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 16, 2012@kamuel87
Jeb removed the server seed listing in the last MC update because many server owners wanted it removed. Players could use that seed, generate their own world and find locations of stuff on their own, go back to the server, find it directly. That's the general description without the details. Basically cheating.
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Posted Mar 16, 2012edit: okay found http://dev.bukkit.org/server-mods/bioman/ and change the whole world to ocean .. better one color as wrong color...
ps: thats was before fix http://i.imgur.com/aLtT2.png ugly...
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Posted Mar 16, 2012@Valdiralita Hmm not sure about need this.
@kamuel87
Now minecraft server dont send seed to client, it is not my change. Also now it must work as it, except custom biomes.
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Posted Mar 16, 2012bukkit:2060 and tc 2.1.4 i have no seed under f3, why? (they shows me "seed:0" by startup he shows the correct seed...)
and a question: how i can fix the biome color? (old way via seed change dont work anymore)
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Posted Mar 16, 2012@Khoorn:
are you going to implement a global "ReplacedBlocks:" function?
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Posted Mar 16, 2012@Burckhart Mysource and I worked past out differences, eventually.
He is going to keep doing doing his wiki but he stated we are free to use any of his tutoirals on our wiki and he may move over to ours when it gets a bit more in it, as long as we credit him we can use his stuff he has said it alot. Right now though he don't want to talk around here as too many people don't read is wise words and it made him mad. So he a little angry with the fools.
Your welcome to register on my wiki and update it with me.
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Posted Mar 16, 2012@ledhead900: I'll gladly help filling the wiki as soon as I have time to generate my next world, I'm not an expert but I can do a few basic configs. @mysource, if that's okay for you, we could copy parts of your tutorials in the wiki (giving credit to you of course), but that only makes sense if changes are allowed. I don't care which wiki we use, but it would make sense to have one central site where all the information can be brought together by a larger userbase.
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Posted Mar 16, 2012Khoorn you got the donation? Didn't got a respond on pm :O
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Posted Mar 16, 2012@ledhead900
Hi,
really not necessary to discuss this here and mainly wrong interpreted.
Some few points:
1. The (every) webbased wiki is a paint to use (fill with content) for myself, sorry.
2. Anybody might feel free to support it....but if there would have been much interest in the past, it would have happened already ...
Why not ?
I don´t know really.
3. I offered the only thing I can do and still will do:
To give the "content" for the tutorial.
If You don´t want it anymore...okay too.
May be we don´t need any tutorial at all...
Regarding the "old" one...many people liked it and could get some help by reading it.
But some even didn´t see the contact adress or find some Downloads...:-O
In the latter case, help will anyway be hard to offer... ;-)
I did the old Tutorial just for fun and to get it explained for myself a little, often used and peeked in even again by myself if getting confused about the dependencies of everything in TC-Mod.
So the "Update" will be constructive at the old Tutorial and try to explain the differences / benefits since Mc 1.2.3, mostly regarding the 256 height.
To explain f. i. how to create the "Isle in Isle" world style, is hard and I´m too still stuggling with this setup all time.
Who knows better, should feel free to explain and contact me (to add it to the Tutorial-Update).
It´s by far not as easy as some try to explain by a few words and doesn´t even work like I have been told from Khoorn in theory. (sorry Khoorn).
To much values are affecting each other mainly in that style of setup.
It has been much Try and Error for Wessexstock and coincident by myself to find out some working values. (this will be shown, but can´t be explained deeply by myself).
By the way, ledhead900, I don´t undersatnd what´s Your / the problem at all?
Create an Extension of Khoorns Wiki, or the one You started at Your own or ?
Let everybody bring in his knowledge, if there is someone willing to do (I disbelive this will happen at all, because it never did yet...).
And as I told often:
Everybody may use and copy my tutorial to any wiki or simmilar Website by telling the source.
I feel, this is much I´m willing to offer.
The content of any wiki or kind of tutorial is the value in it´s help, not mainly it´s look imho.
Everything we do (if You will still continue), will be subsidiary and usefull...but not this discussion now.
So I end here and if I feel inspired further on the next time, I will extend my old tutorial and if not...who cares at all? (I think only a few people)
Bye for now, I have to work a little now at custom world requests for some server owners.
mysource
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Posted Mar 15, 2012@jayD101 May i see your world config ?
@godgodgodgo
BiomeHeight settings in biomes is factor variable. And with all other default settings BiomeHeight:0.0 means this biome height will be world height /2
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Posted Mar 15, 2012@godgodgodgo
The world height bit tells TC what the maximum height for the map is, not where the land should go. If you want the land to be generated higher up, go into the biome configs and add to the elevation I think. But be careful, if the land is already near 256, you won't have much room to build upwards.
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Posted Mar 15, 2012@ZeusAllMighty11
Hi,
if You are asking for a custom made world done by myself, follow the Link (Signature) and READ everything carefully to know the way to get one created or learn it by this way too (Tutorial) how to do it Yourself, please.
@godgodgodgo:
It´s a little more to do as only changing to level 8 ... as I told You before.
Please wait for the Tutorial-Update or...same as told before ;-)...
I don´t want to explain twice a day always the same things again how to do...that´s the reason, a Tutorial-Update will be made an be available soon.
Bye, mysource
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Posted Mar 15, 2012Why is all my land placed at cloud level when I set the world height to 256? O_O
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Posted Mar 15, 2012Can you please help me? I want to donate a mountainous world, with a huge snow biome with glaciers, a desert biome with big hills, and cool stuff, you know? I know, I sound vague. Can I get a tut or settings for that?
Also, I can't do TerrainControl Spawn for BO2
It says "1/1" and it's empty, but I put the plugins in the right world. :\
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Posted Mar 15, 2012@godgodgodgo
Hi,
despite You didn´t answer what I mentioned is more important to tell from Your side (what was the mistake You made with the standart_world to get not the biomes ?)...just a quick answer...also despite I don´t really know what Your intension is...
If it´s to get this high mountains as shown in the Image-Link, no problem.
If this is to steep and high, no problem too.
In first case add BiomeHeight, in second case lower it...playing too a little with the volatility and other values, will guide You fast to the results, You are looking for.
In most cases, just a series of 10 to 15 try and error maps, checked after every single step by /tc map command to show You, in which direction the former change leads You to.
Mountains are only cut off at it´s top, if You don´t use the benefits of 256 height by using not level 8 (with the rest of necessary changes too for sure) ... or extend the height of the mountain to +256, mostly logical I think.
One "problem" not really easy to avoid is, if the elevation is to much different to the next biomes height, it will be always steep.
In this case, You can edit the Mountain to a relative big size and work after this with the custom height settings....but: Good luck ... and much leisure time ;-)
A little less in height, often causes miracles to get more or less realitic worlds.
That´s my "receipe" ;-)
..............
@XeonG8:
It´s all still and a long time to download for free at my "old" Tutorial. (...just read and You will find...it´s intended exactly this way) ;-)
The new Tutorial will extend the explanations of this often wanted world style even a little more.
If it comes to worlds in the "Isle in Isle" style (f. i. Swamp/Jungle Biome in a Sand Atoll) like the image shown here, that´s advanced work ;-)
Small changes in the values will screw up everything often very easy.
If it comes to the even much more advanced "Isle in Isle in Isle..." style, it´s the hardest to create world style I´ve made yet.
Bye, mysource
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Posted Mar 15, 2012dont have a github account, so posting right here :
[AVERTISSEMENT] Failed to handle packet: java.lang.NullPointerException java.lang.NullPointerException at com.Khorn.TerrainControl.Bukkit.BukkitWorld.getBiomesUnZoomed(BukkitWorld.java:115) at com.Khorn.TerrainControl.Generator.ChunkProviderTC.generateTerrain(ChunkProviderTC.java:108) at com.Khorn.TerrainControl.Generator.ChunkProviderTC.generate(ChunkProviderTC.java:481) at com.Khorn.TerrainControl.Bukkit.TCChunkGenerator.generateBlockSections(TCChunkGenerator.java:64) at org.bukkit.craftbukkit.generator.CustomChunkGenerator.getOrCreateChunk(CustomChunkGenerator.java:98) at net.minecraft.server.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:83) at net.minecraft.server.PlayerInstance.<init>(PlayerInstance.java:26) at net.minecraft.server.PlayerManager.a(PlayerManager.java:60) at net.minecraft.server.PlayerManager.addPlayer(PlayerManager.java:99) at net.minecraft.server.ServerConfigurationManager.c(ServerConfigurationManager.java:146) at net.minecraft.server.NetLoginHandler.b(NetLoginHandler.java:128) at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:41) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:61) 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)
this error while generating new chunk of an old map. and the player is kicked.
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Posted Mar 15, 2012I found a glitch when I made it all forest: http:i.imgur.com/Jo2MQ.jpg when you fall in between the cracks, the game becomes buggy and jumps you around.
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Posted Mar 15, 2012@Wonkeyman
I think you can use the "NotBorderNear" option.
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Posted Mar 15, 2012Thanks for an awesome plugin!
I'm trying to make a realistic world and I don't want a desert to lay next to a tagia forest, as that makes no sense. Is this possible and if it is, how do I do it?
/Wonkey
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Posted Mar 15, 2012@mysource by the way, when I was talking about a world with lots of contrast, I meant mountains this huge: http://i41.tinypic.com/70uw0k.png but obviously not ridiculously steep and cut off at the top.