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 15, 2012@amsedal
Next time please use pastebin.com
I'm not sure exactly what you are asking. What is it generating? From an image or default ?
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Posted Apr 14, 2012It never ends!!! New problem, someone please point out my stupidity;
Ok, so I have my map.png in my "server\plugins\TerrainControl\worlds\HelloWorld"
I deleted my "server\HelloWorld" folder completely..... that contains the lvl.dat file and all.....
--------------18:08:42 [INFO] [TerrainControl] Enabling TerrainControl v2.1.8
18:08:43 [INFO] TerrainControl: Enabled
18:08:43 [INFO] Preparing level "HelloWorld"
18:08:43 [INFO] Default game type: 0
18:08:43 [INFO] TerrainControl: Loading settings for HelloWorld
.......
18:08:43 [INFO] TerrainControl: settings for 'HelloWorld' loaded
18:08:43 [INFO] TerrainControl: mode Normal enabled for 'HelloWorld'
--------------Seems to generate a completly diff map when I "tc map HelloWorld" .. shouldnt if of told me it was using "map from image" instead of "normal"...
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Posted Apr 14, 2012I installed this for a new world but the world is the same! How do I use this! I got bo2 packages but they just let me place 1 tree and stuff. HELP PLEASE!
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Posted Apr 14, 2012@retricide : All existing chunks will remain the same, new chunks would be generated with the vanilla generator using the seed.
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Posted Apr 14, 2012If TerrainControl was removed after the map was generated, would there be any changes? Would the biomes revert or something - or would it just stay the same and new chunks would generate normally?
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Posted Apr 14, 2012@amsedal
Hi,
yes I know this tool (worldPainter) already some time, but I don´t want to disapoint you...this tool gives more problems than benefits in my experience.
I don´t use it after having tested extensivly for long time.
I use /tc map, dynmap, worldBorder (bukkit plugin) and mcmapGUI.exe to get images of the maps and get orientation.
Works best for myself and better as any other tool-set.
But thanks for posting this and I´m glad I could help you too.
.....
@KillahKiwi:
As far as I remember, you have been the person who made the suggestion LINK for this "map by image" update at Jan 6. this year.
So I wonder why you don´t "explain" and help with this feature here much more?
Don´t be / act like Cayorion....;-(
This Plugin will grow only if anybody tries to give more than he is getting...and never vice versa, as some did and try to do !
Just a small remark by myself, as I can´t explain why some are this much noncommittal.
(It can´t be, that I´m the only one who found out and knows now something about how to use this feature)
Bye, mysource
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Posted Apr 14, 2012@retricide
This was addressed about 10 pages pages back, and Khoorn requested more information so it could be looked at. I don't know that there's much more to be provided on it, however.
For the time being, I have a workaround using Multiverse. If you set keepspawninmemory to false (in MV config), passive mobs will spawn properly. This will work even if you don't already use/have Multiverse.
It seems that maybe mobs near spawn are always being counted against the cap. That's my best guess.
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Posted Apr 14, 2012@deleted_6846210
YES, man this is like trying to put a puzzle together without seeing the picture first.... OK so I ran into a tool that helped me GREATLY in understanding all this and what you just told me... THANK YOU mysource!!! The tool you ask? WorldPainter by Captain_Chaos There is a feature in this little program that will let you see the seed maps in their original form called "Biomes Viewer", under tools. (coordinates match up on map, so 0,0 is your x and y axies) I believe that max zoom out lvl is the same size (showing the same map info, 3200x3200) as the .png that /tc map produces. You can also scroll around farther if you really wanted to see more of the seed.
Now I feel I can fiddle with the WorldConfig.ini knowing what the "big picture" is ....... maybe it ll help you all understand and figure somethings out also.... ALSO it was cool being able to look at the seeds and choosing a starting point I liked the best. Spawn, it seems so far, has always been close to the 0,0 axies.
-one step closer to getting MY perfect map.....
-Ams
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Posted Apr 14, 2012@retricide
Hi,
about the Mob spawning problems I really don´t know much...I too see only very less mobs spawn at all in my worlds.
This question has been asked sometimes, but in this case I can`t help (because I simply don´t know enough about this point) and its at Khoorn to clearify this.
................
@amsedal:
starting with your first sentence:
1. Yes
2. Yes
But...I still test myself how much you may be able to change away from the original biome map.
At the moment, I will suggest to stay relatively close to the original biome map image and "paint" maximum as much changes as I did in my example maps at the regarding Tutorial page.
This means, take the image you´ve got by /tc map after starting the server with well created configs but with the default normal / normal settings.
Now carefully just paint in some few things carefully using the exact same color(s) !
Now changed the settings to ModeBiome:FromImage and prove that the biome image has been named map.png and put into the regarding world folder.
If you delete the old world folder(s) and restart your server, the new world should be build up using the "repainted" image (map.png) as its template.
To shift the coordinates just play a little with my 1200 / 1200 values at the offset settings in worldConfig.ini.
To use / prove this world in a quick test, use again the /tc map command and compare the imge you will get. It should show now a very small part (average about 1/10 of the original size).
To get back orientation, rotate it as told by the Tutorial.
Because everything might be large in distance, its always necessary to have fly mode in 10x speed AND dynmap for real time map orientation.
You now may be able to use teleporting and the /dynmap fullrender command, to see sooner or later where you are in this world and how it matches the image and so on.
The seed is always fixed in the server.properties and give many values how the world looks at all.
The details are made as ever by the configs of TC-Mod.
This values will be present in the reworked map too, regarding the different biome heights (this is tricky and I´m testing with it for further understanding too), the location of every biome and so on.
This means too, that if the configs aren´t made for a nice working world before you start "painting", the rest will never do for sure.
The dependecies of everything with everything has been explained as far and deep as I´m able to do with my words / images and explanations at the moment.
I discussed many things with Khoorn too and at the moment, I think I´m experimenting far out of any imaginations what this feature may be able to do at all and even Khoorn thinks this feature is capable ;-)
Attention: Don´t change to much now by painting in the biome map !
Try everything in small steps and you will get soon nice results.
I don´t know were the limitations are, if there are some, at the moment.
But I´ve got some very nice worlds at the moment, showing details never been possible before.
If you have done everything right, it will work as I`ve showed in the Tutorial.
My work to get much more infos and experience about this feature, is still in progress.
Best regard,
mysource
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Posted Apr 14, 2012@mysource: Thank you for your advice.Going to play around with it. :-D
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Posted Apr 13, 2012hmm, got a quick question.. can I just make a map starting from a map.png with the correct biome colors? TC should take it and gen a map with my "seed"?? I m guessing the answer is no .. I m still trying to understand the relationship with the actual map and biome and how it ll change the surface of my map .. is it when its regen'ed when you delete the old map and remake it?? It dosent change the seed which is where the landmass is generated from?
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Posted Apr 13, 2012@deleted_6846210
Mysource, can you provide any reason as to why mobs are not spawning correctly?
Are you aware of this bug?
Edit: Would it be possible to just disable custom-mob spawning all-together? So that mobs follow normal spawning behaviors? I only noticed this mob issue after you added custom mob spawning to TC.
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Posted Apr 13, 2012@Katorone
Hi,
wool is working, but "only" white one.
If you want to use colored wool, you need to do this by bo2´s.
I made some custom and colored wool islands for a map request a time ago this way.
Surface = white wool, bo2´s with the colored one as many bo´2s with very high spawnrates.
Worked and looked special ;-)
Bye mysource
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Posted Apr 13, 2012@sjoerdtim
Hi,
just to clarify for myself, I just downloaded my "freebee"-config package and used one of it for testing (without changing anything or convert it to newest versions ... just let it by 100% default as for everybody to download).
It gives me this:
Everything is 100% okay and absolutely NO "ocean only world" at all !!!
The ONLY thing someone may be do wrong as a difference to what I used is the SEED in server.properties !!!
So and You asked me, "which seed" ?
You made a picture...aha...and didn´t get even my freebee worlds to run without touching it before....
I simply don´t believe you did everything right and as told by the tutorial
regarding your "I made a nice picture" world. (mainly the colours)
Regarding the seed (but it will work too with nearly every other seed, but can´t be proved by myself because any other seed is not comparable, so I always tell to use my seed only):
If you visit my Tutorial (new), what will imediately catch your eye...yes, the seed ! ;-)
The "map by image" setup is not always easy for myself, but may hold some snares too if not working clean and keeping close to what´s told in the Tutorial.
Did you read the now inserted simple steps (how to use the "dropper"-tool in IrvanView and so on...) explaining update (made a few hours ago) of the tutorial ?
I have to tell this all now here as an example, because I assume that questions / "problems" like this will come up day by day, if not doing this.
To "draw" a map, needs some imagination of the realistic capabilities of TC / MC / Bukkit and this new "map by image" feature.
Some additional hints:
1. First run your configs once WITHOUT configure it for the map.png use, use it just default and prove the world works nice.
2. Create the biome-image by /tc map.
3. After this default world has been positive tested, you may get the biome image and carefully repaint some parts.
Make sure the worldConfig is set to the map image again !
Test this now, but don´t make mistakes at this point !!!
F.i. don´t forget to delete the old worlds in server root, or forget changing the values in worldConfig to use this map.png and mainly hit the exact colors !!!
Example:
I draw a quick image for a test map.png:
This worked, but I didn´t match exactly 3 of the biome colors because I worked not clean and to fast to test again and post this here ... and the result will always be in such a case only water / ocean at this biomes locations !
Best ist to use the "dropper" in your paint-program and compare its values to the biomes hex values in the biome configs always.
Paint only a few parts in the original biome image at once to avoid problems.
It works for myself, so it will work for all others too ;-) ... but may be, its not as easy as it seems to be at the first look at it.
Bye, mysource
PS: I reworked this sometimes because getting additional results by testing while I was posting.
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Posted Apr 13, 2012@deleted_6846210
Wich seed. I tried 'random' and '1'. Im talking about Image -> world. I made a nice picture made all colours work right and finally when i started. I got one big ocean. Please help me, lots of people of my server are waiting for it ;) Cheers
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Posted Apr 13, 2012Hi,
no bug, just using the wrong or random SEED !!!
If You read the Tutorial carefully and do everything I told there right and change nothing at all in the download configs and use my SEED, it will give You the same result as I get always and not the "I see only ocean" worlds.
If not, You may be doing something wrong, changed something or just didn´t use my Seed...or ? ;-)
Changing landsize and / or generationDepth a little, will too guide everybody soon to the right results, if for some reason no nice world builds up.
(...many, many images in the (old) tutorial how to get the wanted results)
May be I will offer a download world again, set up to the last versions of everything, just to give everybody a "foolproof" start again.
(But I´m not really sure if everybody will read again carefully before and use the recommended seed and so on. Things I can´t "hardcode" in the configs as it is done by the server.properties file configuration only.)
If anything doesn´t work by lack of skills or whatever, my world creation service (signature) is well known.
Bye, mysource
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Posted Apr 13, 2012@sjoerdtim
Seems to be a big bug which has been in it for a while, surprised its not been fixed, but i hope they've noticed it lol..
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Posted Apr 13, 2012@1101001
same :s
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Posted Apr 13, 2012Why does everything i try, including the tutorials and the pre-made configs, end up in endless ocean? I am running it on pure bukkit and TC an yet i get endless ocean, occasionally with some islands near where you spawn. Latest version..
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Posted Apr 13, 2012Is there any way I can generate custom blocks as ores with terrain control? (Items from spout's moreMaterials for example :)
Cheers!
//Massen