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 Dec 6, 2011@Dereknor
You missed my comment, I really really do need ASAP. it is the only thing stopping me from doing anything.
Edit: well Now I have land but no deep oceans and its all swamp mix into other crap.
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Posted Dec 6, 2011thats always the first I disable, I hate that notchponds :)
But there are also many "normal" lakes, not these small ponds. There are just soo many of them. I just wondered that they didnt change with LandFuzzy, because I thought with lakes, it meant these normal lakes, not whole ocean biomes.
The only way to get rid of that lakes everyhwere was lowering the water from 64 tiles to 62.
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Posted Dec 6, 2011@Dereknor
Little lakes are the Notch ponds. You can disable them in biome configs.
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Posted Dec 6, 2011@Dereknor
That is not what I am asking :P, I simply wish to a copy of the of the zipped up folder for the world in the TC plugin folder.
I can manage the rest I just need to know how u got continents I'm not worried about biome placement I want it randomized I understand that I am at wits end only with getting Normal sized land masses like pre 1.0 TC.
I do not want to replicate any of your current world I simply want to sniff around to see how u managed to get continents and islands without ending up with either all land or mostly ocean.
Edit: What I am trying to do is end up with continents of similar size to vanilla 1.0 but using my own heights and fracture and stuff with the odd ocean island that is small-Vanilla MushroomIsland size.
I already worked out how to get a small island biome to appear randomly inside a large biome that's is using the BiomeIsle settings in the biome config , you see I already have my design my configs are set for testing I just need to get a solid grasp on how to manipulate sizes to fit like I mentioned above.
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Posted Dec 6, 2011Its not just the worldconfig.ini, its also the settings in all the biomes itself. When I just change one biome, it changes the whole world! ;)
When I take out rivers from one biome or change it size, it relocate all biomes on the whole world, making a totally different world, so I just got very lucky with my world. You could use the same seed and worldconfig settings, and get a totally different world with other biomesettings. But I will post a picture and the settings when the world finished rendering (its about 12.000 x 4.000 tiles)
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Posted Dec 6, 2011@poiNt3D
@Dereknor
Care to share main world config I have an issue where I get biomes not even close to vanilla 1.0 they are like half size and all o them meshed together like small desert then extrema then desert again. I think its rarity also I been mucking around with sizes I cant seem to get large continents to save my life I get lots of tight knitted biome or islands.
II don't want to steal ur work I just to use it to understand what I'm doing wrong, So if you could PLEASE post worldconfig and an example a couple example biome. Or if u want to zip the whole thing up and PM ME with a download link.
I really really need a good example of normal looking terrain to Base my numbers off of.
Very much appreciated if you could to this. I have a clue about the rest of it its just these sizes that have me stumped and halting any progress I already made the rest of mine I just cant get sizes right to test properly so I cannot even see if they all fit in my map size or where I want to tweak individual biome.
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Posted Dec 6, 2011I got a pretty nice map now, but still no ice-biomes :( But I also noticed that I get ice when I dont change the worldconfig.ini.
I also notice that you get more land when you rise LandFuzzy to be nearly GenerationDepth. I thought it would effect all this little lakes IN the Biomes, but I never saw an effect. But on a bigger map with same seed, I now notice that it transform ocean biomes into land biomes with a higher value.
So LandFuzzy 10 is generating nearly only land, while Landfuzzy 1 is generating a nice continent.
I realy like my new world, just really mice the ice :(
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Posted Dec 6, 2011Another problem i have, bo2's won't spawn in Extreme Hills biome. Here's a part from bo2 file i changed: spawnInBiome=Extreme Hills,Extreme,ExtremeHills
Also, i can't made a custom biome. I added this in the config: CustomBiomes:RainForest and i created file named RainForestBiomeConfig.ini (just a copy of plains config). Can't find new biome anywhere...
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Posted Dec 6, 2011@ledhead900
thank u.. now, the only thing thats me annoyed is the "no snow biome" which i have described in previous comments... if this get a fix - this mod is too much for my heart xD
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Posted Dec 6, 2011@nachtgeist
Seabed spottiness you mean visible spots, Thats the biome it self you need to modify that changing what ores will be in it, if you want it all of one type of block mainly then.
Then for instance if you wanted to add tiny patchs of say gold ore veins to be found by risking underwater death then scroll down to the ores modify that until u get what you are after.
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Posted Dec 6, 2011another question:
give a chance to generate another seabed? (dont like the spottiness)
@poiNt3D
thats not the fine method.. i like deep water but not too much and if i change this i have much shallow water (and more land yes...swamps and anything)
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Posted Dec 6, 2011Maybe, client mod could fix biome problem...
@nachtgeist
Try MaxAverageDepth:-5.0 - it will create more land.
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Posted Dec 5, 2011@ledhead900
EDIT: my question was not "how i can render with dynmap", but "what is the reaction of dynmap to the fix"
the player see all in green, how in mc-alpha withouth biome colors. fix the fail rnd biome colors in wrong terrain.
dynmap render with the biome colors of the new seed number..and the world looks a little bit fail. so how the player with correct seed-number
but:
can fix dynmap with edit colorscheme and deactivate the different colors...
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Posted Dec 5, 2011@nachtgeist Well see I Fixed my biome issue before rendering the map. If I did not my advice would be to.
My color fix was what I did to fix like the water color issues when u have part of something in swamp and part of it in a standard color you get like half your fountain swampy and other half normal my fix tricks world. Really all it is doing is moving the swamp some place else so its best to do this on worlds that having nothing in them like if it your building a world custom or have pre placed stuff you world do this before release the world so that swamps get moved out of the chunks your pre made starting are might be.
If this is not the issue for you can you explain a little more how the color's/ temp are not correct for the biome and dynmap ?
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Posted Dec 5, 2011@ledhead900
question:
dynmap shows the correct biome colors of the world..its only a client-side prob...
what say dynmap to ur "fix", have u test it randomly?
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Posted Dec 5, 2011@nachtgeist
Thats pretty much what I ran into. and why I am stuck at large oceans I cant get a normal ocean with island and continents to save a life
So I am going to start over testing again until I get a look that works then slowly add my biomes back in and adjust them as needed
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Posted Dec 5, 2011@Dereknor
Blocks will save per chunk biomes get saved in the seed, If want to fix it re gen the world with a different seed.
Rinse and Repeat until biomes are lined up correctly or suit your needs.
I did this to get rid of swamp in an area I did not want it. Like the swamp was half in my custom area and rest was extream hills so I ended up having a build crossed over into part of a swamp land. I used above method to keep regenerating the seed until the all chunks my build were in were all of one biome type.
Hope this helps ya
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Posted Dec 5, 2011@Dereknor
same here.. test it with map-radius 3000(by good looking maps with 6500) since 3 days round 15h every day.. my nerves go to end. but i need a large map for smp without 80% ocean( original generator)
landsize 1,2,4,5 works.. by the other it's like a random factor
"no IceMountain/Plains" on default settings they works, but one change in BiomeConfigs and they doesn't exist anymore...(example: i remove the tallgrass generation on iceplains or change the rarity or anything of one biome)(in 1 of 10 times, all the map is a single biome)
same with "BiomeSize:10, BiomeRarity:1" and that biome very often and large..(a disable function of oceans and anthing would be nice)
meanwhile i have the feeling the generator does nothing and all its a big random factor of the seednumber.. everything is different regardless of the config (no ice, or no hills, or all ocean, or what ever)
and another thing: its give the option "BiomeIsBorder", but if i wrote in the FrozenOcean config "BiomeIsBorder:Ice Plains" it have no effect
ps: i wish me an option in config with i can change the biome-map from default size to ???
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Posted Dec 5, 2011@Moe041991
I have played around with the LandSize value today, but when I took something else then 1, it mostly ended in just water. So I think its best at 1.
Another thing I noticed is, that Ice Mountain and Ice Plain doesnt work? Maybe because the spaces in the names? I generated big maps, but there was no icemountain or plan, but all other biomes I set. But will test it more
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Posted Dec 5, 2011@Khoorn
Don't know if you saw me updating the forum post... still can't get blocks to be replaced...