Creators
Details
3.3.0
Compatibility
Changes
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:

Trees with LC²H V3.3.0 in cities:

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
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:Mcvy3mxt:LC1u5Pks"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:Mcvy3mxt:LC1u5Pks"
}![LC²H [Lost Cities: Multithreaded]](https://cdn.modrinth.com/data/Mcvy3mxt/95f29fd886e7a91e2adf6131e2d3c366926a505c_96.webp)

