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 Jan 4, 2012@Hollow36rus
Hi,
it can´t work this way because Your settings will never work beeing this extreme.
I only looked into the worldConfig.ini of Your Download and have seen things like:
GenerationDepth:20
WaterLevel:2
MaxAverageHeight:-48.0
MaxAverageDepth:17.0
Volatility1:4.5
Volatility2:4.5
in Your BiomeConfig.ini´s You took too to much for my point of view.
BiomeSize 20 ... no, no ...
and so on.
You went far behind the limitations of some settings.
Even if theses extrem values would work, You would get a world of no use because far from anything realistic.
Why not staying with the default values/settings and change only very samll amounts of only one value !!! at one time?
That is the only way to get some practical results with sens.
Again:
READ all hints in the WIKI, in the configs itselve and start from scratch (or use my Downloads).
Take it small, take it simple, get positive results ;-)
Best regard
mysource
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Posted Jan 4, 2012Does not work :(
It's my config, please help:
http://goo.gl/19RgL
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Posted Jan 3, 2012@deleted_6846210
^ yea but see I have 2 server machines local running Windows 2008 R2, and I have Win7 64bit on the game rig 4gig on the servers 8gig on game rig. I knew about the start.bat but that's nothing special only is any good for a launching minecraft with more ram and installing it elsewhere its useful for having multi installs for different mods in different folders on a raid drive or something as that is what I used it for in the past.
I don't see its use when it comes to server end tho bukkit handles servers not minecraft.jar and if its faster if I run the server on the dedi box than on a shared game machine over 1gbs lan its no problem. I do all my server stuff on those dedi box's I just move the maps back and forth between machines for editing.
So I play mostly with spoutcraft and it has its own launcher for ram settings so I don't really need a custom MC launcher and yea my world is big but its pure war/survival for servers and its the final design that I will use, I started doing tests with smaller worlds of 1800 but I don't see point going smaller I like to see the result at the scale it is required to be near, Small worlds were only good for individual tests and things like that but once I grasped an idea and have prototype world I need to scale it up and fine tune it for the right size.
The config's may of use to you tho might learn a couple new things I learned couple things from yours to get started properly.
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Posted Jan 3, 2012I'm having some trouble getting this plugin to work at all on CB 1597 (1.0). I can get up to step 2 on the install guide, but my server does not recognize any "/tc" commands required for step 3. I disabled all of the rest my plugins (by physically removing them and their folders from my servers file structure) and still the same behavior. Tried it on a freshly DL'ed server jar as well and still no good. Am I missing something?
The only thing I can think of is that this machine only has java 7 x64 on it. Is there a version requirement to run this?
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Posted Jan 3, 2012@DrizztxGuen
Addendum: I thought it might be related to my custom biomes, so I tried putting all vanilla biomes back under normal terrain generator but that had no effect. Ideas? I figure it's some setting under WorldConfig.
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Posted Jan 3, 2012What Biome sizes do you guys use? I tend to use 3 - I like being in the Biome and looking in all directions and not seeing another Biome.
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Posted Jan 3, 2012@deleted_6846210
My WorlConfig.ini:
NormalBiomes:Plains
IceBiomes:
IsleBiomes:
BorderBiomes:
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Posted Jan 3, 2012@Hollow36rus
Hi,
just decide for only one biome (one with gass in...no desert ... ;-) ... ) used for Your world in WorldConfig.ini here:
# Biomes which used in normal biome algorithm. Biome name is case sensitive.
NormalBiomes:Taiga
(Taiga is only an example, other grass biomes will work too.)
That´s the only way I know so far.
Best regard
mysource
PS. You see, today I´ve time for TC / Forum ;-)
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Posted Jan 3, 2012What should be changed to make all grass in one color?
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Posted Jan 3, 2012@Heifinator -
Hi,
it´s always a compromise.
But see here which settings are giving which world (only a little example):
In WorldConfig.ini :
Left Picture: LandRarity = 99
Right Picture: LandRarity = 96
(both) LandSize = 0
Land = black (only one custom biome for testing)
Water = blue
Anything else has been untouched !
Best Regard
mysource
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Posted Jan 3, 2012Could some one help me with settings to make a world with large biomes / continents and big oceans.
Also, is their any way to make the weather line up with the biomes properly?
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Posted Jan 3, 2012@ledhead900
Hi,
really huge ... ;-)
... but I always do my testing with:
1. A copy of the cpl. Server and a very small world.
2. Run my server + minecraft never ever from %appdata% but only from a folder.
Folder-structure is like this:
Startscript (.bat) for server + minecraft is:
COLOR B0
start /B java -Xms2G -Xmx3G -jar craftbukkit-1.0.0-SNAPSHOT.jar
SET APPDATA=%CD%\data
start /B java -Xms2G -Xmx3G -jar MinecraftSP.jar
(saved as "Start.bat" in root of server folder (Picture) ... )
All stored in an Folder named "MC-Server" (name it as You want).
Everything from %appdata% ( .minecraft folder cpl.) went in data folder!
Big advantage is, that You can copy easily the cpl. Server incl. MC and test like hell.
If it´s working, took the stuff to the clean Server (local folder or web or?)
Second advantage is, that server + MC are running lagfree with much ram ;-)
(But it has to be customizend to everybodys computer specs, if using java 32 bit it only takes up to 1,5 GB ram ... 64 bit java up to Your machines hardware)
May be, everybodys knows about this, but if not, I think it´s the best way to use MC, Bukkit and so on.
Best regard
mysource
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Posted Jan 3, 2012@H4Mm3r19
Hi,
no, no, no ... big mistake of You in Your setings:
Yours = WRONG:
your_world_name: desert
generator: TerrainControl
Mine = RIGHT
worlds:
world:
generator: TerrainControl
If Your worlds name is desert, You have to configure bukkit.yml like this:
worlds:
desert:
generator: TerrainControl
This is what I´ve seen first in Your Posting.
Next in Your Posting which is not like I told You:
Seed is:
tim1998+steps1956 not 1965. Sorry, this was my mistake, but this single fact should not be the main probleme here.
further on ....
Well :
I've deleted the /plugins/TerrainControl/worlds/desert folrder
WRONG, I told to delete the world folder in the root folder of the SERVER !
I've put your desert folder in /plugins/TerrainControl/worlds/
WRONG because the worlds folder contains the folder of Your world and the desert has to go in this folder !!!
I've deleted the desert, desert_nether and desert_the_end folders in root directory
Right ;-)
I've set level-seed to tim1998+steps1965 in server.properties
//
Keeping the folder strcture as it is in my Downkoad and set the bukkit.yml to the right settings, it has to work now correct if You follow the hints I made here.
Best regard
mysource
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Posted Jan 3, 2012@bootscreen88
Go into the Biome config, there will be an option with a hex code for the color (0xff33cc for example)
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Posted Jan 3, 2012could it be possible to get a legend which color means which biom on the overview map?
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Posted Jan 3, 2012@deleted_6846210
I actually found that the Seed was not an issue in comparing worlds it was the world settings that were an issue I have a hard time doing incremental adjustment as it was far too slow for me since before I checked for satisfaction I had to pre chunk render the world at 6000x6000 that took about 42 min each time I wanted to change something.
It started at 1800x1800 but eventually grew as how I was going to manage it evolved from small world no border to Huge world but equiv 1800x1800 starting border until factions and towns and things begin to prosper tightly.
Anyway I guess what I am trying to say is the seed for me was not an issue I went thru 5 seeds generating my world countless random seeds testing different functions of the configs, as long as I had a quick world render plugin or app, Dynmap and Mcedit worked well for this Seed meant bugger all I just had to find the changes assuming they did not make the biome almost extinct "an issue I had as well"
EDIT
My World Is Ready for Sharing and Prying Eyes Check it out below!
World Render is Going you can track it here.
Dynmap Full World "Venus Render" Just mouse over the right hand side of screen until the sidebar is shown and select the world Venus.
Here are the World settings complete with bo2 files used.
Link Removed: http://www.mediafire.com/?fx9fk9ymyxdpdyn
The pyramid bo2 I made myself I edited a couple of the ones in your pack as well.
The Grey snow like color all over swamps and the lava biome are actually CakeBlock Biome! Desert was converted to wasteland and is now actually the area you can see that is covered in lava
Feel free to use my world configs and share them re upload just give credits were due
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Posted Jan 3, 2012hi just tried v1.2.11 and it seems that i cant get branch files to "dig" into the parent object that they spawn off of.
both the dig to fit and digging branch are set to true but when the branch spawns it will not dig into main object...
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Posted Jan 3, 2012@mysource:
Hi again,
Thank you for your help, but it not works x)
Well :
If you're looking for me, I'm down the building, on the floor !
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Posted Jan 3, 2012Hi,
and the Info of the day for myself is:
WaterShader Mod for 1.0.1 is out :-)
See my first Screen using it:
(showing my latest new "Jungle" Biome with the new trees)
Link
Now MC / TC is 100% optical complete in my eyes again.
Thanks to all the genious creators of MC, TC, WaterShader and the other TOP-Mods.
Best Regard
mysource
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Posted Jan 3, 2012@ledhead900
Hi,
I will be glad to watch this tonight.
Please give a Download-Link to Your complete TC-Folder too, so I can compare the settings regearding f.i. the Sandy Shores and so on.
(I want always to learn more and more for sure too)
Best regard
mysource