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 22, 2012@bladedpenguin
Hi,
sorry I don´t really understand what You want and what the problem is at all?
You made an extreme cavy world, okay if You want this.
You took the normal biomes like default, okay too if You want this.
But You did this in Taiga Biome:
SurfaceBlock:80
GroundBlock:79
ReplacedBlocks:17=20,18=48
You change wood to glass and leaves to mossy cobblestone ...ooookkkayyyy to if You like this...
I used Your world (You gave no seed, so I used mine, okay too).
Not a single one of Your problems could be seen.
Here a screen which shows Your weird (sorry) Taiga (its more Glacier now) in the middle (no Trees, no plants at all just Ice and snow), at the left a tree, just been "hit" by some blocks/leaves by Your block exchange (leaves to mossy cobblestone) and at the right a (normal) swampland. Everything just as it should be in MC-Swampland.
The other biomes have been clearly defined too, Jungle is Jungle and so on. No oddness at tress or anything else.
You use some special settings in Ocean and Rivers biome (mainly there the custom height).
Why?
If You use the right amount of negativ height and other settings to get everything in Ocean near bedrock (as You did), replace water (at Your water level 16) with sand as You did, there is no landmass in Ocean biome to get affected by custom height in the upper height values in my experience. (I never use this custom height in Ocean biome, but as I could see, it seem not to hurt anyway)
My Conclusion:
I can´t see a single problem.
Your world is generating quite normal at my server some minutes ago.
I displayed the biomes (F3) too, but everything as it should be.
Hmm, despite I don´t like many things (personal taste, the block exchange f.i. in Taiga), everything generates as it should.
Seems to be something different I don´t have in my TC/MC/Bukkit or where ever, which produces Your odd trees in Taiga biome.
Why do You not use some nice bo2´s? But okay too.
Did someone else use this world and test it? Problems? Any oddness?
Bye mysource
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Posted Mar 22, 2012@ZoRkCreativeCrafts
Well, I'd use the settings for my public server. I would however be using a different seed and be adjusting a few things such as heights, volatility and sea level. I'd also be removing the nether biomes in the normal world ;)
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Posted Mar 22, 2012@deleted_6846210
You misunderstand. I don't have an old map. I am generating a series of brand new maps, in order to understand TC. The problem is, I have part of a biome generated as taiga, but the rest generated as swamp, for example. In this case:
is obviously being generated as a taiga: groundcover is snow and ice, exactly as configured. You can't see it in this pic, but there are swamp trees about. Thats a problem, because taiga tre
The problem is, different biomes are being applied in the same place. This for example:
Was clearly generated as a rainforest, but is also subject to the Taiga ReplacedBlocks setting.
Heres the settings http://dl.dropbox.com/u/65648076/n8.zip
Whatever biome gets applied second is what shows up in f3 view. rainforest turned taiga shows up as taiga
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Posted Mar 22, 2012@godgodgodgo
Thanks. I don't know; In fact i'd like this world to be unique for my server, but i'm for the free partage of knowledge. So...why do you want this world, for a personnal or a server use? There is a better version of this world, thanks to my source, and i've the intention to improve a little more some specials biomes settings when i will back to home this night.
@GermanMataro You welcome. If you have problems using or configuring multiverse and worldedit, you can ask me some help.
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Posted Mar 22, 2012@godgodgodgo
Hi,
yes, this was cool and You did very well and about 90% right too ;-)
(...du englisch sprechen = du sprichst englisch)
... but I disgraced myself, Standard is right in German too, not Standart like I wrote.
Sometimes I doubt about myself ... ;-(
I´ve already got some English lessons by ledhead900 in the past ;-)
So, I´m now really by 150% "off topic", 200% sorry about this.
mysource :-)
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Posted Mar 22, 2012@deleted_6846210
Aha cool! I'm impressed at myself that I actually understood all that :D Anyway, back to English.
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Posted Mar 22, 2012@ZoRkCreativeCrafts
Danke schön! I'll try it!
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Posted Mar 22, 2012@godgodgodgo
Hallo,
nein ich bin kein Amerikaner, Australier oder Engländer oder ähnlicher "native English", sondern Deutscher :-)
Danke, nehme ich als Kompliment ;-)
(Angefangen bei Khoorn über Raws bis Cayorion umspannt unsere Herkunft nun schon fast die ganze Welt)
Tschüß, mysource
(Sorry, in future again my "mysourse Germish" ;-)
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Posted Mar 22, 2012@deleted_6846210
Ich spreche ein bisschen Deutsch, aber ich dachte, du Englisch sprechen ;)
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Posted Mar 22, 2012@saturnineNL
Hi,
thanks for the tips regarding the Tutorial.
I tried this kind of explaining in the old (1.) part of the Tutorial.
I showed many images with the differences some changes are making...but I know its far to less still.
The problem is, that the configs give You hundreds (or much more) possiblities to change values and even different ways to adjust it can guide to simmilar results.
What I tried is to show the most important settings for the most wanted world styles (I hope I did). To show a complete "walkthrough" would again extend the Tutorial to much I believe.
But I like the Idea really, belive me.
If there would be a special world style which many people here would like to be shown as a step by step "walktrough", even with every single change in any value by showing the difference if extend the value in the one and in the opposite direction, would be much work to document (all the images and so on) and a long web-page at the Tutorial.
On the other side this has been made at the Results Page in the old Tutorial. This is still valid.
But...if many here would want me to do this Upgrade of the new Tutorial, I would try to do this in the next days / weeks. (Needs Minimum 10 Persons to want it to be worth all the work I think)
..........
@ godgodgodgo: ;-)
...but we may talk in German if You líke...or if You could stand it ;-))
...........
@ ALL:
Never forget, Khoorn is the man behind this genious Mod, I´m not important, just playing the "instrument" a little and support Khoorn by giving support here and with the Tutorial. (That´s all I´m able to do because I´m not skilled in Java, sadly)
Best regard
mysource
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Posted Mar 22, 2012@ZoRkCreativeCrafts
It's.....it's beautiful. Mind sharing your configs or is this sort of a thing you want just for you? :)
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Posted Mar 22, 2012@mysource ...are you sure you don't mean "Standard World"? :)
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Posted Mar 22, 2012@GermanMataro
I think you have another solution: To use worldedit. Generate a new world with multiverse and TerrainControl, with all your Bo2s obkect in it. Go to this world, select your wanted Bo2s object with worldedit axe, use the /copy command, then the /save Aname And your Bo2s object will be stored as Aname.schematic in yourminecraftfolder/schematics (can ben define in worldedit.config). then go to your world where you want to spawn the Bo2s objects. Type /load Aname to load your schematic and /paste for paste it were you want in your world. Note for copy/pasting corectly with WE you need to place a bloc before copying and pasting that will be the reference for positionning. I use this method for spawning nice mysource's trees in my non-TC worlds. We've made a garden center with all server trees species. :-)
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Posted Mar 22, 2012@mysource yes, that's what I did.
It is a pity that there is no other solution Thank you
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Posted Mar 22, 2012@deleted_6846210
First of all , I love TC its one of the best plugins ive come across in a long time. You did (and do) a great job !!
Some tips for the tutorial part:
It would be nice to see every parameter bounds (or range what produces normal behaviour). I ve found most of them by trial and (a lot of) error. But it would have been a bit easier to have a guide.
the 0 to generation depth is a hard concept to understand if you are not used to it. I think of it as a pyramid with the base level being zero and the top is the generation depth.
The border and isle settings are a great way to have some control over the biome placement. It doesnt need to be in an ocean. Its like baking an egg. the yellow is the isle the white is the biome where its generated in it
Keep up the good work I like it very much !
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Posted Mar 22, 2012@GermanMataro
Ahhhh, okay.
Not the usual way to do this but could work:
Make the world border and prerender if You need an extension of Your world with /wb set <radius> f.i. with WorldBorder-Mod.
After this, put TC Plugin in Your server, start with Your world named in bukkit.yml AND server.porperties (without TC no way and I cant´t imagine how to create a plugin to do this without TC).
Now You may use /tc spawn <name of bo2> to plant manually (much work).
This hint may work, but try only with a copy of Your world for sure.
After You have spawned all bo2´s, TC isn´t neccessary any longer to still have the bo2´s in Your (rendered) world.
(Without border and TC, in new parts no bo2´s again)
mysource
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Posted Mar 22, 2012Dear mysource! I don't want NEW world! I know that it's very easy, but I already have a world, in which want to plant trees B02 manualy in areas that have been made previously
Like in TC commands /tc spawn <type of tree>
But this command work only if I edit bukkit.yml, otherwise "Tc is not enabled for this world" but I allready have a world
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Posted Mar 22, 2012@GermanMataro
Hi,
to spawn something without generation ???? LOL
But if You want bo2´s to be spawned / generated in Your NEW world (or the NEW GENERATED parts only), its very easy:
Just download the bo2 zip (Links at Top) and put the bo2´s You want (only the bo2 files, not any folders...or files still in folders...!) to spawn in Your world in the BOBPlugins folder of Your world at the server. (The download (mine) has folders with categories in its zip)
To edit every (!) single bo2 (absolutely neccessary ! ) just open it with Notepad and edit it to the specs You want / need. (spawn in which biome, at which height, at wich BlockID and so on)
More to read is, You guessed already, in the (bo2) Tutorial HERE.
(Look at bottom of the linked Page)
Should be as easy as drinking a cup of coffee and really needs no other Tool or Plugin.
You will manage it too for sure with a little diligence ;-)
mysource
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Posted Mar 22, 2012Please, and what can I do just to spawn B02-objects in my world? Even without generation. I do not want nothing else Please, make a small plugins for me)? PLEASE! I'll paid a little)
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Posted Mar 22, 2012@ ALL
Hi, as I´ve promised, the Tutorial has been updated at the Download page now.
..........
Hi TeamAss ;-)
Nice to hear that everything work well.
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@ dorrax:
Hmm, the biome size is taking a big influence in the extreme sensitive setup of the "Isle in Isle" style if somthing dissapears.
There is no general receipe for this, sorry.
Its try and error regaring the biomeSize + biomeRarity, mainly of the Isle Biomes.
The BorderBiomes play a big role too....
Its much more easy if You lower the number of biomes used in Your setup.
If You get rid of really not necessary biomes, You may be able to finetune much more easy the rest.
If biomes are just to small, no chance of setting an Isle in this biome, it will not occure in the map.
Every additional bioem will make it difficulter and may screw up anything instant.
May even take days with "just one steps after one" (and always /tc map, save and use copys for the next one) to get the desired result.
(But I will not give my "Standart Isle in Isle" configs for free.took to much work to get it the first time)
..............
Hi ZoRk
Thanks, was a pleasure to work with You the last days too. :-)
..............
@aviator1014:
Yes, I agree that the Tutorials are some kind of confusing, mainly the old part regarding the BiomeSize, BiomeRarity setings and so on...but I can´t do better or simpler, sorry.
many things are really very hard if ever to explain (who can or can do better, give me help please and I update the Tutorial).
An example:
GenerationDepth:10
BiomeRarityScale:100
LandRarity:99
LandSize:1
LandFuzzy:0
This should give a good start with much landmass and a little bit of ocean at the map.
Play a little with ONLY ONE VALUE AT ONCE !
If You take LandFuzzy up to 5, start again and /tc map shows You a big difference.
Same with each of the other values by its own.
So, this is are only very few of all possiblitys which make some sens..to put this 100% detailed till its end in a Tutorial would fill up really 150 pages....:-O...;-)
To start getting less confused in world creation ist only one way i know and use myself:
1. Start always using Your and this identical seed !
2. Start with a nice looking setup.
3. Change only ONE VALUE in every change You make.
4. take a map image of every change by /tc map and SAVE it, type in the changes You´ve made (I use "IrvanView" to do this)
5. Compare this images and see what direction in changing the values will give You which result.
The rest ist time, work and a step by step growing insight of the various relations between every values in the genious TC-Mod.
I know there are many of us using this Mod and its forerunner since the beginnig like I do.
But I state many differences how the different Versions sometimes react to the values.
This depends on MC mainly and the changes which took place in the different MC
versions.
After some time and trying, supplemented by the experience made before, the positive results will be obtained soon and always.
Bye, mysource