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 8, 2012@KaiserTom123
I'm back again, with good news!
I went to work on that
ResourceGenBase#SetRawBlockIdAndData()method I found earlier (which is used, but only forGrass(…)), and was able to enable setting optional block data for ore and plants.For the screenshots above, using RedPower 2.0pr4b:
Ore(X165,7,3,100,60,80,AIR,DIRT,GRASS)Ore(X165.1,7,3,100,60,80,AIR,DIRT,GRASS)I'm also able to spawn custom flowers and such from mods like Pam's. Simply stick that block data value on the end of the block ID, just like in BO2s.
If you'd like to mess around with it, feel free to grab a snapshot: https://github.com/downloads/raws/TerrainControll/TerrainControl_1.2.11_raws_resource-block-data_939b6f9.jar
It's sort of a naïve implementation, since I'm not super familiar with Khoorn's source yet, but it seems to work for me! YMMV :)
@Khoorn: here's the diff if you're interested!
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Posted Jan 8, 2012@Dayshade90926
Absolutely, on both counts! In
WorldConfig.ini, you're free to specify exactly which biomes you'd like used in your world using theNormalBiomes,IceBiomes,IsleBiomes,BorderBiomesandCustomBiomesdirectives.As for making hilly plains and such, all you'll need to do is duplicate one of the flat biomes' configs and fiddle around with the height and volatility settings—you could look at the Extreme Hills config for starter values.
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Posted Jan 8, 2012Hi, is it possible to disable some biomes? I would like to get rid of the Extreme Hills biome, but before I get this plug-in I'd like to make sure that can happen. Even better: Could you also make a hilly version of each "flat" biome, with the custom biome feature?
The plug-in looks great so far. Nice job!
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Posted Jan 8, 2012Hey, I need to make nether mobs spawn instead of overworld mobs, I'm making a nether world. Where is the setting for this?
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Posted Jan 8, 2012@KaiserTom123
Hmm, interestingly, in addition to
ResourceGenBase#SetRawBlockId(), there's aResourceGenBase#SetRawBlockIdAndData()in the source, which appears to write metadata. It looks like it might just need to be used :O-
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Posted Jan 8, 2012I wonder if it would be possible to add a feature to ore generation, similar to the layers of terrain generation.
Basically there would be "frequency1, frequency2, size1, size2"
Frequency1 and size1 would be the frequency and size of the area that the specified ore is ALLOWED to spawn in, and then frequency2 and size2 would dictate when they actually spawn.
In other words, frequency1 and size1 are just "vein frequency and size", and then frequency2 and size2 are "node frequency and size PER vein."
Any hope of such a feature?
Basically I want to say "Oh look, I found a diamond! I better mine out the ENTIRE area to find all the diamonds! Because I won't find another for quite some time"
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Posted Jan 8, 2012Video Tutorial please D:. Great Plugin but i don't know how to use it!
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Posted Jan 7, 2012@Piginabag
Are you opped on your server?
Terrain Control's configuration files show up in
plugins/TerrainControl/worlds/after you've editedbukkit.ymlas described in the guide above these comments. There certainly shouldn't be any.classfiles, only.ini, which are simply plain text. Did you open up the JAR by accident?-
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Posted Jan 7, 2012I've read everything I can and tried everything I could think of to get the program to work, but I guess I just don't understand it. I'm running a mac. I've set the plugin up on my own server, im running bukkit, and in game and try to use /tc (anything) it says I don't have permission.
On top of that, it seems that I'm supposed to edit the actual .class and .ini files in the plugins folders. I can't open class files, and when I open .ini files they come out with severely garbled text suggesting a compatibility error.
Are there any tutorials for this configuring/using this plugin, either for mac or windows? If I could see even a windows tutorial I would be able to figure some of this out.
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Posted Jan 7, 2012@wessexstock
I think it's
/tc spawn name, wherenameis the file name of an object, sans the.bo2extension.@KaiserTom123
I just came here to mention this, for the exact same reason! Khoorn just got custom blocks working a little while ago, so as far as I know, there's no facility for specifying data values yet.
As more and more mods consolidate blocks under single IDs, being able to specify a data value will become more and more important. Khoorn, any chance of slipping this in there? :) Doing it like BO2s would be great:
Ore(133.2, …)-
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Posted Jan 7, 2012Love the plugin, and I was wondering, is it possible to spawn ores with data values? I am having a hell of a time trying to get custom Redpower ores to spawn because they are currently under one base id of 229 and the ores are defined under data values under that. If anyone can help that would be great, because my only solution so far is to spawn random stalagmites/tites with the ore I want.
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Posted Jan 7, 2012@ledhead900
Actually ledhead the default settings do not give anything like the default 1.0.0/1.0.1 world.
I tried this on a known seed whose terrains, biomes, and stronghold/village locations are all known for 1.0.0. The default values for the main .ini file (not the individual biomes files) appear to introduce a lot more water/ocean into known land areas.
I've asked Khoorn to clarify which values should give the user a world that's very close to the default world in all respects. But the set of values you get when you first install and check TC are unfortunately different.
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Posted Jan 7, 2012I remember finding a command to spawn a Bob object by hand... anyone know it?
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Posted Jan 7, 2012@ledhead900
So is there any already done configs for download that will generate what is on screenshots from the start ?
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Posted Jan 7, 2012@Shirou7000
It won't do anything on its own you need to manually edit every setting until the world appears how u want it to, by default it will generate something almost the same as default 1.0.
Look in the plugins folder for a folder containing the world name you tested this with if there is no folder in TerrainControl named after a world you choose to run this on then you have not even setup your bukkit server or world manager to use this generator on a world. Those screenshots are examples of work done using this, this is not a magic install and forget plugin you need to do the work to make the terrain look like those images or something of your own creativity this plugin just provides the means and the tools to make it come to life.
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Posted Jan 6, 2012Does this program work for macs? I can get the worldconfig.ini open, but the text is severely misspaced and garbled with strange characters, as if I were opening a windows only file. I'm wondering if I could copy the config file from a windows user and get the program to function?
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Posted Jan 6, 2012@Favorlock
Set land rarity to 100 in the world config
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Posted Jan 6, 2012I've tried this on my clean server for testing purpose. Didn't see any differances to the original 1.0.0 generator... Nothing as specyfied on screenshoots... normal land that is generated without this plugin as well. (I've installed step by step with instructions, used on default world)
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Posted Jan 6, 2012@bootscreen88
So it's the same for Rain/snow ?
On my world, in Ice Biomes, it rain but the snow fall on the floor...
@mysource :
Thank you very mutch for your previous help, I start to understand something... slowly... But I've made 2 pretty worlds.. On the good way !
Can you take a look at http://dev.bukkit.org/server-mods/terrain-control/forum/30265-nether-config-file/#p1 please ?
The best way for me is to have a nether-like world without the red sky :D
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Posted Jan 5, 2012@Hollow36rus
Yes but thats using the OLD Generation method you can enable it in TC as well then u can use biome color via the temp controls. But enable this and u lose custom biome.