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 23, 2012Can terrain control currently have border biomes border.. border biomes? If it can I'm kinda confused on how to use it.. if not.. that would be an amazing feature for drastically smoothing out landscapes and incorporating multiple world ideas (underground mega caves/floating islands/oceans all using WorldHeightControl's
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Posted Mar 23, 2012@Dinastya
Hey, can you post a list of your plugins, along with your OS, Bukkit, and TC version?
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Posted Mar 23, 2012Server just crashed due this error: http://pastie.org/3657982 seems to be something to do with tc or the map.
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Posted Mar 23, 2012Hey
Well yeah the height might not be perfect but that shouldn't lead to fail generated biomes i guess :S
The world is really messed up and it's not playable anymore and it must be a bug or something because it happens on all maps i make and my players getting really sad about it. I'm about to leave tc but i really need to to keep my server how it is. And the Florandio world is not a world to play on just for the staff to build dungeons etc it don't need to look nice. And the mountains we wanted it that much because we have different empires and they all live in a different biome. But i'm really not sure if i should reset the map again.. and then it will probably just fail generate again :S
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Posted Mar 23, 2012@Dinastya
Hi,
I tested both worlds now.
None showed the problems You showed at the Images.
1.
The "Florandio" world is a single Biome Plains only world, flat like a pancake.
(No errors, but extremely boring even to fly though at 10x speed)
2.
The "Euphoria" world is regarding the used biomes, an relativ extrem world and had some a little rough settings.
Its at waterlevel 110 (!) and the height values have been a little to odd for my taste.
This leads to some blocky spots and an overall rough surface at the transition parts.
I smoothed it out a little bit, but didn´t want to go to deep in the settings.
Here the Download of Your world which I´ve it just reworked a little smoother. Mainly only height and volatility values.
(Far from satisfying for myself, but its only a little finetunung to get it right).
But the "dropouts" in Your Images didn´t show ether in this world, no problems, only a little to blocky / rough at some spots.
Most important is always keeping the height settings of River + Ocean biomes (all 4) in a correct distance to the landmass. (-0.5 to -1.0) below the landmass in Your case.
Sometimes the smallest possible change in height of only 0.1 leads direct to problems like shown in Your images (despite I didn´t get it even with Your worlds as plain downloaded).
I couldn´t see any big mistake, may be only a litte to less finetuned height and volatility values.
Best regard
mysource
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Posted Mar 23, 2012Hey again. Took a bit longer but the ftp was broken. The failed generated chunks are really spreading now and everywhere i go i see them. also when i do /tc biome on a place that already was generated like the spawn was a forest and now i to /tc biome and it say plains. I'm 100% sure i haven't changed any configs or updated tc after i set all settings. But it seems it's creating whole new biomes now and then you get things like this: http://dl.dropbox.com/u/44587676/2012-03-21_22.01.08.png http://dl.dropbox.com/u/44587676/2012-03-24_22.50.13.png
Well i could make 100 more of that screenshots but think it's obvious that it generate wrong biomes. I have sent mysource the configs but i will post them here to maybe someone else might find issues with it: http://dl.dropbox.com/u/44587676/TC.rar
I really hope there is just a single setting wrong or something because i have lost many players and many buildings/maps because of this fail generated biomes.
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Posted Mar 23, 2012@Flenix1
Hi,
I believe You got it in the meantime by Yourself because the world You want is relatively easy to create.
But if You still need to be pointed in the right direction, I will do / help.
1. Download the "standard_world" (Link in NEW Turorial).
2. Put only the biome You want (Extreme Hills, Jungle and Desert..I put in my jungle "Urwald" too, because I like it more than the MC jungle) at normaleBiomes in worldConfig.ini
3. Delete all entries at IceBiomes
4. Despite You think my Tutorial isn´t worth much, please look (again?) at the "old" Tutorial (and later in the new one) to understand the relationship regarding BiomeSize, LandRarity and so on. So You can get a little more feeling how to adjust everything.
For the world You want, here my Recommendation:
For sure this map image shows only a small part of the world.
Should build up to much more Ocean separated landmass, if the map extends.
Use seed in server.properties: tim1998+steps1956
Used values in worldConfig.ini of the world shown in the image:
(Values good for a full 256 height world with water level at about 70 ! )
GenerationDepth:10
BiomeRarityScale:100
LandRarity:98
LandSize:2
LandFuzzy:0
IceRarity:1
IceSize:3
FrozenRivers:false
FrozenOcean:false
RiverRarity:4
RiverSize:1
RiversEnabled:true
NormalBiomes:Extreme Hills,Desert,Forest,Jungle,Urwald
IceBiomes:
IsleBiomes:DesertHills,ForestHills,JungleHills,River
BorderBiomes:Beach,Extreme Hills Edge
CustomBiomes:Urwald
WorldHeightBits:8
WaterLevelMax:70
WaterLevelMin:0
Values for all the biomes in normaleBiomes are:
BiomeSize:4
BiomeRarity:100
BiomeHeight:-1.5
BiomeVolatility:0.1
without one biome with different settings = extreme Hills biome:
BiomeSize:5
BiomeHeight:0.2
BiomeVolatility:0.2
MaxAverageHeight:-0.4
MaxAverageDepth:-0.9
Volatility1:0.3
Volatility2:0.5
VolatilityWeight1:0.5
VolatilityWeight2:0.45
... and Oceans(s) Biomes(s):
BiomeHeight:-2.2
... and River(s) Biome(s):
BiomeHeight:-1.8
... and a little change in the Extreme Hills Edge border biomes too:
Size 7 and height -0.8
As You wanted only a "guidline", please find now out very easy the few remaining changes regarding block exchange and some values in the IsleBiomes by Yourself.
If You want this or any other configs to have an instant "ready to use world", read my signature how to get it. ;-)
Is this service ? ... but I´m not really sure if You have been served right.
mysource
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Posted Mar 23, 2012I need the object Willow http://massivecraft.com/wp-content/gallery/bobjects/willow.jpg but Wessexstock has no this b02-object (only in slideshow) Maybe somebody has?
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Posted Mar 23, 2012@Flenix1
There is a new tutorial accessible from mysource's signature.
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Posted Mar 23, 2012@minechomp
Both parts? I read through this:
http://kartwork.de/annocraft2165/html/tutorial.html
But it really doesn't have much on there, most of it is just the config as you get it in the files.
Also, why would I get raged at? I'm not one of those 12 year olds with a $1 hosting pack expecting everyone to do stuff for me, I asked for someone to point me in the right direction. I enjoy doing configs and "puzzle solving" its the reason I became an admin to start with, just I need a little guidance and the config doesn't quite cut it in this case :P
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Posted Mar 23, 2012I released a new version of BBoB for all your editing needs. This doesn't add any new features or fix any bugs. It just updates the blocks, and the data values (for blocks that have changed) since 1.6 Beta to 1.2.4 Release
You can get it here: http://faskerstudio.com/minecraft/BBOB/
Now that I'm caught up, I'll start work on the 3D Version.
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Posted Mar 22, 2012@godgodgodgo
I've PM you my settings file.
@Crunkatog: Whaow, sounds great...
@My source The GermanMataro's problem give me the idea of creating a web page, with all Bo2s objects with possibility to download both bo2 and schematic format, and updating new ones. Try to make that with sql db as soon that i'll have more time. Especially since 1.2.4 came out with all that knew kind of wooden's plank, giving to me ideas for a lot of new trees...
Oh, and everyone, TC is working right with last craftbukkit dev build for MC 1.2.4:
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Posted Mar 22, 2012@minechomp
Hi,
I use for testing the newest versions of:
MC version 1.2.3, TC v.2.1.5 and Bukkit latest for MC1.2.3 (!).
The "new" MC 1.2.4 stuff runns just for Testing since yesterday at my machine (to much Modding still not available)
MC is HD patched and with Zombes,Modloader, Audimod,ModloaderMP, MiniMap, TMI and for sure WaterShader.
Bukkit has Plugins:
TC (for sure ;-), WorldBorder, VoxelSniper, dynmap and Essentials as Plugins.
Machine with SSD and lots of Power is Win 7 based, Java 6 in 32 and 64 bit installed.
That´s it.
Please list Your setup here.
There must be something different somewere to cause Your problems.
..............
@CombatWIZ
Looks good and how these values work is documented by khoorn right above every line(s) in the configs.
Smaller numbers = less rarity, less quantity, less height to find ... and so on.
Just change the BlockID to something very rare or even not at all in the specific biome and the ore vanish at all.
mysource
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Posted Mar 22, 2012@Flenix1
It isn't under documented. MySource's tutorial taught me at least half of what I know about this plugin. Make sure you look at both parts of the tutorial. Oh and uh..... you might get raged at here soon.
@BladedPenguin
Are you sure those are the configs you are getting the bugs on? What OS are you using, and what craftbukkit build? Are you using any plugins like Chunk Scrambler?
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Posted Mar 22, 2012How would I configure a biome to have a decreased ore rate? I found this.
Ore(DIAMOND_ORE,6,1,90,0,16,STONE)
With that configuration, would it decrease the spawn of diamond ore? Just by a little bit?
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Posted Mar 22, 2012@deleted_6846210
What exactly is your setup? I can see that its working fine for you, but I am equally certain that its not ok for me, and I'd like to know why. I still get the same issues when generating on a test server, with only one world, and the My Worlds plugin removed.
I haven't done much to change default biomes since I don't understand why they are mix and match like that. Once I stop getting snow in the jungle, I've got some ideas for biomes.
I guess what you are saying is that there is something wrong with TC, not my settings....
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Posted Mar 22, 2012Without meaning to be harsh, this plugin seems massively underdocumented. The "tutorial" is just an introduction, then the config with some bold bits, and neither wiki's have any info on.
All I need is a map which has all biomes, and an ocean thats around 1500 blocks across (can be much longer one way - Its just to seperate two factions)
Main biomes we need are mountain, jungle and desert. Ideally no snow or ice and minimal swamps.
Anyone able to point me in the right direction here?
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Posted Mar 22, 2012@Piginabag
It might be possible to get tiny oases in a vast desert by co-opting the Ocean biome as your new Desert. I discovered this quite by accident when my Ocean biomes ended up not being low enough, and became vast nondescript grasslands.
in WorldConfig, do the following:
LandSize: Up to you, but if you want very small oases, you need to set this to around 4 or 5, maybe even 6.
LandFuzzy: Set this to 2 or 3. You want the oasis areas fractionated and small.
Rivers: Experiment with various river-pattern scaling, river width, etc. to find a setting that will give you the occasional pool of water in the desert. Or, you can turn them off entirely if you do not want arroyos or channels cut into the desert.
For your Normal biomes, you should have only three or four: Ocean, Forest, Jungle, and maybe Desert itself. Desert as a biome is not really necessary because you are going to rewrite Ocean as your new Desert.
IsleInBiome: should list Forest, Jungle, and any other oasis (maybe small River bits as well).
This will produce a world that is a vast sea of sand, with small irregular outcroppings of trees.
In the biome config for Ocean, replace all the height, volatility, terrain contour, terrain block cover, ore distribution, and vegetation population parameters with those found in the Desert biome. Keep the original Ocean biome size. IIRC default size for Ocean is 4. Play with sizes between 2-4.
In the biome config for Forest, Jungle, etc. you want to set these biomes so they are very small. try 8 or 9 for biomeSize and 8 to 12 for biomeRarity.
If you are using River biome, also set this small/rare and make sure it is IsleInBiome = Ocean.
If you are NOT using River biome, consider going back to WorldConfig and setting DisableNotchPonds = False. This will allow the dinky random water and lava ponds on the surface of your "desert". Or they may not appear - I haven't tested this - because you are using the Ocean biome which may not ordinarily receive NotchPonds.
This will convert all the Oceans in your world to Deserts. Make sure that's what you want. If you need the vast deserts but also want a water source, consider adding Swampland back to the Normal biome mix and sizing it to give you broad, shallow, swampy seas.
You may also need to play with the water source block height range to prevent lakes from forming aboveground if you do not want water to be abundant. A reasonable cutoff is y=60. This ensures a little digging will provide some water, and the occasional sand sinkhole will reveal a hidden pool.
You can play with the volatility, block replace data, and sea level for the Desert-Ocean to get a variety of effects, including giant dunes, gravel flats, etc.
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Posted Mar 22, 2012I've finally started to get the hang of TC, but I'm being stumped by biome sizes.
I basically want a vast desert with 1+2 other custom biomes, along with small "oasis" forests (I'll attempt to add a jungle inside a forest at some point.. if I ever get that far). Essentially, I want a huge desert speckled with forests no larger than 20-30 blocks across.
I've been attempting to use decimal values for the biome size in comparison to generation depth in an attempt to get very small biomes.. and have come to the conclusion that it's whole numbers only. What other ways can I reduce biome size? And, how difficulty is biome islanding?
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Posted Mar 22, 2012@deleted_6846210
I used the world as well. Pretty much the same result as you. I don't understand the problem all to well.
Also, to everyone waiting, there is a 1.2.4 dev build out, and it works fine with the current TC.