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 18, 2012Are there no more Global volatility settings? Do I have to go in and set it on a per biome basis now? I'm trying to create a skylands type world... Is there a TC settings thread?
I'm having trouble placing jungle trees. No trees or vines get placed in jungle biome. I changed all 128 to 256 in the biome settings, and that didn't seem to help. Is there a trick to it? I don't seem to get dense forests either.
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Posted Mar 18, 2012@deleted_8127146 Simple to get:
waterlevel min 0 and max 0
(... or change the BlockID, which is used for water in worldConfig.ini to what ever You want the water to be.)
and regarding lava:
try to disable lava (set it to lowest values) in every biomeConfig.
...;-)
Bye, mysource
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Posted Mar 18, 2012@Murlochieftain
Hi,
couldn´t be the Tutorial (because I´m not talking there about zoom level...), I assume You read the wiki....;-)
@ ALL:
By the way, I started as promised, the Update of the Tutorial regarding the new benefits of MC 1.2.3 / TC v 2+ now.
This will grow now in the next time till it´s finished.
(and ledhead900 may use the content for the new wiki)
Here the LINK to the first "step" made now.
Even this first few infos may help some "newbies" a little more to understand the basics ;-)
Best regard
mysource
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Posted Mar 18, 2012Hello
Great Plugin Thanks ! I just got a question. I would like to generate a map without water or lava, what is the setting to modify to achieve this ?
Thank you in advance. Regards, Xéfir Destiny
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Posted Mar 18, 2012@minechomp
With multiverse you can select which mobs you want to spawn in what world.
Can someone tell me how i can avoid the boring looking land in this (and only have the high hills etc etc): http://postimage.org/gallery/qt4o9au/
I'm trying to get a world with mainly hills / jungle and some small other biomes (if that is possible).
My config file: http://pastebin.com/5cL1z5um
Does /tc reload do the same as a server restart? I have a feeling the latter is doing more. Asking this with regards to changing the config file.
Edit: This is so confusing, i made a world called Test > changed some values in the config file > /tc reload > got awesome things going Created new world with multiverse > copied config from the Test world > no insane jungle hills + other stuff but just a plain boring map (for the most part). It almost seems you need to changes values / roam around and reload the world config a bit before anyhting awesome starts to happen. Config for this: http://pastebin.com/yAcQu7TE
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Posted Mar 18, 2012@Khoorn
Loving the new updates. Any chance you can add an option to select which mobs spawn in what biome? And maybe fix the client version of TC? :l it has a bad habit of not letting people using the client version into the server.
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Posted Mar 18, 2012I'm trying to make nether islands, similar to mushroom islands but with netherrack and fire and whatnot. I moved the Hell biome into the island biome list, set islandinbiome to Ocean, told it not generate next to all the normal biomes and beaches and rivers. But the biome is still generating next to other land. Was thinking maybe I copy ocean biome to a custom biome that looks like ocean and have the nether biome spawn in that.
Any better ways to make a new island biome?
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Posted Mar 17, 2012@notcam45
thanks, I was thinking that was it, but I was confused when it talked about zoom level...
that's all I really needed...
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Posted Mar 17, 2012@Murlochieftain
In each biome config there is a setting called biome size. The lower the number, the bigger the biome.
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Posted Mar 17, 2012I didn't find the tutorial very helpful and the settings are a bit vague, (what do you mean zoom level?)...
I just want to know how to increase all my biome sizes drastically...
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Posted Mar 17, 2012@deleted_6846210
Hey, thanks for the settings, they gave me a great result :D
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Posted Mar 17, 2012Oh my f'ing god, yes!! This is the last plugin my server has been waiting for (non-dev) to update to 1.2.3. :) TerrainControl is amazing and I congratulate the team on their hard work and success.. most credit to Khoorn.
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Posted Mar 17, 2012@deleted_6846210
Oh thanks, did not notice this as before I emailed you about it. I will give it more of a crack. Feel free to reply to Email as you may wish to take a look at it.
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Posted Mar 17, 2012@ledhead900 and at ALL who want level 8 (256 height) worlds with waterLevel about 64 and landmass starting not only +90 height.
Hi Geoffrey,
yes, this is right for waterLevel low as 38 to 40.
I preferre this settings because I think it gives just a better looking and much more useful world as a direct result.
But if it has to be absolutely a waterLevel 64 world, try to use even more successfully the following values:
All biomes, which shall be in height close to Waterlevel:
BiomeHeight:-1.6
All 2 Ocean biomes, the 2 river biomes and Swampland biome:
BiomeHeight:-1.9
All biomes which are Mountain or Hill biomes:
from:
BiomeHeight:-0.5
(relative moderate Hills)
up to:
BiomeHeight:0.5
(extreme Mountains with Top close to 200)
Everybody has to test end experiment with this settings acording to his own worlds configuration less or even a little more, but stay close to this values or everything will screw up fast.
May be a drawback:
This values give wadeable Oceans only.
To get the Ocean deeper, the values have to be a little more negativ, but this often shows ugly steps between landmass and water.
But a little more testing and playing with the values, will give even better results for sure.
If somone wants waterLevel 100+, it´s logically to change the height values just in opposit direction.
I don´t use this, but to set OceanBiome height a small amount on the positive direction and the other biomes always proportional even a little more in positiv direction, should do the "job" ;-)
It´s relatively easy, if one can imagine the coherences regarding height in 128 and 256 worlds.
The Tutorial will show this by images soon for even much better undestanding.
This TC-Mod is by far the best one if it comes to world creation and often cherished less than it is capable of because the users don´t know it´s potential. This will be pushed a little by the Tutorial hopefully.
Best regard
mysource
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Posted Mar 16, 2012@godgodgodgo Mysource told me this about 256 height.
Regarding the TC-Mods 256 height "upgrade". Simply explained, it´s double height if using level 8 now, so You have to lower EACH biome regarding and the river + Ocean even more, always parallel to it´s former values. WaterLevel at about 40 and Ocean at -3.5, Rivers at -3.0 and a little try and error testing additional, will get the world to be usable right it was before.
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Posted Mar 16, 2012@Valdiralita
I'm seeing the same thing with canyons.
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Posted Mar 16, 2012@mysource Hey, I know you've explained this a few times but I tried to get your standard world to work with a sea level of 64 like normal and everything was covered in water. Obviously I need to change my biome heights but I don't know how you worked them out. What do I need to add/subtract/multiple/divide the numbers by to get the heights that are proportional to vanilla minecraft? (I'd just like to start off with a 256 vanilla-like config world)
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Posted Mar 16, 2012I'm curious, is anyone else having trouble with...
- Using negative factoring? Such as -0.3 volatility, COMPLETELY breaks a biome, making it spawn to the max height of the world (256+), or just simply not load at all?
- And has anyone experienced an issue with the tree factor? Such as: Tree(25,BigTree,100) for example, should spawn 25 bigtrees, 100% of the time (just an example), yet instead it will spawn only SMALL trees, of the exact same 'type' but not a single big tree. Yet you reload the map, suddenly they're all big trees and no little?
- Also as stated below and above me, Canyons are indeed spawning as very, very small canyons that are almost unrecognizable as canyons.
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Posted Mar 16, 2012I'm trying to get a decent map generation with 265 map height and water at 100. But I have problems with swamps and beaches. swamps are between 6 blocks under and above water (BiomeVolatility:0.0) they are not really "flat" as in the original generator (read below for update to beaches) and beaches as big as oceans (and under water).
Any tips to prevent this?
Also:
Canyons look like this:
regards Valdiralita
EDIT: not only beaches are BIG as biomes.
"BorderBiomes" have this problems. I got this with following biomes: River, Beach, Extreme Hills Edge
EDIT2:
Some borders wont be applied to the defined biom. e.g: EXTREMELY huge "extreme hills edge" bioms but no beaches
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Posted Mar 16, 2012@Liger_XT5
I never thought of it as cheating, seemed like a lot of extra work. You have to get the seed (easy), make your own copy (easy), but then you had to find something worth getting on the server like diamonds (hard), then you had to go back to the server, find that same spot on the server and pray no one else got there first (hard).
Hiding the seed to prevent diamond discovery is stupid, cheaters can use an x-ray texture pack to find more resources with less trouble.