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 11, 2012@Khoorn
I hope too ;-)
So Khoorn, after a short test with TerrainControl v2.0.6 and using 1 to 1 the last creation of "Mayhem map", I could see nearly everything working okay, in this short 1. view.
"Only" these ugly, steppy / blocky parts show up in the map as a bad difference to TC v14.
May be it´s a problem with this/my specific map (there are configurated 2 empty layers far down in the worldConfig and these blocky parts are right at parts of the map which show "holes" down till bedrock)
I will use the v 2.0.6 now always to compare-test all maps I create in the future...and let You know for sure if something didn´t work identical.
Best regard
mysource
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Posted Feb 11, 2012@deleted_6846210
Uhmm. ok i will add something like /tc generate <radius> :)
About testing new versions .. i hope this will do not only you ;)
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Posted Feb 11, 2012@Khoorn
Hi Khoorn,
I was talking about this here from Raws:
https://github.com/raws/bukkit-dumptruck
It´s old and no more working and by the way no jar to download...:-(
This:
http://www.minecraftforum.net/topic/187737-minecraft-land-generator/
is working, but gives the to avoid ugly steps even in a pregenerated world new from scratch...and this way of no use in my eyes.
The one common and negative thing with all the "map-pregenerators" or "WorldPainter" and simmilar Tools and Mods is, that always ugly steps occure in the map after using this tools and use the map at the server after this.
It´s only partly satisfying usable, if a world (map) is created complete by using only ONE of the tools / mods and surround the world by a border (many possibilities to do this), so it isn´t possible to "travel" more far in game across this pregenerated points in the map.
All other ways leads directly to the ugly steps (even in the sea) at the point of new generated landmass in the map.
It´s no question why this allways occures (I assume, I know why), but if it is possible to avoid it, a working "map-pregenerator" would be much of use not only for myself, to cut down the creating time for the map-requests.
(to fly around though the worlds to build up the map and so to be able to control, if anything is building up to the wishes of the map-requesters, is the most time consumimng part in map creations till now).
I think You now know what I´m asking for ;-)
Thanks, it´s so simple...but I may have "stood on my own feet", I really belive ;-)
Okay, I´ll be curious about this...
I will do this more, I promise...but if someone "orders" a map, I will have to take always the save way to avoid getting complaints after...
I will countercheck more and more the v14 created configs comparing and using it in the dev version too and look, if everything seems to work same way = okay too.
And...by the way, thanks for "transmitting" (I think You did ?) the big map request from Mayhem (Savage Realms).
It´s finished now and You should´ve got Your % part in the meantime too ;-)
Best regard
mysource
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Posted Feb 11, 2012@ledhead900
Hi ledhead900,
I don´t remember that You´ve asked me for this..but, best is to send me an Email with the regarding images in and I see what I can do.
To get Vulcanos is simple if You mean this:
You need to use OceanBiome.ini and:
BiomeHeight:-3.0
BiomeVolatility:2.0
SurfaceBlock:10
GroundBlock:1
and set this biome to a relatively small size.
I don´t know which biome You´re really thinking of?
As I told, send me an Email please containing all the Images You want to get the regarding configs.
mysource
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Posted Feb 11, 2012@ledhead900 Biome type ? O.o
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Posted Feb 11, 2012@deleted_6846210 Bo2 will be anyway.
Hmm what you mean about "Pregenerator" ? Some tool for making configs ?
About separation: First - you may do this now - make one normal biome like neutral plains and spawn all other biomes as isles in this biome, this will make plains biome between all others.
Second - i may add another mechanism, like minechomp proposed.
About old versions - i need help with test compatible. So if you see any wrong generation after version upgrade - show it me. I make this alpha and beta versions only for this.
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Posted Feb 11, 2012@Khoorn
Is biome type going to be selectable when we have a 1.2 build of minecraft ?.
@deleted_6846210
I don't really need any custom work done I just wanted the setting you had for some of the pics that were in your tutorial showcase.
esp for that lava rolling down the mountain and the Spikey biome.
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Posted Feb 11, 2012@Jythri
Hi,
how do You convert .schematic to bo2 ?
(... do You have a (compiled) tool for doing this?)
I´m by far not the only one to never get this done...
Please tell more about Your conversion procedure here to all of us.
Best regard
mysource
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Posted Feb 11, 2012@Jythri Yes after this version release i will work on custom objects.
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Posted Feb 11, 2012Hi Khoorn,
...but never ever drop the bo2 support in TC-Mod.
With the bo2 support, nearly everything is possible.
An additional .schematic support...okay, if it doesn´t hurt anything.
A "wish" from myself if possible for an extension of the TC-plugin:
I know that Raws did some "Pregenerator" for the map, but everything seems to be 100% outdated and not working with the newer TC Versions.
But, try this only to implement if it´s not producing the ugly steps in the map like all the other pregenerators do, even in brandnew world (this keeps me aways from using it, but would help much to "see" the complete map and not always beeing forced to "fly" it complete, would be less time consuming in map creation for myself).
A second request would be a better separation of the biomes.
Means, despite blocking in the configs with the settings:
NotBorderNear:
and
BiomeIsBorder:
it´s often ignored by the TC-Mod, as I experienced and Deserts build up next to snow areas.
May be it´s possible to improve this a little too.
... and please try to keep all the comming "Updates" compatible to version 14 world configs / maps.
I definitely have to stay with v 14 still now because the dev versions aren´t still as good as the v14, in my experience / eyes.
Best regard
mysource
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Posted Feb 10, 2012Khoorn - any luck on using .schematic like .bo2 files?
Right now, the .schematic to .bo2 file conversion process is terrible. I'd love to just be able to use .schematics, since there are already some very large archives of those online.
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Posted Feb 10, 2012@minechomp
That wouldn't fix the problem the mob limiters are for the entire map. That means when there are 500 mobs in 1 chunk others willl have 0. And i'm sure the map keeps corrupting keep getting the broken pipe and failed to place entity errors. Sorry wrong account it's worstboy32
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Posted Feb 10, 2012@worstboy32
Sheeps are not a result of a corrupted map. I think you should look into getting a mob limiting plugin.
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Posted Feb 10, 2012@Khoorn
I know but it does corrupt my maps.
This sheep's are because of a corrupted map.
And every time again it keeps corrupting the map is just 1 day old and already corrupted.
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Posted Feb 10, 20121100 comments .. oh O.o
Ok plans for this weekend:
Anyone know what method better to use for mix default grass color (in RGB) with custom ? Also i accept any small wishes for plugin :)
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Posted Feb 10, 2012@worstboy32 TC did not control mob spawn now.
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Posted Feb 10, 2012@exelsisxax I had the same problem. Are You using Multiverse? Then You have to delete the seed in the world.yml file.
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Posted Feb 10, 2012-
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Posted Feb 10, 2012This plugin seems to be powered by black magic. Since I installed it on my server, I have been completely unable to start a new world. Every time I delete the current world data and restart the server, the world is EXACTLY the same. Nothing changes except the spawn point. How can this be happening, unless bukkit servers are capable of finding world folders in my recycle bin?
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Posted Feb 10, 2012Alright. Can you seriously NOT make border biomes big or something? I had a border biome with size of 3 and it didn't work. Changed it to 7 and it worked. Generation Depth was at 10. I think the border can't be bigger than the biome or something?