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 18, 2012Hi , i want all my new chunk got the grass(2) replaed by dirt (3)
And all leafs and water replaced by air(0)
How i can do that ?
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Posted Jan 18, 2012@wessexstock
Long time no see! Can you post the pine forest config? Try regenerating the config if all else fails.
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Posted Jan 18, 2012Having trouble adding custom biomes.
NormalBiomes:Plains,Taiga,PineForest
CustomBiomes:PineForest
Still this:
[SEVERE] Unexpected exception java.lang.ExceptionInInitializerError at org.bukkit.craftbukkit.CraftChunk.getBlock(CraftChunk.java:67) at org.bukkit.craftbukkit.CraftWorld.getBlockAt(CraftWorld.java:74) at net.minecraft.server.World.k(World.java:517) at net.minecraft.server.World.applyPhysics(World.java:503) at net.minecraft.server.World.update(World.java:467) at net.minecraft.server.World.setTypeId(World.java:439) at com.Khorn.TerrainControl.Generator.ObjectSpawner.populate(ObjectSpawner.java:178) at net.minecraft.server.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:189) at net.minecraft.server.Chunk.a(Chunk.java:820) at net.minecraft.server.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:107) at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:328) at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:175) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:407) at net.minecraft.server.ThreadServerApplication.run(SourceFile:465)
Caused by: java.lang.IllegalArgumentException: Missing Biome mapping for BiomeBase[21] at org.bukkit.craftbukkit.block.CraftBlock.<clinit>(CraftBlock.java:403) ... 14 more ======
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Posted Jan 18, 2012@Khoorn
I suggest you changed the command database but it is up to you. The reason being that it interferes with Towny's /tc commands. Perhaps change it to /tctrl command.
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Posted Jan 18, 2012I'm currently setting up my server to use a 256 or 512 high world, and I was wondering, what would happen if I used your terrain control on such a world. Would it even work and if it does, what kind of terrain will it generate?
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Posted Jan 17, 2012@notcam45 ...
UPDATED !
Hi notcam45,
i don´t understand 100%..but what I spotted as a problem is, that even with Rarity 1 (set it to 0 will not work = error message in server regarding this bo2) the bo2´s will spawn more often than intended.
I have no real solution for this behavior, sorry.
One "trick" could be, to copy the "iglu" snow biome and paste it back to the TC- folder.
Rename it ( f.i. to Ice Plains2) and set the BiomeSize of the "old" snow biome to something like 6 and biomeRarity to 10 (or what You like...more ist more land of this biome showing up in map).
Open worldConfig.ini and add the name of the second (renamed) snow biome in the line regarding the custom biomes:
CustomBiomes:Grassland,Custom,Ice Plains2
Save everything and restart the server.
This will splitt Your snow biome into 2 identical looking biomes with the copied one beeing very small and only this will be the iglu spawning one.
A short but a little unsatisfying workaround too, but...I´m sorry, I can´t change this because limitations/possibilities of the bo2 file system.
.......
All the bo´2s should be in the bo2 folder of Your TC-Mod world folder, which I offered for download.
.......
You´ve got a PM too ;-)
..............
UPDATE 2:
After thinking some time about the "iglu-problem" I have a better solution:
I´ve changed the spawnblock of the iglu.bo2 from snow (ID 78) to dirt + grassblock (ID 2 + 3) now (rest has been left untouched).
Hopefully it should spawn now never by its own (...because surface in Ice Plains is snow) and only will spawn there by command.
(I tried it out and even there was no digging to the grassblock or dirtblock necessary, but I tested only in a small biome)
The "new" iglu.bo2 : RightklickAndSave.
Please try if this will solute the problem.
Best regard
mysource
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Posted Jan 17, 2012@DrizztxGuen
Hi,
yes.
Yes means, that if You use at Your server the TC-Mod, it will create this world over and over to it´s end.
I´ve played around in past with many different ways to get into further changes to this point.
Non of them was satisfying, because You will get always sharp steps and straight borders, if You restart the server with different settings/configs in the TC-Mod.
Same will happens (even harder) with a prefabricated world (or parts of one) done with "WorldPainter"....sadly.
I show You an image here, telling what I´m talking about:
Without this lapse there would be much, much more possible...
(if somone knows a workaround for this, let me know please)
Only way I know, is to rework this stepped border parts with tools like "VoxelSniper" or similar Ingame Editors...but this is hard and even much more time consuming.
So at this point of knowledge I only can advice to never change the TC Settings in a furthermore used map.
Try out better a little longer at the beginning and after that, stay with Your map / settings.
My conclusion is:
New or changed TC-settings = new (or 2.) world.
One last hint:
Take always care, that the bo2´s settings say: "spawnDarkness=True"
...or never travel in new parts of a world at night...or You will loose Your bo2´s spawning in new parts of the world.
These is my experience, but if someone knows better or more, I would be glad.
Best regard
mysource
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Posted Jan 17, 2012@mysource
Hey the iglu bo2 is spawning the cone_pine trees can you send a download for the bo2 file itself.
Thanks!
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Posted Jan 17, 2012@Pr07o7yp3
Hi,
I´m nether selling something nor do I want to sell...
To date I give anything totally for fun and free !
... but creating cpl. worldmap settings to a special request and in addition with perhaps many biomes, each with settings vice versa (flatt big plains and floating landmasses in the other one...) is a relative time consuming (+ 4 hours are easy comming due...) endeavor, believe me.
But I agree to the point, that it will always be way better to learn to "fishing" than waiting to get the fish donated ;-)
... and in return, I only hope to get in contact with people, willing to realize the work in this "few configs" ...
Best way to recognize the valency by Yourself is to learn and do Your configs by Yourself.
Than it´s really YOUR WORLD and will make You proud to explore it thereafter.
Just 1 hour ago my PayPal told me, that the first donation will soon (foreign countrys = some days of delay) arrive.
I decided to share 50% of it with the genious creator of this TopNotch Mod TerrainControl named Khoorn, because without him, I couldn´t do anything regarding bo2´s or even map creation.
Enough talking now from my side regarding this point.
.....
Back to Technique ;-)
What I will offer You is, that if nobody else responds, I will help with this even without Donation ... but not for hours of work, just a worldConfig.ini + one biome with:
If You like my bo2´s, it´s allways easy to get via my Website.
Best regard
mysource
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Posted Jan 17, 2012Question: Since this plugin is run through the CraftBukkit server, does that mean that as long as terrain control is installed and running that the world will continue to generate new terrain according to the settings? That's always been my problem with other world creation methods; they could only pre-generate a certain amount of terrain and then that's all you had to work with. Does Terrain Control overcome that?
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Posted Jan 17, 2012@Crunkatog
Hi,
I found this (it isn´t from myself):
For the following commands, it assumes you wish the world settings for the world you are currently inhabiting when you type the command. If you are typing on the server's raw console, you may omit the beginning '/' but commands that assume the current world will not work (as the raw console is not in any world).
/tc [help]
List the following commands
/tc reload [world_name]
reload current world settings, or another world's settings
/tc list [page]
list the available valid *.bob objects that can be spawned into the current world; append page number if there's more than eight (only works in-game)
/tc check [world_name]
validates or creates default config files for a world
/tc biome [-f]
Show current chunk's biome and block stats
/tc spawn BOBName
Spawn BOB to specified place (BOBName is the filename without the '.bob' or '.bo2' extension)//
Best regard
mysource
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Posted Jan 17, 2012@deleted_6846210
hi, sorry but I can't give you money. Sorry, but can't give money for that - world config files. About forest world, I don't need it anymore.
Now I need an epic world. With floating islands, big and epic mountains and nice bo2's. If someone have a one , please send me. If someone want to help me(not sell me), thanks again.
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Posted Jan 17, 2012Hi,
I couldn´t stand settlet and created a new jungle Giant + a new Coconut-Palm:
Best regard
mysource
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Posted Jan 17, 2012Where is the documentation for all the /tc commands I can use?
I only know of /tc map <worldname> and /tc spawn <filename>. I'd like to update the wiki if possible with a full list, all their accepted arguments, values, data entry types, and effects.
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Posted Jan 17, 2012@Slye_Fox
Essentials Core now has a /spawner command that lets you change the mob type of any spawner cube to the chosen mob. just position your cursor over the spawner cube and type "/spawner creeper" or "/spawner sheep"
also make sure the area around the spawner cube has the appropriate material and lighting conditions, e.g. grass and light level.
I wish it were possible to make a .bo2 out of a schematic of a nonstandard spawner cube. I have several I've made in MCEdit with irregular entity IDs that would be ideal for a server adventure map, but they do not convert to BO2 without losing their unique entity ID. (The same thing happens to note blocks, so I can't have players discover xylophones or bells in ruins, they are just hollow thunk sounds.)
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Posted Jan 17, 2012@Slye_Fox Hi,
sorry that I misunderstud You.
What You want, can´t be done with the bo2-thing.
You need this: Spawner GUI 1.1
Link:
http://www.minecraftforum.net/topic/75440-v11-risugamis-mods-everything-updated/
For a "solution" to get the Mobspawning controlled a little more at serverside / bukkit, You need a special Bukkit-Mod to choose from:
http://plugins.bukkit.org/#ti=Mobspawn&ta=all&au=&subm=false&pno=1
Best regard
mysource
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Posted Jan 17, 2012@myspace
No, my question was if we can set the mob that spawns, the default is a pig.
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Posted Jan 17, 2012Hi,
... and so I was in practice now, I´ve created a table.bo2.
Could be used in conjunction with my fort.bo2 to get some more furniture in the house... ;-)
Download HERE.
Enjoy
Best regard
mysource
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Posted Jan 16, 2012@Pr07o7yp3
Hi,
I´ve created some maps in the past, mainly for notcam45.
As he has promised at the very beginning, he donated at the end some § to me.
I will do maps, bo2´s and so on, but it is often a very time consuming effort.
To get some satisfying map configs, needs often hours of trying and watching the results in server... and changing back and for again and again...and...and...
To get a little of something in return, it would be very nice if in case of the wish of a specific map setting creation, anyone who gives me here an "official order" to do this for him, will donate a little via my Website:
www.kartwork.de/bukkit
This is not and will never be attended to make money, but to make it a little more serious for me ... and not only a time wasting "help"-thing, this would be a nice way in my eyes to "order" custom maps.
How do You think about it?
.............
@ Slye_Fox:
The monster spawner bo2 is on the way for free again... ;-) ... :
Download HERE.
Very, very rare.
Will spawn on Block ID´s: 3,2,12,1 at elevation 0 to 120.
Spawn by command: /tc spawn spawner
Best regard
mysource
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Posted Jan 16, 2012Hey, can anyone help me? I need a flatland world with a lot of trees, something like a forest world. I want to use it for my new players, so they could easily get wood.