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 9, 2012@deleted_6846210
I have the rotating thing fixed on my side. I will release that version today. I was waiting a bit to see if chris was going to get the .schematic reader implemented, but it looks I will be releasing the patched w/o the full implementation. (Note: I think it still loads schematics, just doesn't save them correctly)
As for 3D, yes. School just started and that always comes first, but It is still being worked on. Just slowly (3D is about 4x more difficult than flat)
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Posted Apr 9, 2012First of all this seems to be like just I have been looking for. However, I seem not to get how it works :P So I configured my world and started the server, the server said
but apparently nothing happened, seemed to spawn in the same world.
So I thought lets try whether it really doesnt work and disabled other biomes than dessert but I spawned in a forrest. What do I have to do for my world to create correctly? The tutorial told me how to configure my world, but not how to create it :P
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Posted Apr 9, 2012How about a new build of the client compatible with 1.2.5.? Tried to compile it myself, but I'm not really familiar with Java and can't figure out how to make it work. I want to try some stuff with the biome foliage, grass and sky colors.
Also I don't understand which biome data bukkit with TC sents to a unpatched client - in cold areas it shows rain and generates snow on the ground..
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Posted Apr 9, 2012hy
is there a way to configure/change it in such a way that it is used when using worldedit-regen or anything like that? it is used for terrain-parts like hills, canyons and such, but it seems to not place ores? bukkit #2149 worldedit/worldguard 5.3 and newest dev Terrain Control 2.1.6 and 2.1.7
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Posted Apr 9, 2012@ChuckWeiss
Hi,
the biome name is case sensitive, but I think You had done this right.
I´m in a hurry now and leaving home, but if You will send me Your configs (cpl. folder) by Email (swia@gmx.de) and tell me which version of everything (MC / Bukkit/ TC ... and which plugins too) You are using, I will test Your configs and bo2´s and find out what is the problem.
It will definitely work for sure as it does always with my own bo2´s and worlds.
............
@ marsilainen
Sure this is for asking here, but I think You know how and what I mentioned in my post before.
We will get it, bye for now,
mysource
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Posted Apr 9, 2012@deleted_6846210
Thanks for the answer. I have also pretty much mastered this mod and have spent many hours trying different configs and writing scripts to help out the testing. I only recently started playing around with custom materials in spout etc. so i was just hoping for quick answer for compatibility. Isn't this forum meant just for that? Ill try it out.
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Posted Apr 9, 2012@mysource:
"I've made stuff generate by setting the biome to 'All' in the .BO2 file, but once I set it to a cusom biome, it doesn't work anymore."
I did set the biome to the name of my custom biome in the bo2 itself, and I have changed all the settings to match my demands. The BO2 objects aren't spawning anyway; I've made sure the elevation ranges are set right, I've made sure the spawn blockID's are correct, and I've changed every setting in the BO2 file one at a time to see if it'll make a difference. I have CustomObjects set to true and objectSpawnRation set to 20 in the WorldConfig.ini file, but I still don't get custom objects unless the biome in the BO2 file is set to "All".
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Posted Apr 9, 2012@ChuckWeiss
Hi,
this is logical or not?
If You don´t specify the custom biome in the bo2 itself (by using Notpad f.i.), it can´t simply know about this custom biome!
This will never be changed because nobody will be able to know how You named Your custom biome (evey name is possible!).
Just open the bo2 and type in Your biome name it shall spawn.
(It is so simple, You should have found out after a few minutes by Yourself I think ;-)
Don´t forget to "adjust" the other values too (MANUALLY !) if Your world is at level 8 (256 height) and so on.
Always look in every single bo2 file You use in a specific world if its values match the demands You want in this world (spawn BlockID, min/max height of spawning, BIOME NAME ;-) and so on)
Bye, mysource
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Posted Apr 9, 2012It seems as though *.BO2 files don't recognize specific biomes. I've made stuff generate by setting the biome to "All" in the .BO2 file, but once I set it to a cusom biome, it doesn't work anymore. I can spawn stuff all I want with "/tc spawn", but it won't generate on its own.
I've been struggling over the settings for about three hours now and still can't make it work right. I know I can't be the only one to have this problem, and I appreciate any help you guys can give.
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Posted Apr 9, 2012@sheepwool7
Hi,
the TC Mod is one of the most advanced, may be the the most advanced Mod ever.
To explain it in its cpl. possibilities and to its deepest point, will never ever be possible in any video. Video tutorials are a spreading desaster of generation "facebook" anyway...;-(
My existing Tutorial will get a "brush-up" regarding its english text the next few days by the help of "ledhead900" (who is nativ English/Australian speaking person).
To get an even much more creativ direction in any Update of the Tutorial, everybody may write me (Email only please) suggestions what he is missing to be explained, or what should be explained deeper.
But one thing is for sure:
I myself didn´t create this Mod, its Khoorn.
But I get my skills to it only by reading the configs, trying out nearly anything in many, many hours of work.
Everybody who isn´t to lacy can do the same and it never ever has been so easy like now with a Tutorial and a TC version being better than ever before.
But I have some complaits by myself to some points here:
1. Despite I told often, Cayorion (as a "Documenter" whatever this will be...) or even Khoorn didn´t fix the many dead Links at the wiki.
The wiki itself is a chaotic and only halfway finished desaster, the new one still at the very first steps.
This leads to an overall look of confusing and spread "Information" and prevents to give this genious Mod the publicity it has deserved.
2. Many of the posters here should first read anything about this Mod, mainly the Tutorials before asking always the same things.
This includes the questions regarding "Spout", "Spoutcraft", "Tekkit" and all the simmilar "Mods" too.
This kind of MC-Mods (or better versions) are much restricted and need its own client too as a main drawback. The worst thing is, that further and much needed Modding is far restricted. Try to get it working with the really needed Zombe Fly-Mod and You know what I mean. To be not able to fly 10x speed in MC is a big waste of time simply. Period.
(Servers without Flying too ;-)...)
If someone wants to know if TC is working with Spoutcraft or Tekkit or ?, just try it out in a "portable server setup copy" (the only intelligent way to use MC,TC.Bukkit and so on).
It´s only some minutes of trying and You will know.
(Spout ever works with TC without errors, but its only a kind of "Modloader" at all...the Mods like Spoutcraft and Tekkit are producing the "problems" later...)
If someone has get experience with this, he should post it here to get the other "Spout-Fans" informed too.
This may answer the questions like "marsilainen" or others asked, too.
@ ALL, think about it please !
If I would have to "deal" with people like "TWTwisti" every day, I simply would quite here by 100%.
If I would be Khoorn and had to listen to some of the stupid complaints, I have got by Emails or PM regarding this Mod itself, even so I´m not the inventor of this Mod, I would quit for sure.
....................
@ LucidLethargy:
I believe it must be a mistake by Yourself using a partly "old" world with an updated TC version or simply by extending it with changed settings.
Nothing is broken, TC works better than ever and I see no errors or mismatched worlds in my creations.
.....................
@ Ricowan:
I looked at Your creation for a moment.
Okay, but I would do it a "little" different:
1. The floating biomes are much to small and chaotic in its look for my taste.
2. I would use "only" one ore two biome in floating style.
But nice work and as it is a "freebee", it may be used as a start to create a world by everybody to the personal demands.
.........................
@ ohmusama:
After reading the compaints here regarding the BetterBOB "mushroom problem", I posted the revised values here just as a hint how it may be soluted.
I don´t know what is the "responsible" reason leading to this error. (MC?, Bukkit?...BetterBOB itself ???)
But something is definitely going wrong.
Same with the /tc map in TC itself (this regards to Khoorn):
The /tc map is 90° wrong regarding the true north all time.
To use it in creating worlds and getting the neccessary orientation by dynmap, this map image always has to be turned 90° to the right by manually editing with (f.i.) "IrvanView".
Seems as a confusion regarding the "true" north in MC,Bukkit,dynamp,BetterBOB, TC or who knows what part(s) of the whole bunch is responsible for this at all.
By the way:
What about the 3D preview and Update Versions of BetterBOB...?
No Infos or notifications to read about this since some time....
Are You still working at this?
...............
@LanToaster:
Nether isn´t supporteed by TC.
You may create a "nether-style" world by using the settings I recommended in my Tutorial for this style.
..................
So, I hope I didn´t forget anything to mention here and personally gave up most of my hope for seeing any improvement in the points I mentioned here in the future at all ;-(
Bye for now,
mysource
PS: If anybody will find some mistakes regarding my English, he may keep it for free ;-))
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Posted Apr 8, 2012Could someone please, please make a video tutorial? Or maybe even make a text based tutorial. The current ones layout just is too hard for me to understand.
I wish I had money to donate/pay someone to do this, however, I don't.
Thanks.
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Posted Apr 8, 2012Can i use materials created in spout plugins like more materials in this?
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Posted Apr 7, 2012Hey everyone, just posted my latest world in the forums.
http://dev.bukkit.org/server-mods/terrain-control/forum/35107-flying-islands-revised/
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Posted Apr 7, 2012This looks to be broken in 1.2.5, would love a fix this really is an amazing plugin!
Basically it creates what you tell it to for half the map, but the other half is untouched completely.
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Posted Apr 7, 2012Hello, for all of you concerned about strange rotations in BBOB, please contact me, I will do my best to identify if the problem in on my end (I am the author) or on TC's end. Thanks!
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Posted Apr 7, 2012Quick Question, i want to create a NetherWorld, does TerrainControl support a Netherfunction?
Or do i need to tinker with the settings to create a Netherworld?
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Posted Apr 7, 2012@ ALL:
The "new" Tutorial has been updated a little today.
Look at the bottom of the "world-styles" page please.
LINK
@CombatWiZ
Hi,
a little more kindness would be nice ;-) ... nobody has a right to get answered, or not?
Your question isn´t clearly couched at all...but I assume You want to know, if an existing world may be extended by TC-Mod adding additional biome(s)...and even try to do this by commands.
(....using commands to create a world in a special style or simmilar, is not possible, values have to be changed always in the configs)
I would never mix old worlds with an extension of new created parts by TC, because the transitions at the points when old world meets new parts may produce ugly steps in the landscape and much more.
But You may try it and if You balance very carefully all the values in the configs to the existing world ones, may be the result looks more or less okay.
But one thing is sure by 100%:
New biomes, bo2(s) and so on will only be visible in the new parts of the world, never in existing ones. (5 to 10 minutes of trying with a worldcopy would have shown this too)
Bye mysource
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Posted Apr 7, 2012This plugin is making me tear my scalp, there is no help on the other commands I just so found while typing /tc.
When I tried typing /tc replace RiverBiome OceanBiome world for example, it tells me that I need to select world... And those aren't even the correct biome ID's
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Posted Apr 6, 2012Answer my question?
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Posted Apr 6, 2012huh?, so does this fuse with the default terrain?, because i want to just mayeb add a type of terrain that would spawn with the pre existing terrains (like desert, swamp?, forest, highhills?).