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 Mar 3, 2012@MySource ;
I think you are totally right about this. In fact I'm trying to generate a new world with the same seed + the same TC config, because my world has been corrupted (some chunks have been inverted ... I tried to correct this using MCEdit tool [which is now up to date] but this is taking hours).
The problem is, I can't get the exact same world... I will check if I changed the Minecraft version between my first creation and now (maybe I switched from 1.0 to 1.1).
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Posted Mar 3, 2012Can u guys Give me like a Awesome Biome Setiings plz ? like a earthBiome with water and flooting islands
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Posted Mar 3, 2012May be (hopefully) one of the best news for a long time:
http://www.minecraftforum.net/news/417-bukkit-officially-joins-mojang/
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Posted Mar 3, 2012I love this mod! Keep up the great work. Hoping for an update in timing with CB 1.2 RB at least. Thanks!
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Posted Mar 3, 2012@Dreamskiller
Hi
world seed and the changes by TC-Mod are two differnt things.
If You use different world seed (in server.properties) You will always get different worlds (more or less) even using the exact same values in TC-Mod and vice versa.
If You use a (prefilled) world AND the same seed in server.configs, You will see the exact same world to show in game.
If You use the exact same configs in TC-Mod AND the exact same seed in server.properties, You will too be able to watch the exact same world building up by traveling around in game.
if You don´t use the same seed, different world will be build up, TC-Mod will take over the main distribution and so on, but the world will be always different in it´s overall distribution and so on.
As I always tell people who use my configs, but refuse to use my seed to in their server.properties file...this can leed to very confusing and different results, mostly not very nice ones.
How to convert and use "old" worlds in new MC 1.2.3 + server, has been told in former posting by myself.
To conclude You question again:
To use a prerendered TC-Mod made world, You nedd the same seed in server.config AND the exact same configs for TC-Mod.
If one is missing or different, the world will show like You know it until the parts are reached, which aren´t prerendered before.
The new parts will always build up (giving ugly steps many times) following the seed AND TC configs which are used.
If I´m wrong here with something, everybody should tell me, but this is exactly what I´ve experienced so far with ALL versions of MC and TC (even with BTM former).
Best regard
mysource
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Posted Mar 2, 2012Hi again,
I have a question ; I got a seed from a world generated tks to terrainControl. Can I re-create this exact world again or not ? Is this seed usable without terrainControl ?
Tks
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Posted Mar 2, 2012Yeah thought about the same but not going to risk it. To much change to get the map corrupted. Will just wait and hope Khoorn get a version out this weekend.
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Posted Mar 2, 2012@deleted_6846210
It's been a while since I made one ... khoorn suggested parameters like that and it worked for me after a bit of tweaking.
It's been a while. :)
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Posted Mar 2, 2012Hi,
I will contact Khoorn by mail and ask him when he will update the TC-Mod for MC 1.2.2.
As a "workaround" for all who can´t wait....I tried out a "fixed world solution":
1. SAVE Your world(s)
2. Use MC 1.1 and TC v14 and render Your world with "WorldBorder"-Mod
Use:
/wb set 5000
to set border of Your world to radius 5000 (example)
use now:
/wb <YOUR WORLD NAME> fill 50 176
and
/wb fill confirm
to render (fill) the world in a diameter of 10000.
3. Save this world.
Now use MC 1.2.2 and the last bukkit dev (!) build from:
http://dl.bukkit.org/downloads/craftbukkit/
Do not use TC-Mod or any other mods, because it isn´t updated yet !!!
4. Now simply put in the root of the server the saved (old but full rendered / filled) world from the workaround above.
5. Open server.properties and put in the world mane of Your rendered world from above.
save.
Now start the (new) server and bukkit will convert Your world to the new specifications.
(Takes some long time depending on the size of rendered radius and You can watch this in the console (local PC), if using a Start.bat like I do)
I tested it some minutes ago and it worked at my PC/Server.
This will only be a workaround for people who can´t wait and need to use their old world now for any reason.
100% logic it will never produce something, which is not still rendered by WorldBorder before because no TC is working behind the scene !
I don´t know what will happen to this "converted" world(s) if TC is updated and used and the WordBorder has been reset by:
/wb [worldname] clear all
to delete all borders from all worlds to be able to extend this world further by TC in the future.
(... but chances are not bad, that converted world(s) will still be working)
Attention:
Only use this "workaround" for testing and NEVER without saving the old world BEFOR doing anything I told here !!!!
Don´t make me responsible if something don´t work or You loose Your world.
Best regard
mysource
PS: And for sure I´m now using MisasHD Texture again with MC1.2.2 ... to avoid ugliness of default MC ;-)
PPS: Works with MC 1.2.3 (out since now...) too same way...grrr, I hate this "Update-Terror" by Jeb ....
Screen:

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Posted Mar 2, 2012i need this for 1.2.2 plz!!!!
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Posted Mar 1, 2012Boom. R6 breaks 2.0.6.
Posted the issue to the GIThub repository.
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Posted Mar 1, 2012Cheers on continuing this mate. I hope you can get this out for 1.2 soon brotha! this mode is awesome
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Posted Mar 1, 2012Will you be releasing a version for a dev build? This is actually the only plugin that need a update. The others do to but that wont mess much things up. So i hope you will releasing a dev version of the plugin before the rb comes out. And the new terrain height and biome rarity scale option wont break our current maps right?
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Posted Feb 29, 2012How is this looking for 1.2?
I was going to try to make a giant jungle world but if I need to re-think that plan I suppose I can :/
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Posted Feb 29, 2012@fonduedaredevil
Hi,
You are really sure ? ;-)
(...because I don´t think, this will lead to a nice result....)
mysource
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Posted Feb 29, 2012@Ricowan
Hi,
..and I`ve added some more hints (+ images) what can be done as an additional posting below Yours in the Forum ;-)
More here as an overview:

Best regard
mysource
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Posted Feb 28, 2012I made a topic in the forum section with my Floating Islands config snippets.
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Posted Feb 28, 2012@domingo15
1. Visit each biome and set their chance of occurring to as small as possible. 2. Adjust hills biome so that it has the maximum chance of spawning. 2. Adjust terrain so that 0-7 and 8-14 have no chance of spawning.
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Posted Feb 28, 2012@domingo15 Hi,
i would say, use the search first and then:
Read, read, read please...
It´s all to find here many times...even a few pages back.
.... and asking / answering all few pages the same things, will spam this place as it is the negative case in most Forums ;-(
mysource
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Posted Feb 28, 2012Any know how to make floating islands like a skyland?
Thanks