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 20, 2011I can't get the plugin to work on my 1.0.1 bukkit server. Everything I try doesn't seem to work...
What Am I doing wrong?
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Posted Dec 20, 2011It would be helpful if the biome map had a coordinate grid.
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Posted Dec 20, 2011Do Eyes of Ender work with this to find strongholds?
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Posted Dec 20, 2011save-allto save the world while the server is running, and of course everything is flushed to disk when the server stops. You shouldn't open a world with MCEdit while it's in use by the server, though, because there's always a risk the server will be writing to or reading from the same files MCEdit is trying to read (or write to itself), which could easily result in corruption. So always shut your server down before loading it into an external tool!-
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Posted Dec 20, 2011@Leiyun
oke thanks i will give it a try.
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Posted Dec 20, 2011Nother quick question about the Ocean and River biomeConfig files. Their rarity and size parameters will -or so it says- not do anything until they're "not added as normal biome"
Given languages and their quirks, could this perhaps be "until they're added as normal biome" ? They're not in the biome lists per default, and I haven't gotten the impression that they're working, so maybe I should put them in the biome list to make the size and rarity parameters work?
@FreezePvP: Given the nature of the map generator, actually splitting the map into what you want may be a bit too precise. So far, this mod seems to allow us to influence the chance of things being created, but not the exact where and how
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Posted Dec 20, 2011This looks perfect for my new map/server. Can this plugin also change weather and biomes? I would like to split the map in 8 biomes. I could just add sand instead of grass etc. But it wont look nice. As example the snow biome would be kinda impossible. But i really need something for this.
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Posted Dec 20, 2011@Raws: That did the trick :D
I didn't realize that the server does not save to disk immediately after you exit your client. It says 'saving world' everytime I disconnect, so I assumed this was instant. I do believe I tried restarting the server, which in a sense should guarantee a write to disk, but I never explicitly stopped the server and waited a bit (its a rented server so I have to manage everything long-distance). This could be the problem. At least loading the map in MCedit now gives a more accurate depiction of what i've explored, than it did yesterday. Not perfect, but its good to know there's hope
Thanks :D
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Posted Dec 19, 2011@Leiyun Try
/tc map <world name>! Also works on the console without the slash.Also, are you stopping your server and allowing it to write the world to disk before loading it in MCEdit?
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Posted Dec 19, 2011Is there a way to forcibly generate the worldbiome.png for the world I'm currently working with? Mine went missing after an unfortunate accident, and wont regenerate automatically.
For some reason I also can't seem to get this world loaded into MCedit properly. It loaded properly once, yet then - after some more exploring ingame- It simply refuses to show certain chunks, even though I've explored them already. Heck, it acts as if its the same savegame as it was the first time I loaded it into MCedit, same time-stamp even... makes no sense :D !
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Posted Dec 19, 2011Also the old generator seems to still use parts of the new generator as underwater still looks like it got clusterbombed.
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Posted Dec 19, 2011- ModloaderMP 1.0.1 r3
- Minecraft Forge 1.2.2 r1
- BuildCraft 2.2.8 r2
It's pretty quick and easy usingjar, like so: https://gist.github.com/1495912 You'll also need a properly-modded minecraft.jar, with Modloader, ModloaderMP, Minecraft Forge and BuildCraft. I'm not sure if I'm allowed to publicly distribute a modded craftbukkit.jar with the above things installed, and I'm definitely not allowed to post a link to a modded minecraft.jar, so maybe I'll send you a quick PM with everything ready to go. Should have it to you in just a few minutes!-
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Posted Dec 19, 2011@Raws Hmm may you show custom blocks mod for tests ?
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Posted Dec 19, 2011We're having trouble in getting rid of the small lakes and small islands. and increasing the island size.
http://pastie.org/3028607 http://imageshack.us/photo/my-images/832/worldbiome.png/ http://i42.tinypic.com/dzdvv4.png
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Posted Dec 19, 2011@sykefuu It will! There's no Minecraft 1.x release yet, but it's right around the corner, and the development build (v1.2.9 at the moment) linked at the bottom of the mod overview above these comments works great with CraftBukkit r1597.
@Khoorn Awesome, thank you! Isles and
/tc reloadare working great in 1.2.9 with CB r1597.Still no luck with custom blocks, though. If I do something like
ReplacedBlocks:13=163(50-55)orOre(163,32,16,100,0,128,STONE), where block ID 163 is something not registered with Bukkit, theReplacedBlocksentry is silently removed from the config, and theOre(...)entry results in anArrayIndexOutOfBoundsException: https://gist.github.com/1498103Edit: actually wait, Terrain Control replaces
Ore(163, …)withOre(X163, …), which is a block "name" assigned by BuildCraft, so it's seeing something… It also replacesOre(OILSTILL, …)withOre(X163, …), so I guess it must be close!-
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Posted Dec 19, 2011does the lastest release work of terrain control with the 1.0.0 release of bukkit ?
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Posted Dec 18, 2011@gdea73
You can set the size of all biomes with GenerationDepth, but you can also set the size of all biomes in the different biome .ini-files. There you can make all the individual settings. You can increase the height make more mountains in it that way. You can go into the Taiga .ini and set it to be a snow-biome. I think you will also have to add it to the icebiomes in the world.ini. That way you should have snow there too.
I think the maximum range of most of the values is from -10.0 to 10.0
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Posted Dec 18, 2011I think I figured it out using the zoom thing or something.
This plugin is amazing! I'm still sort of confused though, when the default value of something is 0.0 what is the range? -1 to +1? -1000 to +1000? This might help.
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Posted Dec 18, 2011I've still got a few questions that I couldn't find answers to myself:
- How do I set the biome size (using the new terrain generator)? Do I use the GenerationDepth parameter? I set it to 16 and the biomes appear no smaller. - Any way to add snow to Taiga biomes automatically? - Can I allow mountains in biomes that aren't specific "mountain" biomes?
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Posted Dec 18, 2011Khoorn, in version 1.2.9, does the old terrain generator still generate structures such as villages, strongholds, etc.?
I don't care about villages or strongholds much but I liked the idea of abandoned mineshafts in the generation.