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 13, 2012I'd like to make a wool biome. When testing out some basic stuff with InfinitePlots I noticed that blocks with a subid were ignored. When I asked the author about this he said that it was impossible to use items with a subid at the world generating stage.
My question for you is, does this also count for Terrain Control, or do you use your own world generator that has no problem with blocks like 35:3?
Regards, Katorone
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Posted Apr 13, 2012@ ALL:
Tutorial (new) has been extended again a little.
LINK
.........................
@19jojo93
Hi,
how old are you?
If you can see, you can read and if you can read, you will find it very easy.
No Link now because this would be tooooooo easy and definitely not the right (teaching) way.
This way may be long for you, but the only one which makes any sense ;-)
You got it?
(Tip: Signature...)
mysource
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Posted Apr 12, 2012Please where can I find any premade configs?
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Posted Apr 12, 2012@retricide
and nether mobs are not spawning either. I tried to make them spawn in normal biomes. I turned default monsters off and added the appropriate line to the biome config, checked and rechecked the mob names and they simply do not spawn. Normal mobs spawn, animals only rarely ( I am doing a cave world where grass only rarely gets enough light to spawn them, so that could the issue ), but none of the mobs I added to the list.
EDIT HEY! A good plugin for controlling mob spawns can be found here: http://dev.bukkit.org/server-mods/mobs/
configuration is hard to understand, but if you tolerate terrain control you can figure this out. Not sure how to control biomes, but you can probably do it. Lets you control mob hp, damage, drops, etc.
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Posted Apr 12, 2012@mysource
HAH... got it to work.. I m just tired or something I guess, I feel so retarded!!! .. LoL ... I had formatting issue in my bukkit.yml .. jeeze!! Only reason I caught it was by starting all over!! heh...
Thanks!!
-Ams
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Posted Apr 12, 2012@amsedal
Hi,
yes.
...but why can´t you get an world biome image by using the /tc map command?
This command is definitely not broken and working very fine always and since ever.
May be you use a webbased server configuration and if this is true and will be responsible (?) for your problems, simply make a copy of your cpl. server folder / setup and use it local at your PC.
I never would create anything in any other way.
If it works (and if you do it right, it will) and everything (configs and so on) has been finished and positiv tested local, its ready for the web too.
But may be other / better practices are known by someone here?
Bye and good night for now,
mysource
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Posted Apr 12, 2012-
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Posted Apr 12, 2012@ ALL:
I have been quick with the Update of the TUTORIAL regarding the new "map by image" function:
LINK
Thanks to ledhead900 I´ve got now the corrected text (... adjusted a little from my "Germish" to a better English ;-) ... ) for my Tutorial pages and will clear this up the next time, step by step.
Additional I´m waiting for some explanations regarding some still vague points by Khoorn.
I will update always if getting new informations, more experiences and any helpful hints. (by you may be?)
Enjoy and bye for now,
mysource
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Posted Apr 12, 2012Passive Mobs aren't spawning in any biome. Using the default mob configuration. Hostile mobs spawn, but passive ones do not.
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Posted Apr 12, 2012@Crunkatog
Hi,
okay, I will do this Tutorial Update the next few days and start this evening.
The new function is great, as more as I work with it, the more I like it.
Best Update by Khoorn ever.
(...and hopefully he will soon respond to my questions I`ve sent him via Email too...)
Yes, the image has to be named map.png, or its name has to be changed in worldConfig.ini.
Bye for now,
mysource
Hours later: UPDATE
I get some feedback from Khoorn and this clarified many, many things in a positive way ... and hopefully the rest soon too. ;-)
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Posted Apr 12, 2012@deleted_6846210
On behalf of many people in this thread, I am hereby explicitly asking you to expand your tutorial to cover the BiomeFromImage mode, as soon as practical. Thanks.
Also, just to confirm: it must be named map.png for the mode to work?
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Posted Apr 12, 2012Hi Crunkatog,
Khoorn ?...I too wait to get him again...;-(
To Your questions:
I will extend the tutorial if some people will ask me to do.
I wonder that this hasn´t been more asked till now regarding the new functions.
1. The map.png goes into the folder of the specific world. (TC-Plugins/worlds/your world)
2. The image size isn´t important as far as I tested.
3. But the colours are much important: Use the exact same hexadecimal values You`ve given every biome in its configs! (or it simply will not appear)
4. "True north" is wrong again !!!
In TC You get with /tc map an image being 90°wrong (has always to be turned to the left 90°)
If You use f.i. the image made by /tc map and let it as it is, using it in a Paint-Program like "IrvanView" and work it over, You must twist it 180° before further use to get true north (f.i. in "dynmap") again.
This is important to not loose orientation in game!
5. With the new function "map by image" (my words to name it), You may be able to create very nice things ;-)
As I told, I will extend the Tutorial, if I get:
1. Some more requests to do this (its work again, yeeees..)
2. Get contact again to Khoorn (is he still alive ?...;-) to support much more and explain much more some points even I had to find out the hard way now.
(This Mod get more and more complaints by being underdocumentes in a chaotic way).
But attention:
This new "map by image" function gives many possibilities to do things wrong at all.
You definitely need still nice working world configs (everything balanced and okay) to get with this function too a nice result !!!
If this is okay, You may "repaint" Your worlds biomes and get a even better world in the second buildup by the "image-drawn" configs.
I´ll show some nice results soon.
Bye for now,
mysource
.....................
PS: If Ei Elijah from InfinityCraft is reading this: You gave me wrong Email adress, so no contact / configs sending is possible !!!
Correct this please soon, thanks.
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Posted Apr 12, 2012Where can I find some premade configs ? :)
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Posted Apr 11, 2012hey Khoorn or Mysource or anyone who can answer:
I'm using the Biome From Image mode. Where do I put the image file (where relative to /plugins does it go?)
What must it be named for TC to find and apply it?
Can I use an image that is not 3200 x 3200 pixels (i.e. larger, not perfect square)?
Finally, I have set the tc map display colours to custom settings. I've used these in creating the biome map I want applied in the image mode. However, the result gives only one of the four types of biomes I wanted (besides ocean). Must I use the default settings for tc map display colours in order for Biome From Image mode to work?
Thanks.
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Posted Apr 11, 2012How can I create hanging glowstone formations, like in the nether?
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Posted Apr 11, 2012@profipix
It's a vanilla problem, not TC. It occurs even without bukkit.
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Posted Apr 11, 2012-
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Posted Apr 11, 2012@ohmusama
Hi,
as I wrote, the .schematic Import / bo2 Export is working very well ;-)
Some give errors, but if ignore it and work on, it works too.
These errors are made by the .schematic file(s) for sure.
If You are interested, I may send You some oft this files (not my own, just from the web) giving errors and some of the nonerror files, to compare and find out what causes this errors.
Contact by Email (swia@gmx.de) please for this, thanks.
Bye, mysource
@ Anciteify:
Exactly this (and much, much more) is now possible with TC v.2.1.8 ;-)
But much better than You suggested. You don´t need to upload the image-file, just use it inside the TC-Plugin.
I thought there would be much more questions since this Update....but not about missing this function...I´m always again astonised, what can be overlooked still at all.;-(...;-)
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Posted Apr 10, 2012@Crunkatog
ty sir
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Posted Apr 10, 2012I'm trying to make nether mobs spawn using the terrain control biome configs, but I can't make them spawn. The normal monsters spawn, but no animals either.
Making a hardcore map with very unusual terrain, would like all mobs to spawn just because I can.
Here is the list of mob groups, it checks out as a valid JSON.
spawnMonsters:[{"mob":"PigZombie","weight":10,"min":4,"max":10},{"mob":"Ghast","weight":10,"min":1,"max":3},{"mob":"LavaSlime","weight":10,"min":1,"max":3},{"mob":"Blaze","weight":10,"min":1,"max":4},{"mob":"CaveSpider","weight":10,"min":1,"max":5},{"mob":"Spider","weight":10,"min":4,"max":4},{"mob":"Zombie","weight":10,"min":4,"max":4},{"mob":"Skeleton","weight":10,"min":4,"max":4},{"mob":"Creeper","weight":10,"min":4,"max":4},{"mob":"Slime","weight":10,"min":4,"max":4},{"mob":"Enderman","weight":1,"min":1,"max":4}]
Sorry the list is so long. Also, if I change this section of the biome configs, do I have to delete and regenerate the chunks to get the new mobs to appear?
Thank you