Terrain Control

Pictures (top to bottom, left to right):Floating island by LanToaster, Arches by mysource, Extreme Hills by IRSmoh, Island by Piginabag, Alternative Nether by IRSmoh
TerrainControl is an advanced world generator. Through various configuration files it gives the user control over almost every aspect of Minecraft terrain generation, with no knowledge of Java required. It can be used on Bukkit or Forge servers and on singleplayer with Forge. TerrainControl is the successor to the old PhoenixTerrainMod, which was based on the popular BiomeTerrainMod.
Quote:Spigot 1.8
All updates for Spigot 1.8 won't be posted here, but on the Spigot forums instead: http://www.spigotmc.org/resources/terraincontrol.2214/
See you there!
Features

- Control horizontal and vertical noise of terrain generation
- Control terrain height and volatility per biome
- Generating biome maps from images
- Control the size of biomes, islands and continents
- Custom biomes
- Many options for caves, canyons
- Control vanilla structures like mineshafts, strongholds and villages
- Full control of ores, plants, dungeons, ponds and many more
- Custom trees and other objects (BO2 and BO3)
- Block replacement
- Visual settings like custom foliage colors (TerrainControl client required)
...and many more!
whitespace hack
Metrics
As of Terrain Control 2.4.13, the plugin sends some stats to mcstats.org, a service by Hidendra and others. You can view the stats here. Terrain Control won't upload your configs, it will only send your BiomeMode along with some information of your computer. You can toggle it off by setting opt-out to true in the metrics config file. More information is available on this wiki page.
Showcase

Pictures
Videos
Also check out the showcase thread in our forums!
How to use

TerrainControl is more complex than most Bukkit plugins, so it may take a while to get into - but the results are worth it. If you want to create your own world, be sure to check our documentation. If you have done some reading and still have problems using TerrainControl, just post to our forums and we'll try to figure it out.
Tutorials
Installation guide |
TerrainControl Wiki | First steps
TerrainControl Analysis | mysource's tutorial
Tutorial Videos
Useful tools
- TerrainControl User Interface
- BetterBOB for creating BO2-objects
- Notepad ++ for easier editing of config files
- Minutor for viewing generated maps
- Eihort for viewing your generated maps
- WorldBorder for pregenerating your map
- BO3-Tweaks by Elzaar and LanToaster. Command-line application to tweak BO3-objects.
- BO3Tools for ingame creation of BO3-objects
- ClimateChanger for mass-changing biome ids in an existing world
- BiomeEdit.py to edit biomes side by side.
Team

| Active staff | hack to display table correctly |
|---|---|
| Khoorn | Maintainer, Coding |
| Timethor | Coding |
| Rutger Kok | Coding |
| Burckhart | Support, Documentation |
| Retired staff | |
| Mysource | Support, Documentation |
| Cayorion | Coding |
| Additional Credits | |
| Bucyruss | Creator of the BiomeTerrainMod |
| R-T-B | Creator of PhoenixTerrainMod |
| More contributors on GitHub | |
| Users contributing to the wiki are found here |
Get involved!
Commit code on GitHub | Contribute to the wiki | Share your configuration
Report bugs and request features on GitHub
Downloads

You'll always find the newest approved stable builds here. As of 2.4, the files will work on both Bukkit and Forge servers (without the need of something like MCPC+) and on singleplayer with Forge. Installation instructions can be found here.
Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
Development builds at mctcp.com
You can find all user-created world configurations, biomes and custom objects that are currently available here.
Important - please do not post your questions in the comments section below, head to the forums instead! We do not answer questions here as it would only result in chaos. Feel free to use the wall for general comments!













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Posted Feb 3, 2012@deleted_6846210
OK, this tool is meant to be compiled. Which is out of my ability.
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Posted Feb 3, 2012Anyone have any idea what's up with my TC?
@DrizztxGuen
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Posted Feb 3, 2012@minechomp
Hi,
I found this some time ago:
sch2bob
...but I have not even a single idea how to use it...:-(
Do You know?
Best regard
mysource
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Posted Feb 3, 2012@LordValtheran
Set DenyObjectsUnderFill:True on world config file.
Or edit each object and set underFill=False
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Posted Feb 3, 2012Weird thing, my BOB trees are very thirsty. They make roots from floating islands to the water, like a vine would!
Here's another. Wish I still had the configs for this map. Most all the islands were two levels like that!

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Posted Feb 3, 2012Could anyone assist me with this?: http://dev.bukkit.org/server-mods/terrain-control/forum/31885-biome-issue/
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Posted Feb 3, 2012Schematic to BO2 converter = NOT going to work. Does anybody know of another converter? There used to be an app by sfxworks, but he got lazy and let his website (the download location) break.
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Posted Feb 3, 2012Huh, I've reinstalled my Bukkit server and started a new world run with Terrain Control, and the cmd prompt says it's enabled and running but no settings files are appearing for me to alter. Ideas?
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Posted Feb 3, 2012@LordValtheran
Hi,
it´s already done partly at an other website (massivecraft.com) where I´m in next to wessexstock too:
objects-by-mysource
:-)
This will be extendet to more bo2´s step by step.
Best regard
mysource
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Posted Feb 3, 2012Would it be demanding if i asked for a picture of each BOB as its added? Some of the BOBs aren't on mysource's pictures, like bambus, so I don't know what I am adding to my map until its already generated. I mean, like a list, each BOB, its own picture and name, so i can scan the list and say "I gotta have THAT!" (Which I often do. ;D) Thanks for the hard work!
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Posted Feb 3, 2012Ive allways lowered my worlds & biomes alll to fit around a Sea Level of 40, but because of this ive had Villages and mineshafts Off. Recently, i forgot why i had done this then, i remebered, they look like this ! Picture Was there a way to fix this that i had missed ?
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Posted Feb 2, 2012Yeah thanks. Never really knew it worked for custom biomes. The more you know I guess..... Also, I find your tutorial very useful.
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Posted Feb 2, 2012@Tejay Hi,
landsize 1 is biggest, okay.
To see if Your settings will give You what You want, always show Yourself the map with the command (in game) => /ty map (.png to be found after in root-foder of Your server)
More about everything as I have said will be found here:
TUTORIAL
By for now, mysource
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Posted Feb 2, 2012@deleted_6846210 ty for the answer :) so it's not possible to get rid of the ugly water/grass? but i can make them tiny and very rare to occur?
regarding the landsize, is there anything wrong with it? I'm still rather new to the plugin and still find some of the features quite confusing :P my goal was to make a large world (hopefully 1 giant island) surrounded by ocean, so thought i had to set landsize low to achieve that.. please correct me if im wrong :) or if you know a better way to achieve it.
regards :)
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Posted Feb 2, 2012@Tejay
Hi, as far as I experienced, You have to set the disliked biomes in their biomeConfig.ini to a rarer build up value + make the size smaller.
This helps much to make them nearly disappear.
It´s all to see for instance in the tutorial images, how to achive big ... or even neglectible biomesize in map.
You use => landSize: 0
:-O
Regarding the biome colours can be done nothing by TC Mod as far as I know.
Best regard
mysource
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Posted Feb 2, 2012@minechomp
Hi,
sometimes I really think:
What the hell I am doing here to set up a Tutorial f.i. ... but nobody wants to take the time to READ it and understand it ... seems to me.
In short:
For sure the bo2´s are since ever and should always be totally limited to their special biomes.
Example:
My Urwald bo2´s (jungle trees) only spawn in Jungle.
(if You named a biome urwald...if not, You wouldn´t seen them at all)
Next even better example is my mangrove tree:
This is very strange limited to a small min/max Waterlevel by myself. (f.i. 62 min to 66 max ... if water level is 64 in world)
If You don´t adjust this value to You specific world water level height, You wouldn´t see it spawn (only in Swampland) at all.
If one reads the Hints at my website (linked 100 times), he would know to just rename the spawnInBiome value inside the bo2 to the biome he wants the bo2 to show up).
Belive me, the jungle trees spawn by default only in the jungle and nowhere else.
The bo2´s need a few values to spawn somewere:
BlockID, + Biome + height (min/max) + night / day...if in water ... or not ... and so on.
All easy to be found inside every bo2 (use Editor to open)...also told often here.
That´s basic and one of the most important features of bo2´s since ever.
But I feel, some refuse to look into the specific bo2 but "complain" about "this is spawning everywere..." ... even this may be, if its Biome is set to All (sometimes by default)
Sorry about my a little harder talking here, but if many people on and on just refuse to read, I may give up soon sharing something here at all.
The same thing often happens with the configs... this is simmilar, but an other story.
Would some answers be answered at all by someone (my own regarding the new versions, for instance), it would be much more helpful, I think...but still nothing from anybody.
This are the things which let me shake my head sometimes.
Rolleyes, mysource
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Posted Feb 2, 2012Hey. I think BO2 objects should be per-biome. Why? Imagine rainforest trees ONLY spawning in rainforest biomes. I guess I don't want giant trees spawning in a plains biome just because it has grass. It's highly limiting to my BO2 use.
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Posted Feb 2, 2012I'm having some troubles with the biomes when trying to generate a world without swamps and taiga. I dont know if it's just a visual thing or what it is, but even though i disable the biomes I still get the swamp/taiga coloured grass and the swamp coloured water, in some areas. the current Biome Generator Variables i got atm:
GenerationDepth:10
BiomeRarityScale:100
LandRarity:98
LandSize:0
LandFuzzy:0
IceRarity:1
IceSize:3
FrozenRivers:false
FrozenOcean:false
RiverRarity:4
RiverSize:0
RiversEnabled:true
NormalBiomes:Forest,Plains
IceBiomes:Ice Plains
IsleBiomes:ForestHills,River
BorderBiomes:Beach,Extreme Hills Edge
have I missed anything? am I supposed to change something else to make the grass stay green and the water stay blue?
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Posted Feb 2, 2012@Khoorn
Hi Khoorn,
I tested a little more and it´s working but its sensible as hell...
Example:
It only works if a new world (with name world!) has been created by the client and after this, the same with the server (none of the "old" worlds are working...then the old error occures!).
After this new world (folder with configs and so on) has build by the server, changes in the server world configs are possible (but never before...gives immediately then same error as before).
This is not really confortable to work with (I have still to take the old versions 14 to create my configs for the people now)...but a big step in a final version, I think.
As soon as I get more experience with the new versions (in my other testsetup), I`ll tell You here.
mysource
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Posted Feb 2, 2012@deleted_6846210 Uhh ... there is two words .... Funking Java.
Some default functions works strange ..