
V2 focused on partial async hooks layered on top of Lost Cities.
Most heavy logic still depended on the main thread and shared unsafe state.
V3 fully separates Lost Cities logic from Minecraft execution flow.
This architectural change is what allows V3 to scale with hardware instead of fighting it.
Performance Snapshot
Higher is faster. Visual comparison only.
Speed |" |" |-^ |" |-^ |" |-^ |" |-^ |-^ 3. LC2H V3 |" |-^ |-^ |" |-^ |-^ |-^ 2. Vanilla |" |-^ |-^ |-^ 1. 2. 3. 1. LC2H V2 (Behind Vanilla by 20%)
V3 is designed to keep city generation ahead of vanilla, even at high density.
Why V3 Feels So Fast
Lost Cities compresses expensive logic into a small generation window.
V3 expands that window by executing the heavy steps in parallel async worker pools.
In V3.2.0 the main‑thread apply path is now pull‑based instead of push‑based. Async producers no longer flood the queue - the game thread pulls a safe amount of work each tick based on current TPS. This keeps stalls away, cuts CPU spikes, and makes load times far more predictable even in heavy modpacks.
Optional GPU acceleration offloads selected compute heavy paths when supported.
The Translation Layer
Lost Cities was never designed to be thread safe.
V3 extracts required data, converts it into a safe representation, and isolates worker threads from unsafe state.
This is what allows nearly all Lost Cities work to run off thread without corruption or crashes.
The V3 Story
V3 is what I wanted to see with V1 of LC2H, or as we knew it, Lost Cities: Multithreaded.
V3 development started on September 17, 2025. The first prototypes were small, mostly reworks of V2 and V1 caching, partial multithreading, and early experiments.
Around mid October, I came to the conclusion that V3 had to take the step I should have done with V1, but I was too scared.
That decision created Quantified API. Its purpose was to bring the tools to me, and to everyone, without having to remake the same systems over and over per mod.
I will be honest: V3 caused immense pain at times. I cried, and I gave up more than once, because the complexity was real.
Multithreading The Lost Cities is on par with multithreading Minecraft's chunk generation. One mishandled piece of data, and it stops working as it should.
All I want to say is that I am proud. Proud of the work, and how much I had to give up in real life to make this. I hope this helps modpacks and others push performance forward, and leaves the old days of Lost Cities lag behind us.
Credits and Creator
Huge thanks to McJty for creating The Lost Cities.
LC2H exists because Lost Cities deserved to scale to modern hardware without sacrificing stability or visual identity.
All credit for the original concept, visuals, and gameplay design goes to McJty.
About the author
I'm Admany, founder of BlackRift Studios.
LC2H is built to take Lost Cities fully off the main thread, remove generation bottlenecks, and make large scale city exploration smooth on both servers and heavy modpacks.
LC2H is not affiliated with Mojang or McJty. This project is a performance rework layer, not a replacement in any way.
LC2H - Version 3.2.0 - Created by Admany - BlackRift Studios - January 20, 2026