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!













-
View User Profile
-
Send Message
Posted Apr 4, 2012@flyingflare
Yes.
-
View User Profile
-
Send Message
Posted Apr 3, 2012Hello everyone~
Does Terrain Control affect dynamic terrain generation while exploring the map? I am using multiverse. In other words, while I am exploring, does minecraft create new chunks based on the Terrain Control algorithm that I used to create the world, and so making expansion seemless?
Thank you~
-
View User Profile
-
Send Message
Posted Apr 2, 2012If I apply this to my main world will it alter the structures already built?
-
View User Profile
-
Send Message
Posted Apr 2, 2012I am some busy in this days, so new version with small fixes now.
About another bugs. Mobs: At first mob feature did not work with default biomes ( due not change other worlds). So if you did not use custom biomes TC did not touch mob spawning. Second TC did not spawn mobs, this only add mob type and count to biome mobs array.
Anyway if some one explain more about mobs i will try see&fix this :)
Replace command: @marshallq
Did you have players in this world when you do it ? You did that in console ? Any error logs in console ?
Biome command: Hmm god idea for say what biome saved here. I will add this.
Ah and also for peoples who have wrong biomes in saved chunks after convert map to Anvil format. Mojang converter did not know about custom biome generator so it used default. I will add command to regen biomes in saved chunks for all world small soon.
-
View User Profile
-
Send Message
Posted Apr 2, 2012@Ricowan
That's what I thought, too, until I saw the 'notch' option in the config. Why would they include it there if it was the same as 'normal?'
What I am asking is for terrain control to only affect things below the surface and ores (the same way orebfuscator does). That way anything under the surface can be affected by the chaos of the seed being changed by terrain control, but the map itself, to most players, would look the same.
Even if that's not possible, just a default seed would be fine since I don't really like the new biomes that come pre-installed with terrain control. I simply want to make diamonds rarer without changing anything else (other than the seed if need be).
-
View User Profile
-
Send Message
Posted Apr 2, 2012@Pandamatak Ah, I see. In order for that to happen, TerrainControl would need to use the exact same code that the unmodded game uses for terrain generation. I'm not positive, but I believe that TerrainControl replaces the vanilla code, rather than just passing in different values than default. If that's the case, then what you're looking for really isn't possible with this mod.
Remember, seeds are just the starting point in a fixed list of random values. If TerrainControl asks for random numbers in a different order, or requests more or less of them, than the vanilla code, the end result will be different even with the same starting point.
-
View User Profile
-
Send Message
Posted Apr 2, 2012Does anyone know some good values to use to chop off the bottom of the terrain? Currently I've been playing with the CustomHeightControl in the Biomes but there doesn't seem to be a happy medium - you either have terrain or you don't. Currently -2400 is 'no terrain' and somewhere around -2000 produces 100% terrain.
Terrain Example
-
View User Profile
-
Send Message
Posted Apr 2, 2012@j00borg
I have trouble as well with the whole spawning of passive mobs. My thoughts are that its a mixture of vanilla behaviour and TC.
Since we have breedable animals , they wont despawn. So as soon animals are spawned , they keep in memory forever, unless they die. If there is a passive mob cap, it will be filled around the place where you spawn. Also the animal spawn tick is set at 400, wich means animals are only spawned every 20 seconds.
When i kill all the animals with a butcher command, animals should respawn around me wherever i am at that moment. Without TC these amounts tend to be much higher. And I have to test this more, but it also seems to differ in wich biome I am.
I kept all spawn animal settings to default. I have tried to get it to work, but with no succes. I might do something wrong here and i am waiting on more info how to use these new features.
-
View User Profile
-
Send Message
Posted Apr 2, 2012@j00borg
I'm only running TC, so it has to be a TC problem. I've seen wolves in my TC worlds but they're incredibly rare; not sure what to make of this. When the server I'm running with my friends goes up, it looks like we'll be doing a heck lot of breeding all the animals...
In any case, there's nothing much we can do except wait for update, so this entire post might as well not have existed xD
-
View User Profile
-
Send Message
Posted Apr 2, 2012@tincopper2
What shall be done with people like You?
Tell me...refusing to READ (Tutorial), using bad language, compaining about TC instead of own lacking contemplation ...
Worse, worse, worse.
If all would act this way, I would quit here 100% for sure immediately.
-
View User Profile
-
Send Message
Posted Apr 2, 2012@Thyrin
Hi,
I have to shift this question also 100% to Khorn, I mainly create worlds, playing nearly never MC itself, but as I read here about the mob spawning problems, I watched it too.
(As far as I see, nearly no animals spawn at all in my worlds, sometimes a few but they disappear too often soon again).
@Khoorn:
May You reproduce this?
Any reason, any help?
By the way, MC 1.2.5 is working with the former most important Mods in its old versions:
Zombe, TMI, MiniMap, Modloader and AudioMod.
New / last Bukkit version works with TC 2.1.6, WorldBorder, Dynmap, Essentials, WorldEdit and VoxelSniper too.
Mysource
-
View User Profile
-
Send Message
Posted Apr 2, 2012@j00borg
Thanks for your testing. Khoorn/mysource do you have any more info on the mob spawning thing?
-
View User Profile
-
Send Message
Posted Apr 1, 2012NPE: http://pastie.org/3713039
-
View User Profile
-
Send Message
Posted Apr 1, 2012@Kitryn
This still leaves Ocelot spawning unexplained as they do continue to spawn with chunk generation. I'm not sure how vanilla MC spawns them compared to other mobs, but I consider them on the same level as wolves, which my TC worlds lack entirely.
As a further test, I set up a new server from scratch prior to my previous post, running only bukkit 1.2.4R1.0 and TC. I generated a new world with default TC configs. I left MC running for the past 8 hours, far from spawn, and I'm still seeing no signs of passive mobs aside from the initial few at spawn.
If TC does alter the mob spawning mechanics in this way, it seems you should be given the option to use the vanilla spawning behavior. Unless of course it is unavoidable for some reason or another due to the nature of TC.
As it is, I feel that mobs not spawning (especially wolves) with chunk generation is game breaking for many reasons. Not to mention, it makes the world feel dead/dull.
Edit: On a hunch, I tried something.
On my main server, I disabled "keepspawninmemory" for Multiverse-Core. Upon reload, I immediately saw plentiful animal spawns. Seems to me that the animals at spawn are always counting towards the mob limits.
Now, before someone cries "blame Multiverse!", keep in mind, I still had the same problem on my test server running TC as the only plugin. What happened when I did add MV to my test server and disable keepspawninmemory? Animals also began spawning there.
This is all a non-issue with no plugins, leading me to believe it is still TC related.
-
View User Profile
-
Send Message
Posted Apr 1, 2012Hi,
just tested:
TC v2.1.6 is working with MC1.2.5 (pre) very well ;-)
Bye, mysource
-
View User Profile
-
Send Message
Posted Apr 1, 2012@Ricowan
Yes, I understand that, but what bothers me is that terrain control doesn't come pre-loaded with 'default' settings. What I wish to do is use the same seed I've used for my current world to basically "duplicate" it, but with a lower/adjustable concentration of diamonds. Is there any way to make it so that Terrain Control is, by default, a "silent mod" as in, it doesn't change anything unless you change it via the config?
I am sure there must exist a set of config options which give it default settings, but that allow you to edit small things like ore-rarity and not have it affect the surface terrain.
-
View User Profile
-
Send Message
Posted Apr 1, 2012@j00borg
also having this problem with passive mob spawning. I suspect it's because TC makes passive mobs spawn randomly according to time as opposed to on chunk generation (which is why the more you explore, the less you see. stick around and they appear after awhile)
what I'm trying to say is that default terrain generator spawns passives mobs when the chunk is generated, while TC doesn't, and hence you have to wait awhile.
-
View User Profile
-
Send Message
Posted Apr 1, 2012I'm also having issues with mob spawning. When a world first generates, a small amount (10) will spawn. After that, zero passive mobs spawn anywhere (after hours of searching). The mobs referred to are only sheep, cows, pigs, chickens, and wolves. Hostile mobs, villagers, ocelots, and squid all seem to spawn normally. I've messed with spawning settings quite a bit, but it has had no effect.
If I travel to new chunks with TC disabled, passive mobs show up immediately.
Can also confirm problems with sugar cane. I've found none.
I have to add though, that I love this plugin. Minecraft would be dull without it, due to the lacking world generation since 1.8. Keep up the great work, and thank you. :D
-
View User Profile
-
Send Message
Posted Apr 1, 2012@Kitryn
Yes i can. I tried to add them in the Config too but it doesn't work (also tried to add the normal Mobs to Oceans so the small Isles can have some Mobs too - nothing).
Same for the Sugarcane, can't find any of them as well as the Bugs in my other Posting (like no 1x1 Jungle Trees, failing Bigtree generation etc.).
Hope there is a fix for this soon because i'm almost finished with my config.
-
View User Profile
-
Send Message
Posted Apr 1, 2012