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 Dec 3, 2011Does anyone know how i would go about spawning trees throughout my world that do not have leaves? I want the trees to be three times as hard to find, even trees that are 5 blocks up would be excellant. Any help?
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Posted Dec 3, 2011Fix for custom biomes here
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Posted Dec 3, 2011@Leiyun
I have this one http://dev.bukkit.org/server-mods/terrain-control/forum/28203-share-your-custom-biomes/#p6 < for sharing Biome config files with a pic, and this one http://dev.bukkit.org/server-mods/terrain-control/forum/28204-terrain-tips/#p1 < for pasting code and getting help with settings also sharing interesting settings that are not completed but just general settings that produce certain effects so others may learn what settings will create what kinds of effects.
In my world I was sticking to an enhanced natural generation with far less ore as I have a space world I wanted to use for mining of rares. but I liked your ice mountains and stuff and I wanted to take a look thru the biome code to see what ore and replace settings you used for it I have since upon asking migrated to 1.0 test version myself but I am just trying to iron out some issues with generation before I fine tune individual biome. I have pretty general understanding on how it works I just seem to be getting an issue where I can visually see where chunks start and end esp noticeable on the sea floor I know someone had this issue wondering how they combat it.
Eaither way in my world I wanted to have Increased height verations on everything and add a couple custom biome. Im working towards an end goal of having some islands but not many mainly large continents that are are just breathtaking compared to notchs still mainly flat landscape.
I wanted to have a underground cavern experience as well with LARGE canyons that much is working alright but I do need to adjust the canyons the max height is a little too much causing them to cut thru some smaller biome hills EW.
the generation is working amazingly well tho apart from that I just need to get rid of the stupidly large frozen oceans and rivers. I will work most of this out by 2moro :) and take some shots for you all.
EDIT Oh and once we get a fix for the custom biome settings not keeping on world create I can test out my Wasteland and Cake biome :), I tried to make frozen ocean and rivers part of the taiga biome as shore line and isles tho I think its not working as expected need to play MUCH more with these settings to get the effects I need.
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Posted Dec 3, 2011@Shaun_das_schaf
Install a plugin to be able to check what biome your in the modify that biome so that it DOES generate trees how you want them :) this what I have been doing I added trees to extreme hills and plains :) just made it less dense.
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Posted Dec 3, 2011@Khoorn: Thank you very much for your explanation, I'll continue to experiment :D
@ledhead900: Your post seems to indicate it was also a response to me, and if so, I would certainly like to take a look at your biome share thread ^^
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Posted Dec 3, 2011@Khoorn
Bug in your test version, Custom Biome's will not save correctly and reset in the world config.
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Posted Dec 3, 2011@seanskroht
You could use PTM173 instead of TerrainControl. But with PTM173 you don't have all the features you have here, but try it out.
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Posted Dec 3, 2011Is there a way not to use some biomes in generation? For example, swamps..
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Posted Dec 3, 2011@Khoorn
It's different.......as in, a different map is being generated.
When we first created our server, the map that was generated was based on this seed: 4580899268973138743
As a test, I used that seed in single player Minecraft v1.7.3 and it generated the same map as the one in our server. But when I use that seed to generate a map using your 1.7.3 terrain generator, the map is completely different.
I'm asking how I can make sure your 1.7.3 terrain generator generates the same map as Mojang's original Map Generator. The reason being is so that server admins can use the regen command in WorldEdit to regenerate damaged parts of the map as well as explore further parts of the map that will blend in with the original parts of the map.
We don't want to start a new map all over again because too many people have built too many things.
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Posted Dec 3, 2011I have one more problem: I wanna have (cool mountains with) forest and desert, but not the treeless region between forest and desert. Problem is that forest has moisture about 1.0 and desert has it about 0.0 and the treeless region has about 0.3. So if I set minMoisture to 0.0 and maxMoisture to 1.0 I will get everything. How can I beware the treeless region then?
I'm sorry for annoying you :)
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Posted Dec 3, 2011@Leiyun
Then I still wonder: What would happen if I would keep LandSize=1 and would set Rarity to lower values?
You will have average continents with HUGE distance between them..
About biome rarity- if all normal biomes have 100 rarity here 1/6 chance to spawn for each biome ( and 1/2 for ice biomes). Set value lower - decrease chance for this biome and increase for other .. Better way for understand - see biome map.
@Pythros Can you show full server log from start and world creation please ..
@Shaun_das_schaf
There is problem - client use own biome generator.. server send only world seed for client.
@Djrowling
Hm generation process will not change. But maybe there will be changes like another world seed. ( if big bug will be found)
For disable snow in biome - set biome temperature.
@seanskroht
What you mean different ?
@FiddyCraft :)
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Posted Dec 2, 2011@Leiyun
@FiddyCraft
Care to share ? I like the way the snow biome looks and wonder how u got the lava to fall in the wasteland.
I have similar ideas but more natural looking I just wanted the other biome to be more random so I would like to learn from yours, I have a biome share thread if u wish to take a look at that.
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Posted Dec 2, 2011I just want to thank you SOOOOOO much for this
http://memberfiles.freewebs.com/50/71/72197150/photos/New-Map/2011-12-02_20.14.50.png
http://memberfiles.freewebs.com/50/71/72197150/photos/New-Map/2011-12-02_20.16.18.png
http://memberfiles.freewebs.com/50/71/72197150/photos/New-Map/2011-12-02_20.35.13.png
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Posted Dec 2, 2011Khoorn,
Is there anyway that I can get the 1.7.3 generator to generate the exact same terrain as the old 1.7.3 Minecraft Server jar file? I'm getting completely different terrain even though I am using the exact same seed. I have set OldTerrainGenerator:true and oldBiomeGenerator:true in WorldConfig.ini. I have also added the necessary lines to bukkit.yml.
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Posted Dec 2, 2011Hey i have an important question. The problem is the map generation. If i were to use the dev build of terrain control would it work with the one that will be the supported version of the reccomended 1.0.0 build or will it mess the map up? Thanks
EDIT: I've noticed snow generates very weirdly and i can't find any way to remove it. Just wanted to let you know
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Posted Dec 2, 2011"About swamp color - it is client side color :( So for fix this need install client mod .."
But client doesn't decide where to use swamp colour, right? So I think it's possible in the server, isn't it? (Don't know, just an idea...)
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Posted Dec 2, 2011@Khoorn
Yes, three of them.
Here's the snippet:
Do you need to see the config files?
Edit: @daeger Updating to CB 1550 worked.
Edit 2: So I was able to generate the world. However, it gives me this error and my replaced blocks aren't being replaced. Yes, this is a fresh world that I created with only TC.
Here is my WorldConfig.ini: http://pastebin.com/m2X7EdFf
Here is my WastelandBiomeConfig.ini: http://pastebin.com/8ZjEY8ft
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Posted Dec 2, 2011Allright I think I understand Landsize :D thanks! So, given a simple LandRarity=100, if I set LandSize to 0, I'll get a big continent and if I set it to GenerationDepth I'll get small islands.
Then I still wonder: What would happen if I would keep LandSize=1 and would set Rarity to lower values?
I've also been messing with the biome settings, but am not getting the results I expected, and so I also ask: - What does it mean for the biome if I set the BiomeSize to either 0, or to GenerationDepth, with BiomeRarity=100? and - What does it mean when I set the BiomeRarity higher or lower, with the same BiomeSize? (basically asking: what does biomeRarity even do?)
I'm sorry to bother you with these questions :p The thing is that I've been trying to get rid of taiga and swamp, by messing with their individual Rarity values compared to other biomes that i do want, and instead -no matter what- Ive been ending up with worlds full of taiga and swamp XD noooo Appreciate your work :)
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Posted Dec 2, 2011Thanks for your reply Khoorn. Unfortunately i was editing my last post as you replied, because i wanted to change my question to you. You might have to do refresh on the web page. My apologies :). My new question is about the 1.7.3 terrain generation.
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Posted Dec 2, 2011@Shaun_das_schaf
@seanskroht
About swamp color - it is client side color :( So for fix this need install client mod ..
Biome Color in biome config - used for /tc map comand now
Half spawn trees on top map - ok i will fix this.