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!













-
View User Profile
-
Send Message
Posted Mar 13, 2012@deleted_6846210
Wait, setting max heights to negative is what makes the biome taller? I've been setting BiomeHeight in my jungles to 10 and not seeing a single change on world generation. :(
-
View User Profile
-
Send Message
Posted Mar 13, 2012Asianchickenisha the last four lines of my bukkit.yml look like this;
worlds: world: terrain: generator: TerrainControlYours should look like that, too.
-
View User Profile
-
Send Message
Posted Mar 13, 2012Whenever I put the
worlds: your_world_name: generator: TerrainControl in my bukkit.yml I get this:
20:13:46 [SEVERE] java.lang.NoSuchFieldError: a 20:13:46 [SEVERE] at com.Khorn.TerrainControl.Configuration.WorldConfig.<i nit>(WorldConfig.java:189) 20:13:46 [SEVERE] at com.Khorn.TerrainControl.TCPlugin.GetSettings(TCPlugi n.java:118) 20:13:46 [SEVERE] at com.Khorn.TerrainControl.TCPlugin.getDefaultWorldGene rator(TCPlugin.java:80) 20:13:46 [SEVERE] at org.bukkit.craftbukkit.CraftServer.getGenerator(Craft Server.java:925) 20:13:46 [SEVERE] at net.minecraft.server.MinecraftServer.a(MinecraftServe r.java:259) 20:13:46 [SEVERE] at net.minecraft.server.MinecraftServer.init(MinecraftSe rver.java:187) 20:13:46 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftSer ver.java:425) 20:13:46 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(Sour ceFile:490) 20:13:46 [SEVERE] Unexpected exception java.lang.NoSuchFieldError: a at com.Khorn.TerrainControl.Configuration.WorldConfig.<init>(WorldConfig .java:189) at com.Khorn.TerrainControl.TCPlugin.GetSettings(TCPlugin.java:118) at com.Khorn.TerrainControl.TCPlugin.getDefaultWorldGenerator(TCPlugin.j ava:80) at org.bukkit.craftbukkit.CraftServer.getGenerator(CraftServer.java:925)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:259) at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:187) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425) at net.minecraft.server.ThreadServerApplication.run(SourceFile:490)
-
View User Profile
-
Send Message
Posted Mar 13, 2012@godgodgodgo
Hi,
only the very nice look.
Clay, who cares?
The nice "Arizona-style" colour look only counts for myself... and the blue parts near top are diamonds :-O
Easy to change even to ugly dirt....if somone thinks he it´s necessary.
(Anyway, custom worlds are always made to the "orders"choise, if it´s my taste or not ;-)
Bye mysource
-
View User Profile
-
Send Message
Posted Mar 13, 2012@mysource XD what on earth drove you to use clay instead of snow in the standard world?
-
View User Profile
-
Send Message
Posted Mar 13, 2012@godgodgodgo
Hi,
no, it´s by far not only desert and jungle.
If You use my standart seed (server.properties):
tim1998+steps1956
(... if necessary or not ? ... but I use it alway in all of my worlds)
... and use the Download standart_world as it is, You will get this:
Easy to check with the command
/tc map
and You will see exactly the map-image shown in Your servers root folder.
...........
About requests for custom worlds orders....please read (Links in signature) how to get one.
(Your request for the avatar_world (in 256 style with less water), would be possible.)
............
Just to show what is possible now with the extended settings in biomeConfigs.
Snow at top (about 140), Desert is at about 45 and waterlevel is 38.
World has only 2 Biomes, Desert and Extreme Mountains (just for testing purposes).
Used settings in
Extreme HillsBiomeConfig.ini
BiomeHeight:-0.7
BiomeVolatility:2.7
MaxAverageHeight:-4.7
MaxAverageDepth:-3.1
Volatility1:-3.3
Volatility2:-4.9
VolatilityWeight1:0.7
VolatilityWeight2:0.95
ReplacedBlocks:1=12(65-78),1=73(89-94),1=57(105-112),82=80(128-160)
... and the worldConfig.ini + rest of biomes (except the DesertBiomeConfig.ini) kept the values of the "standart_world" of my offered Download.
Some values in DesertBiomeConfig.ini have been changed too:
MaxAverageHeight:-1.0
MaxAverageDepth:-1.0
Volatility1:-1.0
Volatility2:-1.5
...
More extreme settings (up to 256 Mountain height) are tested and possible.
But to keep much of the relatively realistic look of the Mountains, a borderBiome is necessary.
In this case use: Extreme Hills Edge) and configure it to a smoth transition between the Desert and the Mountains and regarding it´s blockID`s and so on.
This "recipe" here just for the "little impatient" people, to show how topnotch everything now WORKS ;-)
Bye, mysource
-
View User Profile
-
Send Message
Posted Mar 13, 2012@deleted_6846210
I've been looking at your avatar style world and think it looks awesome, could we possibly have a similar world but with higher mountains about 230 in height :D and less water?
-
View User Profile
-
Send Message
Posted Mar 13, 2012@deleted_6846210
Yes, I tried your configs you posted most recently. It was almost all just jungle and desert though :(
-
View User Profile
-
Send Message
Posted Mar 13, 2012@Hiramas
Hi,
thanks a lot for the Link to this Tool (amidst), helps me to save much time in map creation / testing.
(dynmap is much slower and other Tools not this convenient)
Regarding the rest and @ALL:
If it´s to map creation, please give us some more time and wait for the new Tutorial soon.
In the meantime, the old Tutorial will still lead to the results if not to special ... like Yor last wish, Hiramas ;-) ...
This can be achived by Isle in Isle, bo2 use (Vulcano) and so on.
Most is possible, but the exact position of a biome isn´t...getting the right size and so on is sometimes days of work at it´s own...
Did anybody try my Download "standart world" now ?
Will give You most of what is wanted already, is a perfect point to start to customize it to ones taste, or not?
... and terrain settings into the biome configs is one of the very best changes in TC evolution since ever ;-)
It´s just to learn to play the instrument now...and this will be the case in the near future for sure again.
Bye for now, I´m short in time and bussy with the rest.
mysource
-
View User Profile
-
Send Message
Posted Mar 13, 2012edit: With the newest SSP version al sound seem to disappear!!!
Just a thought, it would be wonderful to have a external GUI for the plugin. One Tab for every biome and a function which can give a map preview. Like the amidst tool which can show biomes, strongholds and villages. http://www.minecraftforum.net/topic/626786-v2025-amidst-strongholds-village-biome-ect-finder/
If I had any knowledge about programming, I would do it myself and start right away. But sadly, I don't.
-
View User Profile
-
Send Message
Posted Mar 13, 2012@deleted_6846210
Maybe just a world with really high contrasting terrains. e.g. big flat area, huge mountain ranges that are almost at the new max height, skyland areas etc. That's the kind of world I'd like to make for my survival and pvp servers but just don't know how to get the right settings.
-
View User Profile
-
Send Message
Posted Mar 13, 2012Part of the config lists NormalBiomes; what values can be placed there? Currently I can see Desert,Forest,Extreme Hills,Swampland,Plains,Taiga,Jungle but the actual biome config folder has many more.
-
View User Profile
-
Send Message
Posted Mar 13, 2012-
View User Profile
-
Send Message
Posted Mar 13, 2012I am working really hard to get something like I described in the "biome temperature" thread:
""I would LOVE to have the possibility of this and I already know what I would do. Deserts would have the same properties as Tundras (size and how often they generate), both would be surrounded EVERYTIME by a Savannah (new biome) / Taiga. Deserts wouldn't have any water in them. The other biomes all have the same temperature, though jungles would often border a savannah. I would include two other new biomes, oasis (only generates in the middle of a desert) and "hot spot", a little vulcano in the middle of an ice desert with jungle around it. Also an "island" biome would be nice. Just generating in oceans, looks a little like a forest/jungle mixture. The rest of the world would be pretty much how vanilla does it. Large areas of Land and large oceans with islands in it.""
But it is really really hard to get to it. I realize that some things are not possible right now, but most should be. The biggest problem I think are a few hidden bugs in the generation and (the one major problem!!) the lack of proper documentation. I know you are working on that, so I am really excited for the new tutorial. But it is hard to get a good world when the change of one single value can screw up everything else. I would appreciate any help in this...
-
View User Profile
-
Send Message
Posted Mar 13, 2012@ledhead900
Hi,
I looked again to the map of ivankrad and he is complaining about the square buildups in his map generation.
I think i´s caused by changing settings (or even TC versions and much more?), while still extending this map.
He should save his map and start a new one just to compare if this squares vanished now.
...and as You told him before....he gives to less infos.
Best regard
mysource
(now offline for a longer time)
-
View User Profile
-
Send Message
Posted Mar 13, 2012@ledhead900
Hi,
this will be described in the basic infos at start page regarding the "standart world" that we use as our basal world for every other style we create.
(I think You used it already for testing...? Then You know it´s at water level 38)
ATTENTION:
I´ve updated the "standart world": DOWNLOAD
Only use this last edition please for creating the tutorial worlds!
(I fixed the bottom of the ocean to no longer go down till bedrock. Looks nice and realistc now again, as it used to be)
Let´s only communicate by Email in the future ... and help to avoid "spamming" here with our workflow, please.
Bye for now
mysource
-
View User Profile
-
Send Message
Posted Mar 13, 2012@deleted_6846210
May I also just add to this.
A 256 Height conversion from 128, With Biome that goes beyond 128 height.
-
View User Profile
-
Send Message
Posted Mar 13, 2012@ivankrad
I don't understand whats wrong with the world, It looks pretty clean to me, what are you trying to point out, need details.
-
View User Profile
-
Send Message
Posted Mar 13, 2012@Khoorn
Hi Khoorn,
here the still existing error if tying /tc check world
(in this case, world was my world name)
10:37:23 [SCHWERWIEGEND] null
org.bukkit.command.CommandException: Unhandled exception executing command 'tc' in plugin TerrainControl v2.1.3dev
at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42)
at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166)
at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:469)
at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:906)
at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:866)
at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:849)
at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33)
at net.minecraft.server.NetworkManager.b(NetworkManager.java:229)
at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:116)
at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:490)
Caused by: java.lang.ClassCastException: net.minecraft.server.BiomeOcean cannot be cast to com.Khorn.TerrainControl.Bukkit.Cu
stomBiome
at com.Khorn.TerrainControl.Bukkit.BukkitBiome.setCustom(BukkitBiome.java:29)
at com.Khorn.TerrainControl.Configuration.BiomeConfig.<init>(BiomeConfig.java:100)
at com.Khorn.TerrainControl.Configuration.WorldConfig.<init>(WorldConfig.java:203)
at com.Khorn.TerrainControl.Bukkit.TCPlugin.CreateSettings(TCPlugin.java:112)
at com.Khorn.TerrainControl.Bukkit.Commands.CheckCommand.onCommand(CheckCommand.java:29)
at com.Khorn.TerrainControl.Bukkit.Commands.TCCommandExecutor.onCommand(TCCommandExecutor.java:52)
at com.Khorn.TerrainControl.Bukkit.TCPlugin.onCommand(TCPlugin.java:52)
at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40)
... 12 more
............
This command isn´t important to work for myself, but may be different to other users.
Best regard
mysource
-
View User Profile
-
Send Message
Posted Mar 13, 2012@Khoorn
Hi Khoorn,
thaaanks a lot ;-)
Again You improved this Mod to a higher level, very nice to have much more of the settings in every individual biome now too.
@ ALL:
About the upcomming new tutorial:
If anyone has suggestions which additional world styles should be described, please tell me.
My suggestions now are:
1. A cave style world
2. An "Isle in Isle" style world
3. An Island world (medium landmass surrounded by water)
4. Big landmass world
5. A floating landmass world
Startpage will be filled with some basics /differences to the former MC 1.2.3 worlds (only 128 height) and extend to 3 more pages:
How to create worlds
World styles
Downloads
Reading / working step by step through this few pages, will lead easy to some decent results.
That´s the desired object of this new tutorial in my view.
Okay?
Interested anyway?
Even want to Support it?
The Download of the "standart world" as a basal start (to keep it comparable) for help in creating the 5 (now) different world styles, can be found HERE.
Any Suggestions?
Please tell here and Email to:
swia@gmx.de
Best regard
mysource