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 10, 2012@deleted_6846210 Yes the reason I want to lower the map is to gain building height. Thats why raising the water level isnt going to do it for me :)
Thank Your for the examples and the link to the reworked results page.
@rvarnell Thanks I will try that.
@deleted_6846210 I like it more difficult if it solves my problem :) I've already played with each biome file to change individual rarity and size. But I never realy understood how to apply the BiomeHeight value properly.
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Posted Feb 10, 2012@rvarnell
Hi rvarnell,
You are right for sure, but I don´t want to make it more difficult to explain.
The minus settings are not always easy to understand and to handle for everybody ;-)...but this way many things are posibble, likewise making configuration of the other biomes not easier. (will say, it´s more for the TC-Pro`s...;-)...)
Best regard
mysource
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Posted Feb 10, 2012@deleted_6846210
I've been able to get rivers to appear consistently at a WaterLevelMax:30 map.
Using BiomeHeight in each Biome File, I set rivers and oceans to -1.9, and low lands (like Plains ) to -1.6 or -1.7.
Once that's done, Mysource's rarity settings are spot on. At GenerationDepth 13 maps now, I'm using RiverRarity:4, RiverSize:2 to create wide rivers that don't wind too much through the landmass. I like the occasional river as biome border, but I love it when it it's not 100% of the time.
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Posted Feb 10, 2012@PauleP
Hi,
You´ve nearly teached it Yourself...;-)
You took:
WaterLevelMax:30
...and this is far to low for Rivers in map.
Clearly no Rivers will show in map as a result.
(but You will have some green, small valleys may be instead)
There are only few reasons to lower the water Level this deep, or?
To gain some (theoretical) building-height ... may be ...
Try to raise water level to about 62 to 68 and your Rivers will come back....lower it and they will disapear again...
More of the corresponding principles of the values can be seen here.
You can play with:
RiverRarity:8 (Higher values= more curved rivers, lower = less curved and longer)
RiverSize:1 (higher values = wider rivers...but to high kills landmass !)
See here:
(and only small "rivers" at the most top borders of the islands have been left...)
Identical configs (all) and nothing else has been changed!
The main other config values (WorldConfig.ini) have been in both maps:
GenerationDepth:13
BiomeRarityScale:50
LandRarity:95
LandSize:5
LandFuzzy:0
(Only one biome at NormalBiomes for making comparing / testing much easier)
Nearly everything correlates with everything regarding the values in TC-Mod, but it´s always to get clear if done like I did with the /tc map command after just having changed only ONE value between saving a map images and compare to former settings.
Best regard
mysource
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Posted Feb 10, 2012Got a problem...
Im trying to create a world with:
I made a world with a waterlevelmax value of 80 for mining and everything went fine. The new world (3000x3000 generated) just has no river / ocean at all.
Another question: How can I reduce the ponds in plains biomes?...bigger biomes have like a few 100 in them.
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Posted Feb 10, 2012@JoneKone
FK YES no more stupid snow workaround and weather hacks on custom worlds :), probably THE best NEWS to come out since the stuff about a new biome and rainforest cats :).
This means we dont need any more silly tweaks for custom maps we can control with TerrainControl the biome type per custom biome, I assume the color will be server end as well so that means no more odd colors like mix shaded terrain due mix match of biome type, Means that swamps water will be in swamps properly, I hope this will not require a new world I don't think it will though, I think the region files will update and as long as terraincontrol has updated to 1.2 before we swap to 1.2 we can go into out configs and setup the biome data for our custom biome and it should all take effect as it reads the Terraincontrol data for the world during the conversion process.
This means we will see our popular mob control plugins possibly be able to control what biome a mob will spawn in since bukkit will need to have biome events that we then could hook into to check the biome type and all sorts of tings like better seasons for example.
This really is most exciting news for us fellow custom world creators :).
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Posted Feb 10, 2012This is from Jebs Twitter.
"Biome data will be saved with the chunks in the new world format. Tool makers can probably use this to restore old maps."
I'm thinking making custom biomes will be =D easy! now.. And they work on vanilla clients!
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Posted Feb 9, 2012-
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Posted Feb 9, 2012@rvarnell
Hi,
it´s tricky I know ;-)
But...I´ve pumped up my Tutorial 2 days ago a little (look at sub-page: results)
This should much more and better explain, as I can do here just with words.
The Rarity values, the Size values and mainly the gereration depth play with each other and having in the view only these 3 variables + 10 biomes ... can make much work...to get the wished final results.
I´ve just finished the 3 world configs (with 3 more configs for 3 different styles of the main world...) for Mayham after some hours of work. Less try and error (I´m learning to play with the values more and more...) but much work regarding some very special wishes..coloured wool as a biome surface (Yes it is possible...usind a simple but effective trick ;-)
Answering Your questions regarding the version of TC:
It´s best with the TC v14 which You use...and I too still use.
The last v 2.xx versions work more strange in my experience and if the SinglePlayer stuff comes in play...it´s a nightmare. I still got only this working if I create a new world from scratch and never put in "foreighn" configs..only changing the original ones...and even this leads most time to blackscreeens.
So I will stay with the MC 1.1 and TC v 14 and would recomend this much to all who want not loose their hair ... ;-)
(It´s my very personal point of view, sorry if this isn´t what many want to hear may be.)
The gererationDepth is the main key to get lost or a nice world...the rest follows tight behind...
There is an complete basic configs folder for download to at my Tutorial Page ... may be ofte a good start to use it.
Main Behavior of values is:
GD higher number = bigger biomes / landmass, stay close between 12 and 14 !
BR = stay close to 50
LR = stay between 95 and 98
LS = smaller = bigger biomes, stay between 3 (big biomes) and 7 very small biomes
LF (Fuzzy) = stay between 3 and 5 (wrong values can easy screw up everything)
Be careful with the river values...set this to big and it will let vanish Your landmass.
Ocean biome ist tricky too..try to set this to:
BiomeHeight:-2.5 (from -1 default)
and You will see some "nice" rockwalls...,-)
You see, much stuff even in this little posting, to much to explain here.
I try to extend the tutorial step by steps as more as I gainin knowledge about TC values.
I hope this will have helped You a little.
If I´m wrong wit something here, don´t hesitate to correct me (everybody)
Best regard
mysource
PS: Sorry for the always to many typing issues in my postings...I do much better (hopefully ;-) ...) in German ;-)
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Posted Feb 9, 2012By the way Mysource -
The updated "Results" page Tutorial is AWESOME!
Thank you.
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Posted Feb 9, 2012Mysource -
I'm using Bukkit 1.1 and TC 1.x.14, and I'm still having a regular problem when I change BiomeRarity in individual biome files to values lower than 100.
(And yes, I"m making lots of backups and changing only one or two values at a time...I know the drill. :) )
I'm trying to use rarities to make (for example) deserts not appear very often. I'll have the world generating just nicely with Deserts at Rarity of 100, and then will set Rarity to 10. Ocean world. I'll up it to 50. Fixed. I'll lower it to 40. Ocean World. I'll lower it to 30, Desert World. I'll raise it to 60. Ocean World.
Two questions: 1) How do you work around this? Just trial and error? 2) In your experience, is this better in 2.0? (I don't have a live server yet, so will probably start beta-testing with 2.0.6 tonight.)
Thanks!
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Posted Feb 9, 2012@Khoorn
Mobs list for biomes! YES YES YES! Save me from having to dig up other plug-ins for this!
Go, Khoorn Go!
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Posted Feb 9, 2012@killer120070507
You´v got a PM answer to Your PM.
(Please send me Your configs to give me the possibility to help You)
Bset regard
mysource
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Posted Feb 9, 2012I suddenly got a ton of problems.
I redownloaded the mod, reinstalled it.
Everytime I generate new worlds I get a world free of any trees, grass or flowers.Snow cover is also no where to be seen.
Whenever I want to create a single biome world, by only leaving the wanted biome in the NormalBiome, I get multiple small chunks in a very small location.
Please help
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Posted Feb 9, 2012@Hangar
Not only I have jungle biomes since long time ... who still not?
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Posted Feb 9, 2012@minechomp
I like the idea.
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Posted Feb 9, 2012@worstboy32
Ditto. Bring on the jungles! :D
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Posted Feb 8, 2012Please check this out and tell me if you think it is a good idea: http://dev.bukkit.org/server-mods/terrain-control/forum/32277-temperature-biome-distribution/#p1
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Posted Feb 8, 2012@worstboy32
Make a BO2 tree with vines on it. Other than that, don't know what to tell ya......
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Posted Feb 8, 2012@minechomp
Thats not what i want :s
Need to make a jungle biome.