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 Apr 6, 2012@TWTwisti Du hast eine PM !
...................
@KillahKiwi:
I tried a little and came out with this just for the red huge mushroom:
100:Mushroom, Red, Huge:0#Flesh,1#Top NorthWest,4#Top North,7#Top NorthEast,2#Top West,5#Top,8#Top East,3#Top SouthWest,6#Top South,9#Top SouthEast,10#Stem
Not really a clean solution, but it works now in "BetterBOB".
Bye mysource
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Posted Apr 6, 2012Alter, lern' erstmal Englisch, bevor Du andere ueber den Tisch ziehst indem Du Geld fuer Settings fuer ein kostenloses Plugin verlangst.
Wenn das an den Programmierer gehen wuerde gings ja noch, aber so find ich das schon ganz schoen dreist. Bisschen so wie diese Webseiten, die anderer Leute Plugins und Mods mit ihren eigenen Ads verlinken und so von anderer Leute Arbeit reich werden.
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Posted Apr 6, 2012@TWTwisti
Double price for You ;-) ... und nur in Deutsch, wenn Du Etwas willst :-o
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Posted Apr 6, 2012Is there any website or forum thread or whatever where people share configs other than that one German dude with the horrible English who demands real life cash for configs ?
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Posted Apr 6, 2012Do biomes still generate in after you add them to the natural spawning biomes config? It seems impossible...
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Posted Apr 6, 2012Hi all again. Glad to see the growth of my favorite plugin on this time :)
Now i have an issue with Jungles. Some blocks of jungle big trees look like ordinary log blocks. Same problem with low-level jungle leaves. Unfortunately, TC does not support Sub-ID (For example, 17:3 or 18:3) in the replacement parameter (ReplacedBlocks) of any bioms. For evidence, I made a few screens (http://i.imgur.com/Vk9v9.png , http://i.imgur.com/SaLHt.png , http://i.imgur.com/DprdP.png ).
That's how trees looks in my JungleConfig:
Hope for your help. As always, sorry for my english.
Good night, CNoise.
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Posted Apr 6, 2012@deleted_6846210
Yeah, but actually I noticed my bo2s are cut off at 128, not matter if my world is 256 height? Could this be a bug in TC that the limit has to be updated?
@Kitryn
I totally understand what you mean ;D I just exported "real" giant mushrooms via worldedit, converted them with the script from massivecraft (which works on Windows) and looked at them in BetterBOB and the result looks similar to your screenshot.
I guess one can easily fix that bug in BetterBOB by editing the file "BlockList.txt" in BetterBOB's folder and switch the wrong orientations. If I get the time later, I will try to do this. If it's successful, I will post an updated BlockList here. But I am on a party in a few minutes, so I may wait for tomorrow.
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Posted Apr 6, 2012I have an issue of my own. I can't seem to make snow fall in a custom biome (during rain). Even with temperature set at 0.05 (custom biome), and all settings same as Taiga, it still rains instead of snows. This is an issue because then snow cover won't regenerate.
This is what I mean. I tried searching around here but it seems nobody has mentioned this issue yet? Unless I'm being an idiot and missing a setting somewhere?
Thanks
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Posted Apr 6, 2012@KillahKiwi
I had this problem with placing vines on trees. I suspect it's because Notch moved the sun a few versions ago, while BetterBOB didn't update. You can place the mushroom blocks "wrong" in BetterBOB and have them spawn correct in the overworld. From the BOB file I made,
If you're confused (I don't know how to phrase this), here's a screenshot
As you can see, my vines are all placed wrong. But they spawn correct in MC.
Hope this helps.
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Posted Apr 6, 2012@KillahKiwi
Hi,
yes, this is exactly how it is to handle.
BetterBob will be alway limited regaring custom biomes as it may not know how You named Your custom biome.
But no problem, I always manually edit every bo2 if I use it in a special world.
The "stock" ones like used as default in BetterBOB as "only" the "dummy" ones for further editing if necessarry.
Never use full 256 height to avoid bo2´s are cut down by the 256 heigt limit.
Look at every specific bo2 and its height to decide the max spawn height of it.
Example:
A tree which is 25 blocks high should get a max spawn of maximum 225.
This will make sure You never get cut trees ;-)
.............
@Pandamatak:
The "Notch" settings regarding the ores are well explained in the configs by Khoorn:
Ore(Block[.BlockData],Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
The bolt values are logical the ones to lower if You want less ores in a specific biome, the height can be used additional to even restrict its spawnrate much more.
Example:
If You use:
Ore(GOLD_ORE,1,1,1,0,1,STONE)
...You will get nearly no Gold and if, only at the level 1 block up from bedrock ;-)
and if You use a blockID not common inthe specifig biome at all, even no ore will show up.
...and vice versa.
Its simple and very easy...(and has been often explained too).
Bye, mysource
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Posted Apr 5, 2012@flyingflare
I haven't tried it, but I'm pretty sure from how I understood it you are right: You need to change the height with a text editor to where you want them to spawn, as the BetterBOB is not yet updated for the new level height.
I think you have to do that for some biomes, too. Especially if you add custom ones (which BetterBOB has no chance to know about).
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Posted Apr 5, 2012Question about the BoB files~
I noticed that the max height must be 128 or below in the file, or the BoB editor can't open them. However, thanks to Khoorn, they will spawn up to 256 height now. Does this max height need to be changed in the BoB file to 256, and does that mean the editor needs to be updated to accept the higher value?
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Posted Apr 5, 2012Can someone explain to me what the "notch" settings do?
I want to adjust the rarity of ores, nothing more, nothing less. I hope 'notch' settings will allow me to do that by disabling all the extra biomes.
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Posted Apr 5, 2012@deleted_6846210
Yeah, it's a little more than half of the blocks. It looks like some orientations are swapped, while others are constant. I guess it's just that some of the directions are wrong in BetterBOB's id list. I will try again to get that python script running and export an ingame mushroom and look into that with BetterBOB to see where the problem is. But I may wait for tomorrow as I am really tired right now.
As always, thanks for taking your time to look into my problems!
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Posted Apr 5, 2012@KillahKiwi
Hi,
I tried Your Mushroom-bo2, hmm.
You did everything right with the orientation of the blocks and so on, as far as I could see.
Its only half of the blocks / directions, which are wrong "interpreted" by ... TC ?
I wouldn´t take the time now by myself to exchange this blocks (with the "wrong" but right looking ones), but this could be only a short workaround, but no real solution.
Sorry, I can´t help with this.
Bye, mysource
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Posted Apr 5, 2012I have the problem that the rotation of mushroom blocks seems to be different between BetterBOB and Terrain Control.
I do not want to be annoying but this is a little urgent to me as I liked to make a set of (really) huge mushrooms for a new world on my server, but I can not begin until I know if this is in fact a bug in BetterBOB (whereby any created mushroom bo2 would be useless and had to be remade) or if this is a bug in TC, which could be fixed (so I could safely invest my time in preparing the bo2s).
If you do not understand what I mean, please compare these two screenshots:
https://i.minus.com/ikwVFxi4Jo0uD.png
https://i.minus.com/iy9YgLR2ZaQEy.png
I filed a bug report here, too: https://github.com/Wickth/TerrainControl/issues/32
Does anyone know of an alternative to BetterBOB? I found a python script here on the forums, but I did not get it to work.
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Posted Apr 5, 2012@Khoorn
No Khoorn, no error message at all.
However i flew to some other zones made by the default minecraft generator (like the rest of the world!) and i tried to see the biome info there. I got desert even though i was in the middle of a snow area (flying a bit in the sky, in the snow).
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Posted Apr 5, 2012@MRCartm0n
..and @ LumosZ
Hi,
to much to explain here, but anyway: Did You read my Tutorial 1 and Tutorial 2 ?
If this doesn´t / didn´t guide You to the wanted results, okay: I still create custom worlds by donation.
(...and did this often in the past for many of the big servers too)
To create a simmilar world as shown by the "Massivecraft" Server, is not the biggest problem.
Nearly everything is possible.
"Flying Landmass" over Ocean biome:
Made with the newest Versions: MC 1.2.5 / TC v.2.1.7 / craftbukkit-1.2.5-R1.0
All the rest + the way to get everything, see my signature please.
Bye for now,
mysource
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Posted Apr 5, 2012Can somone explain me how to create a Savanna like MassiveCraft did?
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Posted Apr 5, 2012Hey! First of all, this plugin is awesome, but I don't seem to understand how to use it properly. I've been using the PhoenixTerrainMod for the older versions, but with it, and with this one, I get very sharp transitions between newly-generated and old chunks. Is there any way to soften up the transition, because the new terrain looks as if cut with a knife. Also, I've set LandRarity to 1 and LandSize to 0 and still I get no ocean. Why is that? And finally, I want to have flying overhangs in the ocean, which are not connected to the ground (or water). How would I go in generating these? Thanks for reading my message, hope I ain't too annoying.