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 20, 2012Hi,
@minechomp,
Yes, seems that many people still refuse to READ the Tutorials....and miss many things but they always start asking here....;-((
............
@maxvolcom
This converter is brandnew and I had a short test now ... it´s only crashing, never worked even at a single conversion.
Did You get it working?
Mysource
PS: omushama is working now at an Update of BetterBOB to give us creation in 3 D in the future :-)
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Posted Mar 20, 2012@Crunkatog
Custom biome support is really easy. Open the .bo2 with notepad or word pad, and set the biomes you want under the biomes line. How did you miss this?
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Posted Mar 20, 2012Is anyone else having issues with the BiomeRarity setting in the biome files? I find that as I decrease the value, it start affecting other things in the world, and when two or more biomes are set to 50 rarity I no longer get any trees spawning in the world. But the biomes seems to appear just as often as when they were set to 100.
Also, "/tc biome" is always telling me I'm in an ocean biome, no matter what I'm actually in.
EDIT: setting LandRarity to 90 made all biomes change to ocean. That can't be right. Lots of land in those ocean biomes, rising up to over 120m. lol
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Posted Mar 20, 2012there is this
http://www.minecraftforum.net/topic/1108851-biome-object-builder-10/
that converts Schematic to BO2 :) !
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Posted Mar 20, 2012@ohmusama
Yes, yes always yes. Custom biome support for BO2's and a working Schematic to BO2 & back converter would be awesome.
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Posted Mar 20, 2012Hi,
seem I´m spamming today by posting a little ;-)
...but even to top this, I´m here 100% "Off Topic"...
Despite I want to tell about a now updated bukkit-Plugin, I used still in the past and now again: CUSTOMMUSIK
Works perfect, plays Your own Musik, Webradio and so on in game.
(Just for the users who don´t want the ever same "Sound" in MC ;-)...)
If there should be some questions, I use it long time now and know how to do.
Bye, mysource
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Posted Mar 20, 2012@ Khoorn,
Hi, this should be updated too:
http://forums.bukkit.org/threads/wgen-phoenixterrainmod-v0-8-2-now-bobs-spawn-from-saplings-1060.28520/
Still the outdated old thing at bukkit Plugin List, nothing regarding Your Mod at all.
Yes I know, who is using Google will find, but...;-)
Bye, mysource
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Posted Mar 20, 2012@ohmusama
Hi, I answered Your PM already now.
Thanks for being again in the "bussiness" ;-)
As I told You in the PM, an Update of "BetterBOB" which would enable BO2 creation in 3 D (... or even a better rotating preview, not the static one, fixed to one side only) would help many people for sure.
I may live with the tool as it is now, but would be interested too in an Update to real "3D construction". (would save me some time)
BlockID Update and adding of some missed Blocks has been done by myself still (only for myself, no Download as it is Your "copyright" ;-) ...) so You didn´t show up anywhere the last month and didn´t answer my E-mail too ;-)
Best regard
mysource
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Posted Mar 20, 2012@ohmusama, if you do update you should also try to bring in the ability to convert files from .schematic to .bo2 into it
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Posted Mar 20, 2012Hi all. I realize the original thread is dead, but this is here! I decided to come back and peek and see if PTM was still around. Eventually I got here, and found many places still using .bo2 objects.
I am the original author of BetterBOB
Is there a desire for an updated program? with the new blocks/biomes?
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Posted Mar 20, 2012this framework is AMAZING my new favorite mod.
Im currently working on my very own setup, where i have special versions of all biomes and borders. and isles. as well as having multiple altitudes for each biomes, lowlands, flatlands, highlands,
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Posted Mar 20, 2012@ ALL:
The new Tutorial is now finished.
It will be extended by demand.
If someone has a suggestion what should too be explained,
please contact me by Email please. (I hate PM !)
Best regard
mysource
PS:
@julezjulian:
no chance to get this done by using cave and canyon settings only (or just at all...).
If the tutorial and my "Freebie" World Downloads doesn´t lead You to get it done, I can.
But only by Donation for sure.(.. .if interested, see my Signature to find everything)
Bye, mysource
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Posted Mar 20, 2012Hello,
i'd like to create a world without water, just extreme hills with a height between 64 and 256 and canyons (maybe with water in them), but i can't find a config that fits my needs.
All configs i tried contain (too) much water and the max height of the hills is 128 (created a topo map with dynmap to verify that).
Extract from my config:
<<code>>caveRarity:15 caveFrequency:40 caveMinAltitude:128 caveMaxAltitude:256 individualCaveRarity:25 caveSystemFrequency:1 caveSystemPocketChance:0 caveSystemPocketMinSize:0 caveSystemPocketMaxSize:4 evenCaveDistribution:falsecanyonRarity:7 canyonMinAltitude:128 canyonMaxAltitude:256 canyonMinLength:128 canyonMaxLength:300 canyonDepth:5.0 <</code>>
Thanks in advance!
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Posted Mar 20, 2012@godgodgodgo
Oh.. Well I got same issues with 2.1.4 but it worked fine after a relog, I thought it was related to the lighting issues in 1.2.3 how some people get pure black lighting in shadow spots until something triggers a lighting change or you restart client.
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Posted Mar 19, 2012@minechomp
Hi,
take the biome You want to get floating and play with the volatility + height settings.
(Sorry I tried to find this world configs again now in my saves, but didn`t :-(...)
As I remember, it was an early testversion of the "Venus" world from ledhead900 he has sent me, to have a look at it to find some solutions for improving.
As I remember, this biome has had much to less negativ settings in height + to much volatility for a level 8 / low water level world ... and this "produced" the floating landmasses (this wasn´t wanted).
This can be obtained by using custom height too.
(negative values left side of the row, positive values at the right side)
Bye now, it´s late in Germany.
mysource
PS:
Update...was just to late yesterday for me to keep my brain working ;-)
It´s very easy, I remember: Use in the biome You want to get floating this:
DisableBiomeHeight:true
(Try to adjust tje border biome too a little to avoid ugly steps)
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Posted Mar 19, 2012Hey mysource, you posted this picture, and I'm curious. What were the biome settings for the floating landmasses? I can't seem to get it right.
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Posted Mar 19, 2012Hi,
I´ve got a PM regarding the "Isle in Isle" style.
I will extend the tutorial in this direction a little, so I see there is a demand for.
The task in the PM was, to get rid a little more of the very steep increase of extreme mountains and even get more summits as Isles in it too.
This is obtained by using the "Isle in Isle" style and additional the "Border of" settings in worldConfig and the associated Isle and border Biomes:
The map shows some extreme summits(+200, red and lila colours) right in the extreme Mountains (+120, dark greenbrown colours).
The yellow part is desert Biome with some desert Hills (brown colour) in it.
This looks like this in game:
Transitions can be made smother by using the "border of" biome like "Extreme Hills Edge" and adjust it´s height a litte more +.
To get it work for the summits, just copy it, rename it and set it´s height values even more to +.
It`s a little difficult to get the right feeling for the values, but working in small steps one by one will soon give nice results.
Will be explained a little more detailed in the Tutorial soon the next time.
@ termi222:
The reed should be spawn, everything seems to be right.
Simple question:
The biome You want the reed to spawn in, has surface of 2,3 or 12 BlockID ?
I think so, but if not...no chance of spawing any reed.
(Try to lower the rarity to 20 0r 30 for a additional test too)
@ ZoRkCreativeCrafts:
Thanks ;-)
Bye, mysource
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Posted Mar 19, 2012So i read your new and old tutorials, I did correct.
cannot understand Why my reeds don't work.
In your tutorial you wrote :
Reed(Block,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
So in my biome config I wrote:
Reed(SUGAR_CANE_BLOCK,100,100,0,128,GRASS,DIRT,SAND)
Like the default biome, but I didn't have these sugar cane
How can I fix it ? Please
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Posted Mar 19, 2012@deleted_6846210
Great for the cave worlds settings. I've missed that. As the new tutorials ;)
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Posted Mar 19, 2012Khoorn - I'm looking for a way to limit mob spawns to biomes, including TerrainControl defined custom biomes.
I'm currently hoping to use OtherMobs (http://dev.bukkit.org/server-mods/othermobs/).
Is there an API available for other plug-ins to call custom biome names?
This strikes me as something that will become useful soon, not only for mobs but climate/weather changes, color shifts, etc.