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 25, 2011can this EASILY prevent 29738490274290472942490724903274320947 mineshafts from generating?
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Posted Dec 24, 2011@Khoorn
Ye i figured it out it was a other world. I think its unpossible to create this in the main world. I will just leave that option then. I made now 1 big map with 7 biomes (Snow,Ocean,Desert,Plains,Forest,Nether,Hills) With a lot generated trees and objects :D Thanks for the great plugin anyway and for the help! =D
here some screenshots if u are interested they are down in spoiler. http://www.minecraftforum.net/topic/881410-huge-server-project-creating-number-one-server/page__gopid__11273867#entry11273867
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Posted Dec 24, 2011@DrewRoen
Yes The third number is rarity how rare do you want it, higher u go more u find closer per chunk First and second line are Amount,Frequency - to make it rare you want a low frequency below 3, Amount is how many you want to be found.
Example Ore(IRON_ORE,20,2,10,0,64,STONE) Ore spawns in a cluster of around 20 making it a medium size vein deposit, It has low frequency so it has a low chance to be placed again near by, It has around 10%/100% chance to be placed per chunk that this ore can spawn in. It has a height of min 0 and max 64, it can only replace Stone.
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Posted Dec 24, 2011Hi. When I loaded the plugin, I had absolutely no errors. Right away, I went to change the ores to make them rarer. I started with coal and iron:
Ore(COAL_ORE,1,5,30,0,128,STONE) Ore(IRON_ORE,2,6,80,0,64,STONE)
I then deleted my world, reloaded the server, but found coal veins and some iron veins to still stay massive. Did I mess up something?
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Posted Dec 24, 2011Hey, one thing I remembered that I've been looking for for a while in a mod like this: Is it possible to scale up the world generation? What I mean is that, for example in combination with higher worlds (say double height) not only the vertical expansion of terrain would happen but also the horizontal one. Basically, where there would be two blocks in place of one for height with world double as high, there would also be two blocks in length instead of one in width / length. The effect would be that the natural formations in minecraft wouldn't be distorted in one direction but scaled up to double their scale instead - in all directions. Not sure whether what I'm trying to explain is understandable at all, tbh. :s
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Posted Dec 23, 2011I was wondering how you made that hell map from the screenshots it looks interesting.
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Posted Dec 23, 2011Any advice on how to create an ice-only world?
I've tried setting Icerarity:1 and Icesize: 0 as the config file seems suggest this will give the result i'm after but it doesn't seem to do that. (Also it seems to result in some odd biome effects, like swamp biomes with plains-type terrain, or plains biomes with extremehills-type terrain.)
Any other way I could create the result I'm after?
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Posted Dec 23, 2011For first picture in world config:
DisableBedrock:true
WaterLevel:0
CustomHeightControl:-2000.0,-2000.0,-2000.0,-2000.0,-1000.0,-700.0,-400.0,-300.0,-100.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
Some thing like this .. dont remember exact value of CustomHeightControl
Also in OceanBiome - BiomeHeight:-5.0
So how it works - Ocean will be empty space, disabled bedrock and water level and cut some blocks from floor by CustomHeightControl
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Posted Dec 23, 2011@Khoorn
i did i cant find how to. It only show they did it but i cant find a way to actually make it
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Posted Dec 23, 2011@Raws
I figured everything out :D I made like 20 bo2 files. And the terrain looks amazing it are almost for each biome one. Only 1 problem. I need to have sky-lands in main world to. Like the first picture. I tried some things and that didn't work. You have any idea how i make something like first picture?
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Posted Dec 23, 2011Great Plugin first of all ;) What I noticed though is that there aren't any Lily Pads to be found yet, is there any way to implement them?
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Posted Dec 23, 2011@dead_fred It's there! Look for
disableNotchPonds:falsein the individual biome config files and change it totrue.-
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Posted Dec 23, 2011Can u add an option to disable notch ponds?
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Posted Dec 23, 2011@micdoodle8 Nope is is screen from mysource
@tron1001 Use install instruction or post server logs.
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Posted Dec 22, 2011Hey I've created a test server and I'm trying to modify the terrain files but no files are being generated in the plugin folder or the world folder. Any thoughts on this?
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Posted Dec 22, 2011:o ... Whats with the wierd player model on that lady on the last picture? lol
Is that a feature of this plugin? :S
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Posted Dec 22, 2011@worstboy32
Really though, check out a few of the Terrain Control forum threads. I'm also working on populating the wiki's examples page. (Feel free to contribute!)
@Khoorn D'oh! I knew there was something weird about those negative array indices.
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Posted Dec 22, 2011@Raws Thanks for replaying other .. some buzzy now .. Also found problem .. damned java with signed bytes..
@worstboy32 Try search in forum ..
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Posted Dec 22, 2011@Raws
Oke, Thanks! i will have to do it with a normal world then. 1 more questions. I realy like the terrain u have on the pictures. Is it possible to get examples for that or maybe all files. And i cant get the bob to work. I tryed some things to create that dessert trees. but i cant get it to work
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Posted Dec 21, 2011@Khoorn
No luck, it seems :( Still getting that
ArrayIndexOutOfBoundsExceptionwithOre(...): https://gist.github.com/1509309I've also seen Daniel_l94's exception at
com.Khorn.TerrainControl.Generator.ResourceGens.ResourceGenBase.getLiquidHeight(ResourceGenBase.java:114)once or twice, but I haven't been able to reliably reproduce it :\Replace:1=163and other such things still just get silently removed.Were you able to test custom blocks successfully with your setup?
@Stoneage2002
Argh! Have you tried with a fresh world to see if anything happens?
@Joeko94
Hmm, I know you mentioned this in your original post, but are you sure you edited
bukkit.ymllike in step seven in the instructions above these comments?@worstboy32
I'm not sure Terrain Control will do what you're looking for, unfortunately :( It's based on noise algorithms to generate natural-looking terrain. Maybe something like MCEdit or WorldEdit can do what you want?
Also, the strange biome colors are a client limitation. See this post for a bit more detail.
@Hoot215
I'll leave this one to Khoorn, but I see what you're saying! Maybe he can hand it off to the server's algorithm during terrain generation—the main worry is probably code duplication and the difficulty of maintaining it and keeping it bug-free.
@CosmicVoyager
It might not be exact, but Terrain Control's defaults are very reasonably close to the vanilla generator.
@CosmicVoyager
As far as I know,
/tc mapjust spits out a hard-coded area around the origin based on the noise algorithms. It would be cool if we could ask it for more, though!@poiNt3D
Hmm, BO2s seem to be spawning fine for me with 1.2.10. Have you changed any of your BO2 spawn settings?