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 10, 2012@j00borg
yes, i figured that it's the only way to fix this. But is it common with everyone who has TC?
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Posted Apr 10, 2012@profipix
Looks to me like a problem that exists with vanilla. Not TC related.
Somehow portions (trees, long grass) of newly generated chunks are lost to the client. If you try to move through these areas you'll notice it will not let you. Placing blocks here will change them into what is supposed to be the correct block. The server knows blocks exist here, but it's not properly transmitted to the client.
Anyway, to fix it, just log out and back in - or leave the area so that the chunks unload and return. Everything should load properly this time. Further newly generated chunks will still have this problem, however.
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Posted Apr 10, 2012@deleted_6846210
Hey, I accidentally lost some code, and refixed some things. So if you find a bug with it, please let me know.
:)
(btw saving schematics should now function properly too)
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Posted Apr 10, 2012For an Option can you add in one were we can like make a map file and upload it to a site get the link and have it in the config and the world will generate based on the map image file?
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Posted Apr 10, 2012i dont get why my world gets generated like this, in stripes. Any ideas?
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Posted Apr 10, 2012@ohmusama
Hi,
thanks to You and Chris.
The new BetterBOB version works very nice even with the .schematic format:
This is a web downloaded (not my own) windmill.schematic, "test-converted" to a bo2 file using Your last BetterBOB version.
Congratulations!
Bye mysource
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Posted Apr 10, 2012@PrinceOfAustria
Hi,
I want to stay back a little more, but if asked directly I may answer ;-)
Thanks for posting much of Your configs, but this isn´t all what can be wrong...
Despite this, I just used Your configs as far as I could see the values and created this "desert-only-flat-world":
No problem as You may see in this /tc map image.
I used Your seed too. (it´s a little more volatile than mine).
It´s a level 8 world, only biome = desert (same as in Your configs), waterlevel has been set to 64 and 2 missing but important values (sadly not shown by Your screens!) in worldConfig.ini are:
ModeTerrain:Normal
ModeBiome:Normal
GenerationDepth:10
BiomeRarityScale:100
The most important rest is:
DesertBiome values are:
BiomeSize:4
BiomeRarity:100
BiomeHeight:-1.6
BiomeVolatility:0.0
MaxAverageHeight:-1.0
MaxAverageDepth:-1.0
Volatility1:-1.0
Volatility2:-1.5
VolatilityWeight1:0.5
VolatilityWeight2:0.45
OceanBiome values:
BiomeSize:4
BiomeRarity:100
BiomeHeight:-1.95
BiomeVolatility:0.0
MaxAverageHeight:0.0
MaxAverageDepth:0.0
Volatility1:0.0
Volatility2:0.0
VolatilityWeight1:0.5
VolatilityWeight2:0.45
I made this with the TC v. 2.1.8 and MC 1.2.5 and last bukkit recommended v. 2149.
You may download this "test"-configs for comparison and further testing HERE.
The only thing I may imagine now which is leading to Your problems, may be some of the "missing" (in the screens) values are out of balance (mainly biome height?)
Try my configs and compare to see what are the differences and if You delete the old "flat"-world before, You must get my world shown in this images.
I`ve got a cpl. /tc map "all desert world" looking like this:
Best regard,
mysource
PS: I´m curious about the future questions regarding the new "ModeBiome:FromImage" ;-)
(....after some testing I could see some things, which will go wrong if not known...;-)....if there will be any demand to update the Tutorial, I will do this by request)
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Posted Apr 10, 2012-
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Posted Apr 10, 2012@deleted_6846210
Hi, thanks for the fast reply.
1. I'll show you my settings. If needed, I can provide the entire settings not just screenshots;

2. Yep, I just deleted the Biiomes as you can see in the 2nd picture
3. Set it to a fixed seed but doesn't seem to help either (see picture 3)
4. I only downloaded them about 5 days ago, so I'm pretty sure they're the same version.
5. Not using them, no. I want a flat world and couldnt really find a suitable one in the freebie worlds.
Thanks a lot in advance and sorry for the problems.
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Posted Apr 10, 2012Thanks for this great mod! Its really the backbone of my server!
I was wondering that if it would be possible to set fracturing to the invidual biomes instead of global generation? Probably very tricky thing to do and I dont know that is this even possible in the terrain generation. Just a suggestion.
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Posted Apr 10, 2012@Cliffordlittle
They were moved into the various Biome configs a few versions ago.
Be careful with volatility settings - each biome also has its own static volatility setting that may be additive with the volatility chance settings.
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Posted Apr 10, 2012@Speedy64
Hi,
sorry, I understand now but I´ve no assumption why this happens or any solution to this.
Definitely a question to Khoorn (or someone else who knows?).
Bye mysource
PS:
The new function "ModeBiome:FromImage" works great, if knowing how to use it .... and avoid some possible mistakes which can be done very easy:
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Posted Apr 10, 2012hy mysource
yes 2 different plugins, and yes maybe a problem on worldedit-side. i dont know which plugin does it.
i mean - i have used TC to create a world - anything fine :) now i use WE to regen parts of the map sometimes - also all fine but - in this regenerated areas there are no ores.
worldedit IS using terrain control for structural parts. biomes, hills, canyons, seas, anything looks like "new" when using worldedit-regen-command on a world created with terrain control and very different settings from default minecraft. only that it does not place ores in the regenerated areas. i am not shure which plugin is "wrong" here as i dont know the mechanic of regeneration or world generation/ore placing itself.
so lets ask on a different way: is there a way to "rebuild" parts of an existing world (created with TC) using TC itself, worldedit or something else including the resources? (they doesnt need to be in same places - only "has to be filled with")
for example - can i say TC "please delete and recreate chunk 3,4"?
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Posted Apr 10, 2012@Burckhart
Hi Burckhart,
yes for sure are requests okay and I like this one too by myself.
But I don´t know about every feature request and the other things which may be "planned" regarding TC, how could I?
Even the text at the "request"-page isn´t really clear and understandable...as many "questions" here too ;-(
The thing I´m compaining is the lack of information about this updates and the rest of my a few times posted critics too (the dead links/wiki...lack of general description of functions like the new ones and so on).
I´m tired of getting these complaints a few time per week by mail or PM from other users even as I´m not responsible for this missing infos at all.
Next thing is the Tutorial.
Many like it and find it helpful, others still tell me that it is to complicated, not explaining every single values and possibility deep enough, not giving many config downloads (some didn´t find even the existing ones...), not understandable at all, written in horrible English and so on.
How to do better if I have to find out and do most things by myself ???
A little more text about an Update and its sense / function would be very helpful.
I´m just in a phase to think about to end trying to help TC-fans to get this Mod working, because I feel a big lack in support at all.
As far as I noticed, there are many, many users who even don´t know still the basics to get TC to work....but everything depends in support and getting this whole thing here in a less messy grouping. (better Info-flow, NO dead Links in the wiki...or no wiki at all, a "one stop" Tutorial / Wiki explainig this Mod and so on)
But it´s not my Mod and I will keep much more in the back now.
Who wants help, knows how to contact me.
Bye mysource
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Posted Apr 10, 2012@deleted_6846210
You know, there are other users of this plugin, and some of them 'need' other features than you - and if somebody requests something that makes sense to Khorn he implements it.
See here for the feature request: https://github.com/Wickth/TerrainControl/issues/29
Khoorn, I think Generating Maps from images might be one of the greatest additions to TC in a long time, thanks, I'll test it as soon as possible.
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Posted Apr 10, 2012What happened to Volatility 1 and 2? I NEED THESE OPTIONS to make my Terrain look awesome!
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Posted Apr 10, 2012@Khoorn
Hi,
could You please explain even a little more about the Updates?
NPE? (NullPointerExeption?) when, where...never had it myself.
Custom ores ???? (Spoutcraft???)
...and the map png extension seems relativly clear but an explanation why this has been implemented now, would be helpful too.
(I didn´t need it so far...;-)...but looks as a nice Upgrade for myself too).
What about the "complaints" regarding the "dead link desaster wiki" some posts before???
Many ??? not only for myself, I believe.
Thanks in advance for clarifying.
Best regard, mysource
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Posted Apr 9, 2012Ok new version in approval.
Added feature for generate biomes from image file. Also small fixes.
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Posted Apr 9, 2012I don't have the "worlds" option in bukkit.yml I use multiverse, and changed it inside of there, but still says it isn't using TerrainControl generator.
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Posted Apr 9, 2012@PrinceOfAustria
Hi,
can be much done wrong by Your configuration:
1. Your world name in bukkit.yml AND server.properties is matching with the one You did the configuration?
2. How do You "disable" the biomes?
You deleted any other biome at "normalBiomes" in worldConfig.ini and kept only desert remaining? If so, okay.
3. Your seed is -660xxx696 in server.properties or random? Not the best way and never comparable results.
Stay always at the same seed to get comparable results.
4. All versions are matching? (MC,TC,Bukkit)
5. If You use one of my "freebee" worlds, You should get a different world. Yes/No ?
You see, lack of Info leads only to some guessing and lack of possible help.
(TC works for sure and the mistake is for 99% at the "customers" side always)
.......
@ohmusama
Okay and thanks a lot for being bussy with the BetterBOB Updates.
I assume that it is really difficult to get the 3D preview implemented.
But I will be glad to get it in the future.
......
@Speedy64:
Is this a question...someone may understand?
WorldEdit..TC...2 different Plugins or not?
..............
@ChuckWeiss: Still no configs per email, so I can´t help and tell about the mistake responsible for Your problem.
.............
Bye and good night now,
mysource