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!
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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 5, 2012Can't download. The page doesn't exist.
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Posted Feb 5, 20121)Could you work on a option to create skyland biomes?
So there is like a option to set the lowest point.
And a option to change the space inside the biomes land.
So we can make a lot floating islands.
It's a bit hard to explain but on how the plugin is now it is not possible to make skyland.
I know its possible to make the whole map skyland but i only want one biome be skyland.
2)And also add to the terrain modes super flat if possible.
I'm using trippy terrain to create the flat world would be easier to have one plugin do all.
3)And i think the isle biomes are broken or im just doing it wrong lol.
But i have a big ocean biome and i want some islands at the water.
Just floating islands but they never spawned.
4)And is there a way to remove the water between biomes?
I removed the border size but there are still like 5 blocks of water between each biome.
And biome switched look very ugly by that.
5) And a option to let bo2 files respawn back would be great.
Like they get removed every now and then and then placed on a other place.
Because all structures are already mined/looted in a day.
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Posted Feb 5, 2012@minechomp Re download please... Sorry.
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Posted Feb 5, 2012@killer120070507
You make a custom biome by adding the biome in WorldConfig.ini
Custom Biomes: your_biome_name
Then add the custom biome to normal biomes.
Normal Biomes: your_biome_name
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Posted Feb 5, 2012@Khoorn
I can't even use 2.06 :l Just says could not load Terrain Control 2.06.jar
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Posted Feb 5, 2012I can't seem to get my custom ore patterns working. I changed all the ore values in each of the biome .ini files. Still, it seems the biomes are stilling using default values.
Also, how do I make an Urwald biome, to utilize some of the bob2 trees? Do I just make a new ini file for urwald?
some bugs;
Swamp biomes doesnt generate properly. The dark colored grass only appears in some areas, lilypads doesnt generate at all.
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Posted Feb 5, 2012New version with fixes.
@minechomp Did that chunk near spawn ?
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Posted Feb 5, 2012@N0sferat0
Hi,
sorry but I´m only a "player" on the "instrument" => "MC-Mod"... but:
You can always spawn a bo2´s (which have to be in the BOBPlugins folder of Your world ! ) by using the the command:
/tc spawn <bo2 name>
(bo2 name without the .bo2)
Example:
/tc spawn junglegiant_tree_forest
will spawn one single junglegiant tree at the point You target by the cross.
As often written, bo2´s have many values:
Height
BlockID
day/night
and so on.
Just open it with an editor and see if it matches Your requests.
It`s logic and seldom or never will satisfy right "out of the box".
I use often my custom biome "Urwald" (jungle) f.i. and so the bo2´s are fixed to Urwald, sorry ?
I think this is made clear ... and always to be changed by the user to their biomes (where the specific bo2 should spawn) if necessary.
If someone gets a map config custom made for his wishes, everything ist preadjusted...;-)
mysouce
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Posted Feb 5, 2012Another bug only specific to 2.0a. Some normal chunks appear regardless of having edited bukkit.yml. I dont not have a chunk scrambler plugin so that isnt it. It does not happen in 1.2.14
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Posted Feb 5, 2012Hi mysource thanks that you are trying to help me. I changed it to tree=True in every file now and created a new world with terrain control mod only ... 19/20 saplings vanished only 1 became one of those large birches... even if i leave saplings be and wait for them to grow nothing happens btw :-(.
How do i spawn trees with the terrain control mod o.O? (TC-Mod is supposed to be terrain control mod i guess.) Or do you only mean the spawned trees when creating the world?
I really want to be able to place more and new trees :(
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Posted Feb 5, 2012@N0sferat0 Hi,
by default it´s often not "a tree" in my bo2´s, didn´t think about people to let bo2´s spawn with bonemeal...only by TC-Mod.
But to change this, open the regarding bo2 with Notepad and changes this from False to True:
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tree=True
.....
Bye for now,
myource
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Posted Feb 5, 2012there are no new customtrees growing from saplings for me... even if you make it 100% the sapling just vanishes when you put bonemeal on it (wideopen area with lots of light and nothing above it that could block the tree from spawning :-( )
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Posted Feb 5, 2012@arkdengal @MariuszT
Right way, but not this settings .. Custom objects is part of terrain generation. So ModeTerrain must be Normal.
For fix swamps and weather use ModeBiome:Default
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Posted Feb 5, 2012@pyriel123
SurfaceBlock did not accept block data due bukkit limitation, sorry. Use replace for that.
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Posted Feb 4, 2012@MariuszT
yes those settings and files in the right place. thanks for your help btw. im using multiverse core and have terrain control set as the generator, is it possible there is a conflict there?
the BO2's work if i dont have modeterrain set to default
I actually really like Normal terrain mode settings but the swamps are all messed up, is it possible just to fix that?
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Posted Feb 4, 2012@arkdengal
You have these settings and *.bo2 files in BOBPlugins folder?
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Posted Feb 4, 2012@MariuszT
i did look at it, i tried default but the BO2's dont generate
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Posted Feb 4, 2012@arkdengal
Yes, it's possible. Read the top of WorldConfig.ini file.
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Posted Feb 4, 2012hi i would like to use notch's generator w/ the BO2's. is this possible? the reason i ask is because the swamp biomes seem all wrong and dont have lily pads. thanks!
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Posted Feb 4, 2012@Sabbykat
It´s made by intension...I want the people make to read first everything before downloading and asking by refusing to read the stuff. And I see it works ;-) ... sometimes.
UPDATE: I´ve downloaded Your configs now and made a first testrun...a litte flat and uniform = boring world comming out, sorry. Then I had a quick look in the configs...not good and the first lokk at the Destert biomeConfig, this can´t work at all. You took negative values in volatility at desertBiome.ini ... this is strange.
I will now do a quick rework and send it back, can´t sleep now, will see ;-) Bye