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 30, 2012@godgodgodgo
Hi,
yes, downloaded for 10 seconds now and its the one with Ocean at -1.95
(I had to up and download it several time now to get the right file at the end in the Link)
Link direct:
http://kartwork.de/tutorial/256_world_with_waterLevel_64.zip
(Sorry that I was this confused with the uploads / downloads..I twice had the old one because it has to be the same name to avoid reworking the website. If someone would see my save files folders too...it is confusing now and I must make some kind of new structure in my system handling + 150 different worlds now. :-O ... )
Try now this Link,works for sure.
Bye and sorry, mysource
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Posted Mar 30, 2012@deleted_6846210
Are you sure you uploaded the correct one this time? XD
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Posted Mar 30, 2012@godgodgodgo
Hi,
You have been to fast, sometimes being to fast isn´t the best ;-)
I had again a small problem with this download and fixed it now.
(I took simply a wrong folder at my webspace....;-(...)
Try again now (from the new Turorial Download page) please.
@ ALL:
As promised, I put a 3. free Download right at the Tutorial Download page now.
Its a pure Mining World, standard ores but big landmass (only 1 biome) and extreme high.
Here a screenshot of the small shore showing the Mountains (now even with bo2 trees till top):
Enjoy.
And sorry for my mistake regarding the "standard_256_world" again.
Bye, mysource
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Posted Mar 30, 2012@deleted_6846210
Are you sure you updated the download? I just redownloaded the standard_world and the ocean height was still -1.9
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Posted Mar 30, 2012@deleted_6846210
Thanks a lot. I will try it out. EDIT: Getting the same as the person above me.
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Posted Mar 30, 2012Hi,
I´m back again after some minutes and have to say thanks a lot.
You were right, the download world has had some blotchiness...it was the early stage of "dealing" with 256 height, sorry again.
I worked it over short at some values and now its not the topnotch world, but working as a start.
Main changes have been now:
Beach biome: height to -1.6, Size to 7, Biome Rivers: false
Ocean Biome: height to -1.95 and surface + ground BlockID´s set to 12 (sand)
Extreme Hills Biome: all block exchanges out, only snow at top still in.
I have updated the Download too now, try it out and compare please.
This is by far not the best world....and I will think about exchanging it to a much better one in the near future.... as a redemption to all. ;-)
Here a screen of the "new" transition Ocean / Beach and the "new" Mountains without "Ore-Overflow" (has just to be made as a prove of possiblilitys before):
Enjoy, bye, mysource
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Posted Mar 30, 2012@Thyrin
Hi,
You just anwered as I was still typing out my errors and so on in the former posting...;-)
Okay, I have to look in the configs and test my download again because may be I used a changed "test setup", sorry.
May be it is something else..i will see soon.
If F3 tell ocean, it shall be Ocean if its a default biome as I thing it is in my configs.
I will see now and post results.
Bye, mysource
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Posted Mar 30, 2012@deleted_6846210
Yeah that's what I've been using too. Back when 1.8 came out I made a bunch of different seeds to test them out and I generated them with worldborder, and used dynamic map and another map program to make map files.
I've been using your default world download you have provided on your website. One thing I noticed on there is that on the ocean biome you have set both materials to stone, which results in very ugly oceans and also the oceans extend above sea level creating sort of stone beaches. I set them to sand and indeed now they look like sand, still a bit weird looking but that's ok. When I push F3 they show up as ocean biome.
I love the mountains, they look really really good. Though one thing I'm wondering about, why did you make a border out of diamond blocks? If I were to enable that on my server everyone would just hollow out the mountain :P
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Posted Mar 30, 2012@Thyrin
Hi,
if You change the blockID of Ocean biome (try surface AND ground, it definitely will have the gound sandy....otherwise You see bedrock at all may be.
Anyway, its only a matter of the right heihgt value at all to get some blocks of material between bedrock and deepest water bocks.
Mountains + 128 blocks need a level 8 world, rest will be stay the ame procedure as before.
The /tc map give me too a far to thiny map image.
I use it only for a short preview.
To get bigger map images, I use "worldBorder" bukkit Mod and prerender the map in radius 2000 to 5000.
Bigger is possible, but doesn´t make much sens because it takes very long to render.
It can be rendered (filled) in square or circle form, limits...the PCs power / RAM....as far as I know.
Your 5000 radius is easy possible to prerender with "WorldBorder" Mod, but will take a hour or more to be finished.
The WorldBorder Commands to use are:
1. /wb set 5000
This will set the neccessary border to Your world (can be deleted after rendering by: /wb clear all)
2. /wb <your world name> fill 50 176
This will give the values to fill (prerender) the world in the border radius given before.
3. /wb fill confirm
This will start the complete render process (to stop easy with: /wb fill cancel every time)
To get an orientation during map creation I use the following 3 "Tools":
1. /tc map => this image converted to about 25% of its size (IrvanView), turned 90° to the left side to get a matching North in Dynmap ! Than saved as .jpg
.............
2. Bukkit Mod "Dynmap" opened in Browser, showing realtime the map and player(s), coordinates and much more, even biomes if dynmaps settings have been extended.
3. MC client Mod "MiniMap" (Rei´s for sure only...) to get the "near view" in game.
Without using this 3 Tools, creating of a new map would be like being blind in dark wood ;-) .. .I definitely have to know, how a map looks later in game to set up the map to the demand of the "orderer" as an example.
Using this 2 Tools the same time, gives me the coordinates to teleport and do screenshots of points of interest in game regarding the map creation or let my simply know, how may be my big Mountains look like, if it got a smoth transition and so on.
I use teleporting to show up in different locations far away each other, dynmap "follows" and in the "inner circle", a glance at the map image (the /tc map ones) will tell me too where I am.
I don´t know any better / faster way.
The AMIDST.exe Tool seems to be a fake. It shows always the same "default" map only.
If this tool would work like it purports, it would be a "one stop only" Tool, but it isn´t by my experience.
So I stay with my proven "3 step Tools" way ;-)
Bye, mysource
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Posted Mar 30, 2012@deleted_6846210
I've tried changing the surfaceID block, but that didn't work. Thanks for all the tutorials by the way, I've been using them ;) I'm trying to create a 10,000*10,000 world with continents and with all the default minecraft biomes and trees and such, but with mountains that go above 128.
Another question, is it possible to generate larger maps than this? I like the map generate feature (./tc map) but I really need to see what it looks like when the world becomes larger and generating it all through a program takes many hours :(
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Posted Mar 30, 2012@Thyrin
Hi,
uuuppps, I don´t even know how the default configs come out because I used existing "old" ones yet.
But these kept their values and have been converted to the new additional settings very fine.
(Good work here too, Khoorn. Thanks.)
Seems You are to low with the oceans height settings and "hitting" ground "zero"...near bedrock (?)
May be You change the surface blockID of Ocean biome to 12 (sand) too for a even better look in addition.
Bye, myource
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Posted Mar 30, 2012Hi Khoorn,
I just want to show how nice the bo2´s are spawning now till 256:
Thanks again for this Update :-)
...................
Just to show something I just finished. (but has nothing to do with the image above made in a different world!)
A map request for a swedish server owner has forced me to "solve" the problems many TC-User try to avoid:
Desert Biomes (and Jungle Biomes too) shall not spawn next snow biomes.
As long as TC can´t give us the possibility to adjust this by ? (coordinates?), I used the "Isle in Isle" and "border of" style to get it:
In this world, all Desert Biomes are surrounded by smooth Mountains (which have Border Biomes itself too) to even separate Desert Biomes from the rest also optical.
This look like this in game (its the smaller one from the middle of the map image):
Border Biomes (3 different in this world) have been used to always avoid some of the 2 snowy Biomes (Taiga and Ice Plains) bordering next to Jungle.
Ice Mountains (made very rare by its values) are Isle in Biome Taiga, this avoids also it will border next to Jungle or Desert.
(It was a wish by the "orderer", that absolutely no bo2´s should be used, only MC plants and trees)
Has been some + 7 hours of work ;-)
Bye, mysource
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Posted Mar 30, 2012With all the default settings(auto-generated config) my ocean floors are made out of dirt. Is there any way I can get oceans to generate like they are on default?
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Posted Mar 29, 2012@Khoorn
Mob spawning looks fun :), Massive thanks for the continued updates.
@dorrax
In short NO. See this site here for details about 256 height and make sure you set your world config to level 8 before you try anything on it.
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Posted Mar 29, 2012Can I make the custom height control go to 256 blocks by adding more entries to the list of numbers? Only goes to 128 now.
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Posted Mar 29, 2012Khoorn - If I haven't said it this week....
You're my favorite.
Thank you, my friend!
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Posted Mar 29, 2012"Changelog 2.1.6 ...Added option for control mob spawn per biome..." :)
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Posted Mar 29, 2012@Khoorn
Hi Khoorn,
a big THAAANNNKSS...and as far as I could see / test, everythings works very well.
(More next days, so I´m bussy with creating a new map now with the latest versions of everything for a swedisch server owner)
.........
@godgodgodgo: ( ;-) ... for the title You gave me...)
May be its the old TC version and the trees are not spawning at +128 height?
Should now work with TC 2.1.6
By the way, I´m not knowing and working about / with saplings and other in game stuff.
I let it just generate by TC-Mod or /tc spawn <bo2>
May be others here can help?
Sorry and bye,
mysource
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Posted Mar 29, 2012so new version is waiting for aproval just? :)
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Posted Mar 29, 2012Ok new version here.
@CNoiise Yes i am from Russia. And my my name is Anton. :)