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 26, 2012@elias1979
Hi,
ocean is a real biome, but despite what the MC biome wiki tells (Link), it acts in TC (or in MC at all) a little different.
In all the biome configs You may have read this:
...
Don`t work on Ocean and River (frozen versions too) biomes until not added as normal biome.
BiomeSize:4
and this too:
...
Don`t work on Ocean and River (frozen versions too) biomes until not added as normal biome.
BiomeRarity:100
I understand now more You want by Your really nice illustrations.
The key values to get it are this both:
The rest is a little try and error (as always) and balance betwee n tzhe values to get the right the sizes and the deepness of the Ocean.
As a general rule of thump always use not to small sizes.
Example:
If the ocean has only a water level of 37 like in some of my maxed out 256 worlds and is very small compared to the landmass too, there is less room for adjusting really deep sea areas, this is eays to realize.
The question is now more or less how You want the complete world to look like?
Example 2:
If You want to have a level 8 world with a very high waterlevel of about 100 and much water areas in it, You may create extrem huge ocean deep spots easy. Also easy to realize.
Conclusion:
I would suggest a level 8 world (full 256) with not to big landmass and a relative high water level (+80).
If You rise the land biomes too a little more, the Ocean my be adjusted exactly to Your last sketch by the MaxAverageHeight: + MaxAverageDepth: (+ the other height and volatility values)
If I would know a little more about Your vision of Your world, may be I could give even some more hints.
Bye, mysource
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Posted Mar 26, 2012Does this mean that that ocean is a special biome not like any others ?
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Posted Mar 26, 2012@elias1979
Hi,
if this should have been any question...
TC v. 2.1.5 is definitely 100% compatible with MC 1.2.4
Its running perfect with the most important Mods and HD-Packs too instaled at bukit and MC at my machine since 2 days now !!!
... and by the way @ KawValley too:
Have You both read the Tutorial minimum once and carefully....?
I don´t believe.
Because if You would have read it already, You would have downloaded and used the ready to use world configs...
And this way, You would have got an instant working world in TC-Mod....which You could configure like You want and know.
... and now, please don´t ask: "Were is this Tutorial" ... ;-)
(I always can´t really believe this manner, how some try top deal with this Mod ... )
To Your Ocean Isle in Ocean...You may have seen it alrady by Yourself how less logical this is?
Example:
Pour a glas of water into a big pot of water...will You still see the content of the glas now separate? Nope.
Same with TC:
You can easy make Islands in the Ocean...but with LAND not with Water.
You even can do this with a 2. Ocean biome rising its floor/ground above water Level...but this is by far not the very best solution.
Usual way is more like this:
WorldConfig, put in name of the wanted Isle biome at IsleBiomes, in this isle biomes own config put in at IsleInBiome: Ocean and save everything. If size and many other values are in a range of any sense, You will have this Ilse biome as an Isle in the Ocean.
Logical or not? ... Tutorial always helps, even special with this task to understand !
Bye mysource
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Posted Mar 26, 2012@KawValley
Not compatible with 1.2.4
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Posted Mar 26, 2012Tried making an isle in the sea called DeepSea with a renamed copy of the Ocean config but i failed, tested TC many hours but i failed, some help maybe ?
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Posted Mar 26, 2012I am unable to get this plugin to work correctly. I'm not getting any error messages, and my worlds show up in the TerrainControl folder, but after editing the config file to what I want, the world fails to generate the way I have it set up to, and generates as if nothing is effecting it.
I'm using Bukkit's current latest Dev build(2120) and the latest TC download available here(2.1.5), which claims to be made for 1.2.3. Also, I'm using MultiVerse, and I use the command /mv create worldname normal -g TerrainControl when I create the world. Is this plugin build incompatible with Bukkit 1.2.4? It's just strange that I'm not getting any error messages. This is driving me crazy not being able to figure it out. Any suggestions?
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Posted Mar 26, 2012@ledhead900
Hi,
Yes, i think so.
If this will not come out as a very big island landmass, just rework it by using other values in worldConfig.ini.
The map image You mentioned was made with this settings:
GenerationDepth:10
BiomeRarityScale:100
LandRarity:99
LandSize:1
LandFuzzy:0
You decide in which direction this style will change...but it will easy be screwed up totally if not balance ALL biomes / values (mainly size) carefully again to each other. If You are not very much in luck, this will be some hard work.
Best regard
mysource
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Posted Mar 26, 2012@deleted_6846210
Your Isle in Isle style world on your new tutorial site. Is that like giant island, for instance if I was to use this on map say the size of 8000 Radius, Would this produce different large islands. I figured I would go through and re do my world looking like that a selection of different biomes in a biome.
The concept I get, and thanks to that tutorial you shared the secret config setup to make them all nest nicely within the large biome.
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Posted Mar 26, 2012@Cliffordlittle
Hi,
try with an other name:
pure_jungle
May be the empty part in the name is the problem?
mysource
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Posted Mar 26, 2012@deleted_6846210
Got it buddy, thank you! But now i can't make the world PURE JUNGLE for some reason... =(
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Posted Mar 25, 2012@GermanMataro
Hi,
1. Have You tried with matching versions of everything? (MC /TC /Bukkit)
2. Have You tried with empty new world (default TC buildup world)? If You get the whole thing running with some default and matching setup, You may find the problem by going step by step to Your now used setting and find the diffeence causing this error. (I assume Your Java is okay and so on) If this will not help to find the problem...its on Khoorn to help because he is much more skilled to Java / TC ;-)
.....
@ Cliffordlittle:
At Top of this page there is a short "How to use" to read. If this isn´t enough to help, the "Multiverese" (and simmilar Mods) using people here are the one to help (I don´t use multi worlds).
Bye, mysource
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Posted Mar 25, 2012Hello,
I'm thinking about using a plugin to create more worlds, can i set the Bukkit.yml for TC to control those extra worlds?
If so, what would the format be in the Bukkit.yml? for multiple worlds being controlled?
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Posted Mar 25, 2012@mysource I have a new world (generator TC) and server is always stopping with error:
03:10:49 [SEVERE] Unexpected exception
java.lang.AbstractMethodError: org.bukkit.generator.ChunkGenerator.generate(Lorg/bukkit/World;Ljava/util/Random;II)[B
at org.bukkit.craftbukkit.generator.CustomChunkGenerator.getOrCreateChunk(CustomChunkGenerator.java:40)
at net.minecraft.server.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:83)
at net.minecraft.server.PlayerInstance.<init>(PlayerInstance.java:26)
at net.minecraft.server.PlayerManager.a(PlayerManager.java:53)
at net.minecraft.server.PlayerManager.addPlayer(PlayerManager.java:92)
at net.minecraft.server.ServerConfigurationManager.c(ServerConfigurationManager.java:143)
at net.minecraft.server.NetLoginHandler.b(NetLoginHandler.java:121)
at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:87)
at net.minecraft.server.Packet1Login.handle(SourceFile:68)
at net.minecraft.server.NetworkManager.b(NetworkManager.java:229)
at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:47)
at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:61)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:490)
03:10:58 [INFO] Connection reset
What is this ? You don't know?
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Posted Mar 25, 2012@bladedpenguin
Hi,
for sure.
Use for the biome You want this:
DisableBiomeHeight:true
ReplacedBlocks:2=89(145-228)
Adjust to YOUR surface blockID of the biome You want the caves with glowstone and set height to Your world values or personal favours.
Adjust bo2´s too and the remaining rest, this is only one of many possibilitys to get what You want.
Bye mysource
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Posted Mar 25, 2012@Dinastya
No...
I even understand only 1/2 of Your "snake-sentence", sorry.
You "travel" back and for and allways see different biomes at the same place ???
I can´t believe, but if this happens really, You have some problems not regarding to TC.
Your world has been tested not only by myself as You know without any problems and many "problems" sometimes posted here can´t be reproduced even a little, sorry.
mysource
UPDATE:
I thought again a short moment about Your question...and have just an other but very simple possibility, what can have caused Your "problems":
You may be use "random seed"?
This is worse and never do this.
If this is the case, it leads exactly to Your problem, giving always different worlds after server restart and after a given world is deleted, trying to build up new world with the same configs but random seed.
Random = if no seed in server.properties :-(
Tell if this was the solution please.
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Posted Mar 25, 2012@godgodgodgo
Hi,
it says up to 1.3 !!!!
+ Matching heights...as I told ...
... and use a BORDERBIOME to smooth transitions out.
Has all been told, or not?
mysource
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Posted Mar 25, 2012Is there a way to make hanging glowstone, like in the nether?
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Posted Mar 25, 2012@deleted_6846210
Could you try reproduce the problems i had 1 page back?
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Posted Mar 25, 2012@deleted_6846210
Your tutorial says 1.3 :D
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Posted Mar 25, 2012I know that the custom ores used in Tekkit can be generated using this plugin but is there any way to have tappable rubber trees generated in the same way? Using a BOB will spawn a tree but the tap points don't appear.
Any plans on making it fully compatible with Tekkit mods ?