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 21, 2012@deleted_6846210
Okay, thanks... So i'm gonna downgrade. ^^
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Posted Jan 21, 2012@mopple
Hi, could it be that You use MC 1.1 and TC Dev Version 12 ? Then this will be the reason the server crashes, my configs are from Version 11...
I´ll stay for a long time with MC 1.0.1, last recommended Bukkit and TC Version 11, because in my eyes important Mods (like "WaterShader") have not been updated yet and I´m tired of these Update-Maraton in MC. (To get all Mods working fluently every time is a bothering thing to myself)
I will not work with the MC 1.1 and TC v.12 for the next time, so many things i´ve set for downloading are may be a little waste for people using the newest MC/TC/Bukkit i think.
But all the bo2´s should work.
Best regard mysource
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Posted Jan 21, 2012@deleted_6846210
Thanks. :)
I test some of your old worlds from the last pages, but every time the server chrashes. Why?
Can you maybe make a own thread with your old worlds, your BOB's, your offers, etc?!
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Posted Jan 21, 2012@mopple
Hi,
take a look here at my Website
LINK
(1. and last screen You posted is from myself) and You will find the way, to get what You want...but it took much time to create and TEST these settings in most cases.
So from now on I only do this, if it is started with a little Donation (Donate-Button can be found on Website ... and if I get a little Donation by the asking person, it´s always to 50% shared with Khoorn by myself).
I hope this will be conveived by everyone.
Best regard
mysource
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Posted Jan 21, 2012@brandon808
Hi,
the reason why some (or most) of my bo2´s will not work is, that I have set the SpawnInBiome settings to MY CUSTOM BIOMES.
Sorry, please use Notepad, open the specific bo2 and change the value:
SpawnInBiome=Forest,Desert....(only example biomes)
...and where ever You want in YOUR BIOMES to have these bo2 to spawn.
Regarding ANNOCRAFT 2165, I will keep everybody here informed if we get further on with it.
Best regard
mysource
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Posted Jan 21, 2012Hey, can anyone post his Settings/Config please? Or upload the Config Files?
I want a world with floating Islands, big mountains, custom trees, Glowstone (I've seen a world with random generated Glowstone), etc... But i can't do it on myself, cause i fail all the time...
Maybe, it should look like:
Thanks. :)
Ps: Sorry for my bad english...
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Posted Jan 21, 2012Thanks a lot, I have found awesome settings to get what I want. Your idea of Annocraft sounds awesome, I cant wait till you release it.. i would love to help, to bad i just started using this AMAZING plugin. ill be practicing a lot with it. also for some reason I couldn't use your BO2 "creations". it would always give me an error. PS: Your English is not bad at all. I guarantee you speak better English than a lot of the people here.
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Posted Jan 21, 2012@brandon808
Hi brandon808,
thanks for Your compliment ;-)
Regarding Your 2 questions, it`s not to answer in 3 word...
..but I try to give a short explanation:
1A: More CAVES => Yes, here in WorldConfig.ini:
Cave Variables
caveRarity:7
caveFrequency:40
caveMinAltitude:8
caveMaxAltitude:128
individualCaveRarity:25
caveSystemFrequency:1
caveSystemPocketChance:0
caveSystemPocketMinSize:0
caveSystemPocketMaxSize:4
evenCaveDistribution:false
......................
1.B: Yes, more Cliffs, Overhangs and floatig Landmasses, mainly and genereal here in WorldConfig.ini:
MaxAverageHeight:0.0
MaxAverageDepth:0.0
FractureHorizontal:0.2
FractureVertical:0.3
Volatility1:0.2
Volatility2:0.2
VolatilityWeight1:0.3
VolatilityWeight2:0.45
... and in the specifig biomes:
BiomeHeight:0.3
BiomeVolatility:0.1
... but to explain evey single value and its result, will extend the possibilities her in the forum by far, I think.
Short example:
I`m currently working at a big project together with my son:
MAP for ANNOCRAFT 2165
The "Story" is global warming, the Year is 2165.
Waterlevel has rised because the poles have melt down in 2020, only 10
% of all people survived after heavy sozial wars started in 2025.
In 2150, mankind is only 1% ... divided in some Rich (living in Arches / Sea + differnt at Land) and "Farmers" (fallen technical back to the dark age) and some few "Pirates" and "Scavengers" tying to rob the Arches ...
To create the settings/configs for this map, I´m tying and finetuning for hours since last night...and even getting now first an acceptable result in my eyes.
Will say: I´s by far not as easy as it might seem to get exactly what is wanted...to many values are affecting each other allways.
So be carefull to not excede to much values to far...!!!
..........................
2. Yes, in conjunction with the explanations here (and much more)
If You want a certain biome to be more present (in size), You are right to set its Rarity to 100.
If it should be a larger one compared to the other biomes, You have to set LandSize to a lower number (4 or 3 f.i.)
The bigges changes are always to make in WorldConfig.ini:
GenerationDepth:10 (=> higher means more coherend landmass, lower = small islands ... 9 to 12 is mostly used)
LandRarity:100 (100 = Maximum, lower numbers = more water, less landmasses)
LandSize:5 (Size of the different biomes in landmass, higher number = smaler, lower number = bigger ... be carefull to stay between 3 and 6 to not end to extreme)
Always start with neutral (default) settings in WorldConfig.ini !!!
Always just change ONE SINGLE VALUE at one time and restart server with new world (I use a server-copy and delete worlds every time I test new setting).
This is by fare not complete explained and may be in some points incorrect (if so, eveybody here should give me some "advice" to do better...please).
Always document Yourself what You have done...to get not to confused by editing the values.
As I promised in wessexstocks forum/thread, I will do a kind of tutorial (at my Website) in the future, explainig images included and so on, if I will be 1. knowing much more in future about TC-Mod and 2. I have finished the ANNOCRAFT 2165 project... ;-)
... and never forget, I´m learnig too evey day and sometimes the time consumimg hard way ;-(
Hopefully I´ve helped You a little.
@ Khoors and wessexstock and ... everybody who is perhaps interested in my idea of ANNOCRAFT 2165 and thinks it´s a good idea, I´m glad to get feedback and some help.
(For help, I will ask here if I come to this point)
Best regard
mysource
PS: Allways have in mind, I´m German and by far not perfect in English, sorry about that...has once been complaind in an other forum.
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Posted Jan 21, 2012@brandon808: Try high vertical volatility's in world config or simply volatility in de biome config. That creates high overhangs, if you want lower ones I'd say lower the terrain in that biome.
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Posted Jan 20, 2012mysource, your amazing when it comes to terrain control. so ive got in easy request for you.. say i want to make a certain biome have an "epic landscape". To me, this means i want awesome overhangs, and amazing cliffs. also how would i go about making more caverns spawn?
and one more thing. if i make all biomes rarity to say 30 and leave extreme hills at 100. would i see a lot of extreme hills biomes?
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Posted Jan 20, 2012-
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Posted Jan 20, 2012@raws cant seem to get ruby scripts working on my computer :/
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Posted Jan 20, 2012@Isocadia Here is border biomes.
@Crunkatog
You know about biome DesertHills ? If this is not this biome - place screens please ..
@WGMasterMPH Not now. :(
@Raws Thanks man :) I will add this tomorrow. Some question about metadata support to block replacements Did you test performance with setRawTypeIdAndData() in big replacements ( like replace all stone ) ?
Also may i add you as Contributor ?
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Posted Jan 20, 2012- Add block metadata support to block replacements
- Add BiomeRarityScale to world config to control the max biome rarity
@Bobacadodl out. I use it regularly :)-
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Posted Jan 20, 2012IMPORTANT QUESTION!: How are you supposed to get the .ini files to edit in the first place? When I run the server with this plugin in the plugins folder, No files appear to get generated.. EDIT: Sorry, my bad, I should have read the installation instructions more carefully... I got this part figured out now.
Also, could you please create a schematic to BO2 generator? It has been done before, but all of the links for these are dead now.
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Posted Jan 20, 20122 Questions @Khoorn
1. Is it possible to use chest's as BO2 with content in it? Just an idea for new dungeons or something like that.
2. Would be nice to mark a region (like in WorldEdit) and generate it as a BO2 with a command. ;)
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Posted Jan 20, 2012Re: 1.2.12 dev version
Some of the seed's native volatility and raw altitude settings are breaking through. For instance, wherever a TC-desert overlies the seed's native Extreme Hills biome region, the TC-desert is hilly and has jutting cliffs and overhangs.
I would prefer my deserts to be rather flat. I've tried setting negative volatility in the Biome specific ini file, but that change gives an error.
I think this was also a problem with 1.2.11 as well.
The same thing is happening with swamps.
I've checked to make sure the global world .ini Volatility settings are zeroed out.
Any ideas on how to suppress the native background noise from the seed? I've actually got a "massive ocean" seed I'm willing to try, in hopes that at least the first 1000 m in any direction from spawn are relatively flat. The problem with this, as people explore outside of this area, the noise will return.
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Posted Jan 20, 2012Maybe I missed it in the configuration files, but is there a way to only make certain biomes spawn besides others? Because I want to create a biome inspired by Morder, but to do this I need a biome that has high mountains and only spawn on the border of the Morder biome. Same thing goes for creating a more realistic feel ( not having a desert next to a swamp next to a taiga biome ).
Isocadia
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Posted Jan 20, 2012@Liger_XT5
Decrease BiomeHeight in all biome configs - that is what you want.
@wessexstock About new biome - add two more to default generation .. easy.
About mod - this add 15 new biomes and thats it. No settings and etc .. I may do this with TC by add custom biomes in settings. Also no i am working for client plugin which will work as TC for single too.
@Poe1075 Hmm i will see.
@notcam45 Did you use dev version and 1.1 minecraft ?
@Djrowling O.o Sapling spawn back by bukkit after i am cancel tree event :/
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Posted Jan 19, 2012@Khoorn There is an issue regarding custom tree spawning with saplings. Whenever you plant a tree and use bonemeal on it, it keeps the sapling there but still grows the tree.
L L L S <- When using bone meal it grows tree up but keeps the sapling here D
D = DIRT S = SAPLING L = LOG
Is there anyway to fix this?