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 25, 2012@godgodgodgo
Hi
You set Extreme Hills Biome height 1.3 (this gives sky high Rock in a level 8 world with water level 38)
Take -1.3 and use, like bladedpenguin told, the Extreme Hills Edge biome as its border biome.
So all normale biomes are at -2.5, I would try
the Extreme Hills Edge (border) biome height setting: -2.2 to - 2.0
It seems You took my "standard_world" Download as a start.
I assume too You made only a typing error and forget the - (minus) at Extreme Hills biomes height setting.
One thing is very clear:
If You see this very steep "cliffs" at a biomes border, the height settings are always not balaced enogh to each other / the next biome.
But a little try and error should always do the job to smooth this out.
...............
@ BeeJesus:
Why not starting with one of the download world configs after reading the Tutorial?
Why trying to use the hardest way to start with TC ???
A little hint:
It seems You´ve set some height level (far) out of range...and now walking in dry ocean land ... easy to find out, or not?
Bye, mysource
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Posted Mar 25, 2012@bladedpenguin
I just tried and the commented lines was delete by the plugin.
And the ressources are still here... :'(
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Posted Mar 24, 2012@Caligone Just remove or comment out these lines Ore(COAL_ORE,0,0,0,0,0,STONE) I think that zeroing them like that just causes the to assume default values
@godgodgodgo
I would try setting a MountainEdge biome, and giving it half of the height value of the Mountain. Make sure to put Mountain in the BiomeIsBorder of Mountain Edge, and add Mountain Edge to BorderBiomes in Worldconfig.ini
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Posted Mar 24, 2012Hey, I've been experimenting with this mod and I have been making slow progress on understanding how it works. However, I have been having an issue where it will only create one biome in every direction. When I use /tc biome, it says that I'm always in an ocean biome when there's no large bodies of water in sight.
I am utterly confused. There is no reason for this to happen. I think I have everything set up properly. Could you possibly shed any light on the situation? I can upload terrain/temperature maps and my biome config files if you need them.
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Posted Mar 24, 2012@mysource Hey, I've used all the height settings in my biome configs and have the sea level at 38. Unfortunately I have ended up with no edges to my mountains. Could I have a little help? Apologies if this is somewhere on the tutorial. http://i41.tinypic.com/29ekk8n.png http://www.2shared.com/file/yWoGksEI/TerrainControl.html
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Posted Mar 24, 2012Does anyone know how to use the CustomObject() ?
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Posted Mar 24, 2012@ZoRkCreativeCrafts
Yes I tried too...
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Posted Mar 24, 2012@Caligone
Have you try with "ReplacedBlocks:15=1;16=1...?
@bladepenguin:
What a good question...
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Posted Mar 24, 2012Can BO2 handle specific type of monster spawner?
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Posted Mar 24, 2012@IRSmoh
I already tried...
But nothing happened...
I think the modification isn't recognize
But thanks for your answer
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Posted Mar 24, 2012@Caligone
Not sure why you want to remove the ores.. but thats rather simple to do. Just delete the lines containing the resources you do not wish to spawn.
@LMGH
I'm assuming you haven't altered the height of the clouds... so if thats the case find WorldHeightBits and change the 7 to an 8.
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Posted Mar 24, 2012Hi everyone,
First, I would like to congratulate you for your plugin.
Next, I need help to create my map. I want to remove all the ressources (coal, gold, iron, lapis, redstone, diamond, clay) in on map but keep the trees....
I tried to modify the biomes configuration (DesertBiomeConfig.ini, MushroomIslandBiomeConfig.ini, etc.) like that :
Ore(COAL_ORE,0,0,0,0,0,STONE)
But it didn't work...
You can find more informations here :
http://pastebin.com/Yyp1hhbC (Example of my NRHellBiomeConfig configuration)
http://pastebin.com/c8isp6V1 (WorldConfig.ini)
Do you know how can i do please?
Thanks
Caligone
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Posted Mar 24, 2012http:db.tt/LmmLN92x how can i change that the hills are higher than the skys?
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Posted Mar 24, 2012@minechomp
java version "1.6.0_18" OpenJDK Runtime Environment (IcedTea6 1.8.10) (6b18-1.8.10-0+squeeze2) OpenJDK 64-Bit Server VM (build 14.0-b16, mixed mode)
Debian Squeeze
Bukkit 1.2.3-R0.2
No chunkscrambler, though I am using Orebfuscator. My understanding, however, was that this adjusted ore clientside. Nevertheless, I shall remove it for test purposes.
@Dinastya Glad to have confirmation.
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Posted Mar 24, 2012sorry 1 more msg. But i think i have found the problem. I have tryed everything on a test server with a map. And i did /tc biome and it said "forest" Then i do /reload and did /tc biome and it said "ocean" then i restarted the server and it said "forest" And i checked it with many chunks and many different locations and it happend everywhere. And then i generated a line of land and then i did /reload and warped 500 blocks away from it. And then flyed back to the place i already generated and yes it generated wrong biomes. Again there was land going straight up and biomes merged not between each other. And now i think about it normally i never use /reload but i have used it 1 time. And that might explain the fail generated biomes and as i noticed before new generated biomes are generating fine. So i really think that this is the issue and i'm pretty sure it's a bug in tc.
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Posted Mar 24, 2012I'm now using the same settings and generated a new map with it. But now when i generate it and i go to the spawn location then on the current world it's forest and on the new map it generate a swamp.. So something must be really messed i can't even generate a copy of the current world now.
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Posted Mar 24, 2012@minechomp
plugins: http://dl.dropbox.com/u/44587676/2012-03-25_17.54.07.png
os: - Linux - i7 2600k - 16 gb ram (not all used only when needed) - 120gb intel ssd - intel pro 1000 network. - Hosted by clanslots.
bukkit: #2117 (errors happened with cb #165) http://ci.getspout.org/view/Bukkit/job/CraftBukkit++/165/
tc: 2.1.4 (also tested 2.1.5 and got the same problems.)
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Posted Mar 24, 2012The server is always stopping! (world-generator is TerrainControl)
Error is —> http://clck.ru/0xGj3
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Posted Mar 24, 2012@dorrax
Hi,
for this task, I use the dynmap Plugin.
You see in realtime the point were You are in Your world, can easy get the coordinates of any location by hover over the map with the mouse, read it in the left upper corner and teleport in game exactly to this point.
That´s the way I test custom maps ordered by server owners all time.
Best is, to have an image of the world map (/tc map) which has to be made smaller for convenient usage and turned 90° to the left side to match North in dynmap.
If You take the dynmap in Browser, lay over the map imgae and the MC (in small size), You see everything the same time and will be able to orientate very nice.
@ IRSmoh:
As dorrax told, You can try it this way.
There are some other possibilitys too:
Think about the inner biome as the only normal biome.
All other biomes are border biomes.
Exactly to this world style, I have made much explanations and images in my new Tutorial (Signature) as anybody knows ;-)
Bye, mysource
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Posted Mar 24, 2012@IRSmoh
Try to work from inside out. The center most biome will be an island biome only, the outer most biome will be border biome, and all biomes in between will be both island and border biomes. It takes some work, and each biome that gets further out must get larger, if the border is too small, the island biome inside it won't spawn.
ALSO: Can I get an explanation of the map function? I want to know how to convert a pixel on the map into a coordinate so I can tp there, I can't ever find the biomes I see on the map.