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 17, 2011@Khoorn Hey i have a pretty big issue. As you know 1.2.7 creates areas with no ores. I then downgraded to 1.2.6 and it didn't fix the issue (using RB). So then i use 1.2.8 and i find newly generated land made up of oceans, plants, and ores. The only issue is my world is a wasteland. No leaves, little water, no plants of any kind, Not even grass. Is there anything that could be causing this? All i want is the ores. thank-you
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Posted Dec 17, 2011@genovauk Man if you do it i will very grateful to you. I can`t do it with my bad english :(
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Posted Dec 17, 2011I actually just figured it out, It was the height I was having a problem with, And I just couldn't understand how the terrain generation was handled. I do now and am having a much more entertaining time create my overhangs and floating islands.
On a side note though, this does need the settings explained better, I'm going to keep messing with it and try to maybe document what I learn, It may help others.
Thanks for the reply
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Posted Dec 17, 2011@genovauk
Land and biome sizes are counter-intuitive. As I understand it,
GenerationDepthis an iteration count, where each higher iteration places terrain at a smaller and more granular level, like a fractal zoom. So settingLandSizeto 10 (the tenth iteration out of 15) will, in fact, result in less land.Try looking at this forum thread for examples, with pretty pictures!
@Wow996
Unfortunately, this is a limitation with the client. The server sends the world seed to the client, which generates biome colors locally, based on the vanilla terrain generation algorithm instead of Terrain Control's.
Khoorn's supposedly thinking about a Spout addon that would ensure clients render correct biome colors and weather.
@xKoKSii
Does removing the biome from the
NormalBiomeslist inWorldConfig.inido what you want?-
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Posted Dec 17, 2011I'm starting to get very annoyed with this plugin now, I have land rarity on default at 97, generation depth at 15, land size at 10. Everything else is set to default.
So...
Why do I always spawn on an island with no large landmasses in sight Why do I always spawn in a swamp Why do extreme hills always hit the hight limit almost Why do I not get large landmasses even tho the settings are set to give me large masses of land.
I havn't edited the individual biome files but I have read the and it states that there is a BiomeHeight setting in the main config when there is not, I have tried adding this manually and it removes it on world generation.
Can someone please tell me what i'm doing wrong.
Could the author please document the settings files please.
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Posted Dec 17, 2011In the dev build my plains biomes have different colors in them is there a way to fix this or is it a bug? Im sorry if there is an obvious answer, i haven't use PTM before.
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Posted Dec 17, 2011Oh, the reason I think it might be a bug is, that I havent changed any of the settings, I just updated the plugin and regenerated. But I did some changes to other biomes. So I'm not 100% sure that its not my fault somehow :)
Edit: Regenerating world now again: http://dereknor.dyndns.org:8123/
Its going to take 12 hours, maybe more. The Dynmap is much slower then the worldgeneration-tool. So the generation will take about 10 hours and dynmap will take about 10 more hours. Its a 32,000 x 32,000 blocks world now :)
The different biomes look nice and different now. Extremhills got real stonemountains without dirt, there are nice beaches at some biomes at the ocean, nice islands in the ocean, and I also made many changes to the ores. Like diamonds mostly in iced mountains, iron in normal mountains and redstone under swamp and deserts. Really like that world, but I think I will regenerate it a few more times, I always find something to change :)
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Posted Dec 17, 2011Not sure if it is a bug, but I regenerated my own world again with the new 1.2.8 version (I think i used 1.2.5 or 1.2.6 before that).
I use 2 islands for ocean. One with plains and one with extreme hills (I use 2 costum biomes "island" and "island2" for that)
Last generation it just made nice islands. But now it just made "island"-islands, but I cant see "island2" anymore with hills. They are both as costom biomes in the world.ini and they are also set as islands. So this might be a bug?
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Posted Dec 16, 2011@Khoorn
Hey is it possible to delete a Biome?
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Posted Dec 16, 2011@Khoorn
Hmm… of course, now I can't reproduce that exception, after getting it all afternoon. I'll keep an eye out for it and post a full config and log if I run into it again. Thanks!
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Posted Dec 16, 2011@f0kus Yes use dev build.
@Spezialeinheit Tomorrow ... btw what you wait ?
@Raws Hmm may you show your configs and server log from start ? Cant repeat his :/
@Shooty_ Soo this work ?
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Posted Dec 16, 2011Hey Khoorn, I've been getting this NullPointerException and stack trace with CB r1572 and Terrain Control 1.2.8 while exploring new chunks. As far as I can tell, it only happens when I've got BOB objects loaded:
https://gist.github.com/1488341
Let me know if looking at the BOBs or config files might help. Thanks, and keep up the great work!
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Posted Dec 16, 2011When will 1.2.9 come?
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Posted Dec 16, 2011It still working with RB 1597 ?
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Posted Dec 16, 2011@Khoorn
http://pastie.org/3026908
and : 2011-12-15 20:19:45 [INFO] Ddi: Complete![0m
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Posted Dec 16, 2011@Shooty_ Show full server log please.
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Posted Dec 15, 2011@Khoorn
OldGenerator still don't works for me :/ (no error)
WorldConfig.ini : http://pastie.org/3023715
(In /plugins/TerrainControl/worlds/CubikStrike/WorldConfig.ini
Config in Worlds.yml : http://pastie.org/3023717
Help me :(
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Posted Dec 15, 2011khoorn, could you possibly upload a couple of your own worlds for people to play around with? would be really helfull when trying to learn the ropes :) great work btw :)
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Posted Dec 15, 2011@Drillgorg Use 1.2.8 :)
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Posted Dec 15, 2011New worlds generated with TC don't have any ores in them. Only other relevant plugin I'm using is Multiverse. Help?
EDIT: I reverted to 1.2.5, and ores generated correctly. Then 1.2.7, and ores were broken again. Ores must be broken in 1.2.7