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!
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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 12, 2011@Mupir
You can also see the seed pressing F3 or on server startup on the console. Save the seed in the server.properties file and TC will generate the same world.
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Posted Dec 12, 2011@Mupir
1) Back up your world (Just in case) 2) Open your world's folder 3) Delete "region" 4) Run the server 5) Done :)
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Posted Dec 12, 2011I've been wondering something lately. I found this great seed, but I need to modify the design on two of my custom objects(trees). Is there anyway I can do this without having to delete this beautiful world/seed I found?
If not, is there anyway I can specify TerrainControl to generate through a specific seed?
Thanks in advance,
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Posted Dec 12, 2011Can some one explain me the cave settings...?
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Posted Dec 12, 2011@Khoorn
I don't know if you are aware of this or not. I thought I'd just drop this here anyways.
I get hundreds of error messages when I'm trying to use a 'New' portal to get out of the Nether. (i.e, not the same portal I came in with. No difference in terms of distance between original portal/unexplored lands/etc)
This is about 1/10 of the entire log: http:pastie.org/3004717 (The whole log is about 2051 sentences, ask for the rest if needed)
Oh, and btw - This is my favorite plugin of all times. Keep up the good work!
EDIT: This is a list of my plugins (using a "testserver" on my own machine): bPermissions StopTalkingAutoBan TerrainControl
(Same error without any other plugins.)
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Posted Dec 11, 2011@thedogss
Ok i just updated it from 1.2.2 the download i thought i was to get to 1.2.7 a working version
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Posted Dec 11, 2011I have a problem when I type /tc check world (Cos my world is called world) It comes up with this huge error and my Terrain control folder is messed up D= -
http://pastie.org/3003153
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Posted Dec 11, 2011@Khoorn More explanation I would but Shore had a hard time with my settings since I have small-medium amounts of land flooded under water near oceans before it drops off into ocean so a border would not work as the water is at a height that it floods the low level land below 63. Naturally I will show you an example when I make have something worth showing you :), I could try some more but its really fiddly, I suggest that you just add a optional precision replace if that gets enabled it will take longer but do a MUCH better job at replacing.
Since it really depends I don't actually have exploring in my world no new chunks get generated I create my config then I use World Generate to Pre generate worlds up to size 2000x2000, Then I border it, So the load is only there while chunk generates first time but this only happens during my testing exploration and during the world chunk populates I do. This is why I suggest maybe just make it an advanced option that can be set to true or false, generation will SLOW down but it is more accurate at its placement of everything and this is what I would prefer over sloppy placement but fast.
Replace Que Ah yes I see how that would work, Say I wanted Tall_Grass to place last I would simply add its ID to this que list and it would wait until terrain and biome are done then place the blocks in the que.
Are you going to implement block meta data like "78:15" or is there a current method ?, You missed my asking of this in my last post.
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Posted Dec 11, 2011@Khoorn
No need to fix it, Check out NoLagg..
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Posted Dec 11, 2011@Burckhart
There are weather/Season plugins around that just disable SNOW maybe we will find one around for 1.0.
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Posted Dec 11, 2011Have been away for weekend and just came back. And already some new Version I see :) Going to test some new worlds tomorrow.
There are so many nice options. I did some nice changes to extreme hill zones, so there is no dirt about 74 height (nice looking stonemountains) and snow on top of the mountains. You can make some really different zones :)
Not sure about the actual version, but last time I checked, the ice-zones still had flowers and grass. Of cause you can disable them, but maybe you could already disable them in your premade files? Flowers and grass just looks wrong in ice-zones, making strange holes in the snow everywhere.
But more tomorrow :) I'm going to make a really nice world. Got nice settings and a good seed, just the zones need some more love. And I want to try to add some costum zones (like a vulcano zone!)
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Posted Dec 11, 2011@thedogss
You might need to explain your problem a little bit more precise..Did you follow the instructions above (How to install)?
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Posted Dec 11, 2011@Khoorn
No error :/
Config of my map in MV : http://pastie.org/3002758
And worldconfig.ini : http://pastie.org/3002754
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Posted Dec 11, 2011I can't get this to work can you please help me?
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Posted Dec 11, 2011@Shaun_das_schaf Hate notch .. he absolutely don't think about multi threading .. Will fixed.
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Posted Dec 11, 2011@Burckhart
@nachtgeist
Thx both! Waiting for the solution.
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Posted Dec 11, 2011@Indeleble
disable weather and ice+snow-formation (with worldguard as example). other ways does not exist atm (or i dont know these
for fail color read comment #199 here or wait to the spoutcraft client mod from khoorn. but weather-positions are only via seednumber since 1.8, and the chunks not on the original position with the generator and thats the fail..
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Posted Dec 11, 2011@Indeleble
For now you could disable rain & snow, and wait for Spout to update, Khorn might write a clientside fix for this problem.
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Posted Dec 11, 2011@nachtgeist
What could I do?
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Posted Dec 11, 2011@Shaun_das_schaf
/tc map -s 200 works, but only without the size specification makes the error.
@Indeleble
its the fail with client synchronization...