The Lost Cities guide for Project Infinity 0.1 0.0.50.0 to 0.0.51.4-hotfix-1

Report a mistake on this page

The Lost Cities guide for Project Infinity 0.1

Written for Project Infinity 0.1 0.0.51.4-hotfix-1 · also fits 0.0.50.0 to 0.0.51.4 · updated Oct 17, 2026

Last verified for Project Infinity 0.1 v0.0.51.4-hotfix-1 on Oct 17, 2026 · text last changed Oct 17, 2026

A newer release (0.0.51.4-hotfix-2) is out Guide for the current version

Sections
2

None of these sections are written for this pack; 2 are shared from another pack's guide.

Every recipe and number here was checked against Project Infinity 0.1 0.0.51.4-hotfix-1's own files.

How does The Lost Cities work?

9 parts

Same as in the Project Infinity 0.1 0.0.51.4-hotfix-2 guide

The Lost Cities is a world generation mod, so its core mechanics are not machines or power networks. The mod transforms the Overworld into an abandoned civilization, and what matters for you is which profile a dimension uses, what the dimension itself looks like, and the values inside each profile. The pack's configs cover those, so here they are.[1]

The Lost City dimension

The pack ships its own data file for the Lost City dimension type. It is 512 blocks tall, with a minimum Y of -64 and a logical height of 512. It has skylight and no ceiling, and it uses the overworld visual effects.[2]

The same file sets a few rules you will notice in play. Beds work and respawn anchors work. Raids are disabled, and the dimension is not piglin safe. The monster spawn light level and the monster spawn block light limit are both set to 2.[2]

Which profile a dimension uses

A profile is the set of rules that decides how a world is built. In this pack, profiles.dimensionsWithProfiles maps dimensions to profiles. The Lost City dimension uses the biosphere profile, and the Lost Worlds abyss dimension uses biosphere_caves.[3]

Unverified What the biosphere and biosphere_caves profiles actually contain is set in config/lostcities/profiles/biosphere.json and config/lostcities/profiles/biosphere_caves.json. The sources here do not show those files.

Every profile file in the sources carries a note that it is read only. If you want something different, copy it to a new name and edit the copy.[4][5][6][7]

Watch out: The mod's own page says to choose the profile before the world is generated. Changing it later only affects newly generated chunks, which can leave abrupt borders and an inconsistent world.[1]

Performance settings

  • profiles.heightSampleSize is set to 3 in this pack, within a range of 1 to 100. It is the size of the chunk grid used for heightmap sampling. The default of 1 samples every chunk, while higher values sample fewer chunks, which is faster but less accurate.[3]
  • profiles.optimizedHeightmap is false here. Turning it on uses a slightly more efficient algorithm, but the config warns it may not be fully compatible with other terrain generation mods.[3]

What a profile controls

The profile files are split into groups: cities, cityspheres, client, explosions and lostcity. The lostcity group holds most of the rules. Profiles differ in the details, but the ones in the sources share the same structure. Streets use the HIERARCHICAL_GRID_V1 generation mode and highways use INTERCITY_NETWORK_V1. Buildings have at most 8 floors, with a stone base block and water as the liquid.[4][5][6][7]

The profiles in the sources also generate loot and spawners. Explosions have a 0.002 chance for large ones and a 0.03 chance for mini ones, and both are restricted to cities.[4][5][6][7]

onlycities

rarecities

bio_wasteland

void_outside

void_outside is described as "Private wasteland for space" and is not public. Its city chance is 0, and railways and highway supports are turned off.[4]

Infrastructure

Railways are on in bio_wasteland, rarecities and onlycities, and off in void_outside. Of those, only rarecities lets railways end (railwaysCanEnd is true there and false in the others). Highway generation also differs: in rarecities it does not require two cities, while lostcity.highwayRequiresTwoCities and lostcity.highwayRequiresTwoCities are both true.[4][5][6][7]

Cityspheres are the same in every profile in the sources. cityspheres.citySphereChance is 0.7 and cityspheres.monorailChance is 0.8.[4][5][6][7]

Unverified The remaining profiles (default, safe, ancient, tallbuildings, largecities, nodamage, wasteland, atlantis, floating, space and cavern) each have a file in config/lostcities/profiles. The sources here do not show their values.

Which The Lost Cities config options matter?

3 parts

Same as in the Project Infinity 0.1 0.0.51.4-hotfix-2 guide

Lost Cities is driven by profiles. Depending on the profile selected, the world can have sprawling cities, rare cities separated by wilderness, heavily damaged ruins, safer buildings, tall skylines or domed cities. Below are the settings you are most likely to care about and what this pack sets them to.[1]

Which profile each dimension uses

profiles.dimensionsWithProfiles ties dimensions to profiles. In this pack, lostcities:lostcity uses the biosphere profile and lostworlds:abyss uses the biosphere_caves profile.[3]

Unverified The biosphere.json and biosphere_caves.json profile files are in config/lostcities/profiles, but the sources here do not show their values. Open those two files to see exactly how cities are set up in those dimensions.

Heightmap settings

profiles.heightSampleSize is set to 3 in this pack (allowed range 1 to 100). The config describes the default as 1, which samples every chunk, so this is a pack change. Higher values sample fewer chunks, which is faster but less accurate.[3]

profiles.optimizedHeightmap is false here. If you turn it on, a more efficient heightmap algorithm is used, but the config warns it might not be fully compatible with some other terrain generation mods.[3]

What the pack's profiles set

Here are the key values in the profile files this pack ships. Chance values are fractions, so 0.01 means 1 in 100.[8]

Tip: Every profile file carries the note that it is read only and cannot be modified. If you want your own settings, make a copy under a new name instead of editing the shipped file.[8]

Sources

  1. The Lost Cities project page (modrinth) · official mod data
  2. kubejs/data/lostcities/dimension_type/lostcity.json (Project Infinity 0.1's own data file) · pack file
  3. Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/lostcities/common.toml · pack file
  4. Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/lostcities/profiles/void_outside.json · pack file
  5. Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/lostcities/profiles/bio_wasteland.json · pack file
  6. Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/lostcities/profiles/rarecities.json · pack file
  7. Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/lostcities/profiles/onlycities.json · pack file
  8. Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/lostcities/profiles/default.json · pack file
  9. Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/lostcities/profiles/safe.json · pack file
  10. Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/lostcities/profiles/ancient.json · pack file
Where this guide comes from

Written from what Project Infinity 0.1 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 17, 2026.

Guides for other versions: 0.0.51.4-hotfix-2

Was this helpful?

Report wrong info

A few words are enough, up to 500 characters. Please do not include personal details.