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 Mar 12, 2012@Dinastya Hmm it is bug, thx.
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Posted Mar 12, 2012And another bug i found When i used this for my nether biome: ReplacedBlocks:1=87,8=10,9=11 Then nothing got changed... But when i used the height then it worked. ReplacedBlocks:1=87(0-255),8=10(0-255),9=11(0-255) if you removed the function to leave the height and that it do all then also remove it from the line above the config with the example might confuse new users.
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Posted Mar 12, 2012@Khoorn
thanks ;)
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Posted Mar 12, 2012@Dinastya Hmm i will see about abovewaterresource, thx.
@ivankrad If this difference in bo2 objects - this is because your objects did not spawn at night(spawnDarkness=False) , or something similar.
@deleted_6846210 You are welcome :) I replied to your mail.
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Posted Mar 12, 2012@Dinastya
Hi,
yes ;-)
mysource
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Posted Mar 12, 2012@deleted_6846210
Yeah i know bo2 works to. But abovewaterresource worked fine for me before. So i was just reporting a bug so it can be fixed. And i can't donate atm. My account got limited because i reached the max and that takes couple days. And you don't have to tell me that i need to donate now or tomorrow think that's something i decide..
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Posted Mar 12, 2012@Khoorn
Hi Khoorn,
thanks a lot, this ist what I ever wanted regarding the block exchange, brilliant work.
So I´m working at the new tutorial now a little, just one question.
You explained in the worldConfig.ini this:
# Height bits determinate generation height. Min 5, max 8
WorldHeightBits:7
7 works like used before MC1.2.3 (Limit of landmass build up to 128)
8 works up to 256 with landmass build up and gives nice biomes if adjusted in it´s configs to a resalistic height.
but...if I try to use level 6 or even 5, the console give errors and .... Finish.
For sure You wil have tried this out by Yourself, level 5 or 6 ist just never working.
So why writing this Min 5, max 8 in the config (help) at all?
May be many error problems posted the last time roots to this...???
(Please tell me if I´m wrong or why this happens / or why mentioned by Yourself)
There is really no need for level 5 or 6 settings, but I just want to get this clear.
@ ledhead900:
How to help by creating the tutorial has been made clear by myself now often.
Download my standart world, set up a special world style (I would suggest You create a cave world first) and send all the results (small (!) screens, the configs and so on) to myself via Emails.
I will concect everything to and in the new tutorial.
I will do the basics first and create after this is done, a floatinge world.
The end of the tutorial shall give the guide to how achive the most wanted world styles by easy understandable step by steps way, acomplished by images always.
Till now, we are "only" 2 who want to work at the tutorial.
Olof refuses because lack of time...
Wessex didn´t respond to the post here (if really necessary, I would contact him by mail in the future)
Khoorn is acting very well with Updating / creating this Mod at all...and can be contacted by myself, if neccessary.
(...but needs not to be "stressed" by to much of simple questions, I think. Just to avoid this much more, we are creating this tutorial update now, or not?)
@ Dinastya:
Lilipad has always been no problem, if one uses it as a bo2 (has been long time in my download too). This way You are able to control much more regarding it´s spawning, height and so on, or not?
....and...not only still talking about Donations to Khoorn, just do it now...;-) ...it´s one fingertip away...only.
@Liger_XT5
Your problem is the height in the different biomeConfigs.
SkylandBiome is still in as default.
...and why not putting You testing as help supporting the tutorial now? ;-)
@IRSmoh:
????
What´s all about discussed here the last pages?
(Sometimes I thing to many still refuse to READ always...and for this behavior, I don´t know really any solution ... ;-( ...)
Best regard
mysource
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Posted Mar 11, 2012Been playing around with the settings. Got it to have ground from bottom to top, but there is a lot of large gaps in between. At first I thought it was the canyon features, but some of these areas are far too large.
I've also noticed that I had to remove the bedrock ceiling as I keep spawning on top of it and would not let me remove even one block to get down inside. Yet any other generation with no limit to the top still does the same and I'd have to find a gap up top to get past the top layer.
Lastly, and not sure if it's a MC 1.2.3 or CB issue, but like the Nether worlds for 1.2.3, there is tremendous lagg and high memory usage. Enough that a normal MC client will log in, be able to move around for a couple minutes, get bogged down and crash. Spout is about the same, but more ram just seems to delay it.
All tests are done on my computer of an i7 quad core 3.06Ghz with 8GB of ram.
I'm glad I'm making progress, but the bogginess is ruining the looks, lol.
edit:
I had noticed you removed the skylands example file. Was wanting to look at it and see what settings to pay attention more to. But looks like I'll have to tinker with a config for that on my own.
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Posted Mar 11, 2012@Khoorn
Do you mind explaining why when I generate my map in waves it looks like this? http://www.tespia.org/index.php?pages/map/
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Posted Mar 11, 2012@Khoorn
Many Thanks. Hs Mysource contacted you about a wiki of some sorts ?, Just wondering how I can contact you as well, as we will be both be working on it.
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Posted Mar 11, 2012@Khoorn
Thanks for fixing the replace setting! 1 last thing that didn't work for me was abovewaterresource i did try to create lilly pads in the swamp but they aren't spawning. My water level is 110 so that might be causing the problem. The abovewaterresource setting only have a min height. So i gues the max is set to 64? Hope you can fix this so this works with custom water levels :)
Will donate some money soon for your amazing plugin!
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Posted Mar 11, 2012@IRSmoh This will be automatically arrange to use 33 doubles when you set WorldHeightBits:8 ( world height = 256) But changing WorldHeightBits for old configs need re arrange all other height values.
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Posted Mar 11, 2012Just out of curiosity, are there planes to increase the CustomHeightControl to support 256 heights? I say that because most of my world generations rely on using that method..
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Posted Mar 11, 2012New version here - Fixed replace settings.
Also now you may use more than one replace per block.
Something like this:
ReplacedBlocks:1=20,1=17.2(139-255)
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Posted Mar 11, 2012@ ALL:
Hi,
I´ve updated the download world for the tutorial testing much more and better:
DOWNLOAD
(Think about the seed always: tim1998+steps1956)
... but still got no respons this far....hmm.
I thought many people would plunge into activities now with this world.
(We need a / this standart world to get comparable results and to know what we are talking / changing if it shall be give positive results)
Without digging now in this stuff and helping to get the wanted setings by taking this "standart world" I made and try out, change it´s settings till something mentionable will be shown ... and Email me Your experiences / settings, the tutorial update will never exist for sure, because lack of (team) input !!!
I think I have to write this, just to make visible again, what counts now to make me motivated for the new tutorial.
(Couldn´t be that hard to conceive or not?)
To update even this world style too, I hope the next days to get all the feedback and help I mentioned in all the last of my postings regarding the tutorial update ... and here again.
Yeeees, it´s work....but I will not do this alone this time...I give now my "standart world" for this target here to download, but the rest is teamwork ... or will soon end up as it used to be in the past:
Nothing without Donation for custom configs.
Everybody decides now the future direction ... ;-)
..............
@Dayshade90926
what You want to achive as Your world, doesn´t work this simple by far, sorry.
I could give You the old Configs, but this will give You just a big landmass with some Ocean at the side and none of the new benefits.
Just a hint to the world You wish to get:
Try "isle in Isle" (only one biome in normalBiomes and the rest as "Isle in Isle").
If You don´t have not enough experince, it´s a lot of try and error...mainly about the sizes of the biomes.
Voxel Sniper isn´t updated for the last versions yet, or?
mysource
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Posted Mar 11, 2012@Dinastya:
Where do I select the biome "ocean"? In the biome fields, there doesn't seem to already be an ocean. When I put it in manually (along with ForestedHills in the isle field), it started making a giant ocean, and isolated 5x5 and 10x10 islands. I've tried it with lots of other combinations of the main numeric fields, still the same.
@notcam45:
I'll do VoxelSniper as a last resort, I really want to have it be naturally generated to cut out a lot of tedious work.
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Posted Mar 11, 2012I know this may be asking a lot, but do you (the devs) think you could upload the Dev. builds to here? I would love it if I got an email when ever this was updated. :)
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Posted Mar 11, 2012@Dayshade90926
Just select one biome ocean. And then with one islandbiome (or more) And then try a bit with the sizes. But make the ocean biome really big so it cover your whole map and then the islandbiome a little smaller then that and you should get 1 big island.
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Posted Mar 11, 2012<reply 587167>>
I would try Voxel Sniping the island before generating it.
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Posted Mar 11, 2012Hi,
I'm testing out Terrain Control and seeing how it works, mostly because I detest the current world generation (it's disgusting. . .). I just want some help:
I'm wondering how I would create a huge island (along the lines of 4000x256x4000 or 3000x256x5000) that is bordered completely by ocean, with no other land for at least 500 blocks, with mountains that are far inland, but not in the extreme hills biome. I've tried decreasing landsize (that increases land size, right?) and decreasing landrarity but then the islands were only about 10x10, aside from the spawn island which was 100x100, although the sea floor had sizeable raises. How would I approach this?
As for the biomes, how would I make an eternal biome that looks like the picture named "bigfourworld.png" at the bottom of the tutorial (http://kartwork.de/annocraft2165/html/tutorial.html)?
Sorry if I'm oblivious, but I'm just not good with this type of stuff...
Dayshade