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The Lost Cities

The Lost Cities

Allows the player to play in an old abandoned city instead of the normal overworld

4.75M
342
Adventure
World Generation
AboutGalleryChangelogVersions

LostCities - 1.21-8.3.5

by McJty on Sep 20, 2025
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LostCities 1.21-8.3.5


   - Avoid crashes accessing the generate_nether flag from the profile. Could mostly occur on servers
   - New citySpawnDistance1, citySpawnDistance2, citySpawnMultiplier1 and citySpawnMultiplier2 profile options to control city spawning based on distance from world spawn
   - Fixed part2 generation issues
   - Fixed rain not properly going into destroyed buildings
   - New feature where it is possible to define how far away certain features can be used from within the city style. For example, you can specify that a building can

only spawn after 2000 blocks and up to 6000 blocks ('minSpawnDistance' and 'maxSpawnDistance'). There is also a 'feather' setting to make the transition smoother


LostCities - 1.20-7.4.5

by McJty on Sep 20, 2025
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LostCities 1.20-7.4.5


   - Avoid crashes accessing the generate_nether flag from the profile. Could mostly occur on servers
   - New citySpawnDistance1, citySpawnDistance2, citySpawnMultiplier1 and citySpawnMultiplier2 profile options to control city spawning based on distance from world spawn
   - Fixed part2 generation issues
   - Fixed rain not properly going into destroyed buildings
   - New feature where it is possible to define how far away certain features can be used from within the city style. For example, you can specify that a building can

only spawn after 2000 blocks and up to 6000 blocks ('minSpawnDistance' and 'maxSpawnDistance'). There is also a 'feather' setting to make the transition smoother


LostCities - 1.20-7.4.4

by McJty on Sep 12, 2025
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LostCities 1.20-7.4.4


   - TqLxQuanZ added new feature useAvgHeightmap to blend city level heights more flattening
   - TqlxQuanZ added parts2 can use inpart to match specific parts with the generation

LostCities - 1.21-8.3.3

by McJty on Aug 16, 2025
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LostCities 1.21-8.3.3


   - Fixed chunk generation errors in the Lost City dimension
   - Fixed a problem with predefined cities and spheres loading at the wrong time

LostCities - 1.20-7.4.3

by McJty on Aug 16, 2025
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LostCities 1.20-7.4.3


   - Fixed chunk generation errors in the Lost City dimension
   - Fixed a problem with predefined cities and spheres loading at the wrong time

LostCities - 1.21-8.3.2

by McJty on Aug 15, 2025
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LostCities 1.21-8.3.2


   - Fixed a problem with citystyles and multibuildings
   - New 'forceSpawnBuildings' and 'forceSpawnParts' profile options to force the player to spawn in a building or part. A combination of both is possible
   - TqLxQuanZ fixed biome checking so it checks on surface instead of hardcoded Y

LostCities - 1.20-7.4.2

by McJty on Aug 12, 2025
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LostCities 1.20-7.4.2


   - Fixed a problem with citystyles and multibuildings
   - New 'forceSpawnBuildings' and 'forceSpawnParts' profile options to force the player to spawn in a building or part. A combination of both is possible
   - TqLxQuanZ fixed biome checking so it checks on surface instead of hardcoded Y

LostCities - 1.21-8.3.1

by McJty on Jul 28, 2025
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LostCities 1.21-8.3.1


   - TqLxQuanZ added a config for enabling surface railway station.
   - TqLxQuanZ increased the flattening min/max height for tackling modded terrain generation.

LostCities - 1.20-7.4.1

by McJty on Jul 28, 2025
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LostCities 1.20-7.4.1


   - TqLxQuanZ added a config for enabling surface railway station.
   - TqLxQuanZ increased the flattening min/max height for tackling modded terrain generation.

LostCities - 1.21-8.3.0

by McJty on Jun 21, 2025
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LostCities 1.21-8.3.0


   - Fixed lost city loot folder
   - New 'railpartheight6' setting for worldstyle that indicates how high railway parts can be (in multiples of 6)
   - New 'optimizedHeightmap' config option to use a more optimized way to calculate the heightmap. This is disabled by default
   - New 'heightSampleSize' config option to control the size of the heightmap sample. This is used to calculate the heightmap for cities. By default this is 1 which means every chunk
   - TqLxQuanZ added four new city levels
   - Changed how park generation works, now there's a config to determine if park should spawn when the neighbouring street must more than a certain amount.
   - Added optional building floors override Profile/Citystyle floor settings. (Use "overrideFloors": true in building definition)
   - Added ParkChance/FountainChance/AvoidFoliage/ParkBorder/ParkElevation/CorridorChance/ParkStreetThreshold support for CityStyle override. Meaning each city style can have different chance now and settings on those now!
   - Fixed ParkChance not working at all, it scales with total neighbour street condition + current chunk's park chance.
   - Cleaned up unused/outdated profile settings.
   - TqLxQuanZ added an option to use multibuilding top left corner level instead of average level for multibuildings
   - Improved the flattening algorithm

LostCities - 1.20-7.4.0

by McJty on Jun 21, 2025
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LostCities 1.20-7.4.0


   - New 'railpartheight6' setting for worldstyle that indicates how high railway parts can be (in multiples of 6)
   - New 'optimizedHeightmap' config option to use a more optimized way to calculate the heightmap. This is disabled by default
   - New 'heightSampleSize' config option to control the size of the heightmap sample. This is used to calculate the heightmap for cities. By default this is 1 which means every chunk
   - TqLxQuanZ changed how park generation works, now there's a config to determine if park should spawn when the neighbouring street must more than a certain amount.
   - TqLxQuanZ added optional building floors override Profile/Citystyle floor settings. (Use "overrideFloors": true in building definition)
   - TqLxQuanZ added ParkChance/FountainChance/AvoidFoliage/ParkBorder/ParkElevation/CorridorChance/ParkStreetThreshold support for CityStyle override. Meaning each city style can have different chance now and settings on those now!
   - TqLxQuanZ fixed ParkChance not working at all, it scales with total neighbour street condition + current chunk's park chance.
   - TqLxQuanZ cleaned up unused/outdated profile settings.
   - TqLxQuanZ added four new city levels
   - TqLxQuanZ added an option to use multibuilding top left corner level instead of average level for multibuildings
   - Improved the flattening algorithm

LostCities - 1.21-8.2.6

by McJty on Feb 9, 2025
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LostCities 1.21-8.2.6


   - New 'avoidVillages' config to avoid generating Lost Cities in chunks that have villages. Default set to true
   - New 'biosphere_caves' landscape type and profile to combine a cavern type world with spheres (for usage with Lost Worlds)
   - Fixed city level calculations for the new 'cavespheres' landscape type
   - Fixed a problem where some type of station could override multibuilding chunks
   - Chances of scattered buildings were reversed. A chance of 0 would make it generate all the time. Warning! This will change how rare scattered buildings are! You might want to adjust your world style for this
   - Added new 'scatteredChanceMultiplier' profile option to control the chance of scattered buildings. This value is multiplied with the normal chance
   - The new 'scatteredChanceMultiplier' profile option can now also be set from the in-game Lost City configuration screen
   - Scattered building placement checking is now more accurate. Mostly with regards to the 'maxheightdiff' option which now actually works for single chunk buildings
   - It is no longer required to specify fountains, parks, front types, rail dungeons, or stairs in the city style. If they are missing then no fountains or parks will be generated
   - The 'inpart', 'inbuilding', and 'inbiome' conditions for parts, spawners, ... now support lists in addition to a single value
   - New 'belowpart' condition which checks if the floor below this one is a certain part. This can be used to make sure that a certain part only generates on top of another part. This also supports lists
   - Problem with scattered parts with multiple floors where the height for the subsequent floors was not correctly calculated

LostCities - 1.20-7.3.6

by McJty on Feb 9, 2025
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LostCities 1.20-7.3.6


   - New 'avoidVillages' config to avoid generating Lost Cities in chunks that have villages. Default set to true
   - New 'biosphere_caves' landscape type and profile to combine a cavern type world with spheres (for usage with Lost Worlds)
   - Fixed city level calculations for the new 'cavespheres' landscape type
   - Fixed a problem where some type of station could override multibuilding chunks
   - Chances of scattered buildings were reversed. A chance of 0 would make it generate all the time. Warning! This will change how rare scattered buildings are! You might want to adjust your world style for this
   - Added new 'scatteredChanceMultiplier' profile option to control the chance of scattered buildings. This value is multiplied with the normal chance
   - The new 'scatteredChanceMultiplier' profile option can now also be set from the in-game Lost City configuration screen
   - Scattered building placement checking is now more accurate. Mostly with regards to the 'maxheightdiff' option which now actually works for single chunk buildings
   - It is no longer required to specify fountains, parks, front types, rail dungeons, or stairs in the city style. If they are missing then no fountains or parks will be generated
   - The 'inpart', 'inbuilding', and 'inbiome' conditions for parts, spawners, ... now support lists in addition to a single value
   - New 'belowpart' condition which checks if the floor below this one is a certain part. This can be used to make sure that a certain part only generates on top of another part. This also supports lists
   - Problem with scattered parts with multiple floors where the height for the subsequent floors was not correctly calculated

LostCities - 1.20-7.3.5

by McJty on Nov 8, 2024
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LostCities 1.20-7.3.5


   - Fixed maxfloors not being honored completely. It was possible for buildings to go to maxfloors+1
   - Multibuildings will now override structures no matter what. This had to be done because otherwise multibuildings could sometimes generate partially

LostCities - 1.21-8.2.5

by McJty on Nov 8, 2024
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LostCities 1.21-8.2.5


   - Fixed maxfloors not being honored completely. It was possible for buildings to go to maxfloors+1
   - Multibuildings will now override structures no matter what. This had to be done because otherwise multibuildings could sometimes generate partially

LostCities - 1.21-8.2.4

by McJty on Nov 5, 2024
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LostCities 1.21-8.2.4


   - Fixed a bug with cellars

LostCities - 1.20-7.3.4

by McJty on Nov 5, 2024
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LostCities 1.20-7.3.4


   - Fixed a bug with cellars

LostCities - 1.20-7.3.3

by McJty on Nov 3, 2024
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LostCities 1.20-7.3.3


   - Fixed a bug where scattered multibuildings would sometimes only generate partially
   - Extended the range of the locatepart command (from max 15 chunk distance to 30)
   - New locate command to locate a building. This command also works if edit mode is not enabled
   - Slightly reduced multibuilding chances
   - Slightly reduced scattered building chances
   - Added a new 'settings' block to the world style. Currently only contains the new 'railwayavoidance' with as two options: 'ignore' and 'block_railway' ('ignore' is currently default). With 'block_railway' railways will not generate if a building has a lot of cellars and it would intersect the railway. i.e. buildings have priority over railways

LostCities - 1.21-8.2.3

by McJty on Nov 3, 2024
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LostCities 1.21-8.2.3


   - Fixed a bug where scattered multibuildings would sometimes only generate partially
   - Extended the range of the locatepart command (from max 15 chunk distance to 30)
   - New locate command to locate a building. This command also works if edit mode is not enabled
   - Slightly reduced multibuilding chances
   - Slightly reduced scattered building chances
   - Added a new 'settings' block to the world style. Currently only contains the new 'railwayavoidance' with as two options: 'ignore' and 'block_railway' ('ignore' is currently default). With 'block_railway' railways will not generate if a building has a lot of cellars and it would intersect the railway. i.e. buildings have priority over railways
   - Because server configs work completely different on 1.21 we had to change the way that Lost Cities works. Basically you have to edit lostcities-server.toml. There you can edit the 'selectedProfile' value and that will be used as default for single player worlds as well as for servers.

LostCities - 1.21-8.2.2

by McJty on Aug 14, 2024
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LostCities 1.21-8.2.2


   - Now also avoid pillager outposts with the avoidStructures option
   - New server config options 'avoidStructuresAdjacent' and 'avoidVillagesAdjacent' to avoid generating Lost Cities in chunks that have structures or villages adjacent to them. Default on
   - New server config option 'avoidFlattening' to avoid flattening the terrain where structures were avoided. Default on
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