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 23, 2012@recer75
Go into DesertBiomeConfig.ini and set DisableNotchPonds: True
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Posted Jan 23, 2012Hi i have tried to make a desert map with no ponds only rivers. I can't sem to get rid of all the ponds on my map.This is my Worldconfig.ini file
I am sorry if this isn't the right place for asking help but i diden't now where els to go
# Possible terrain modes : Normal, OldGenerator, TerrainTest, NotGenerate, Default
# Normal - use all features
# OldGenerator - generate land like 1.7.3 generator
# TerrainTest - generate only terrain without any resources
# NotGenerate - generate empty chunks
# Default - use default Notch terrain generator
ModeTerrain:Normal
# Possible biome modes : Normal, OldGenerator, Default
# Normal - use all features
# OldGenerator - generate biome like 1.7.3 generator
# Default - use default Notch biome generator
ModeBiome:Normal
#######################################################################
# +-----------------------------------------------------------------+ #
# | Biome Generator Variables | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Main value for generation.Bigger value increase zoom. All sizes must be smaller than this.
# So if you want big biome object you must set size of object near 0
# If you want small object you must set size of object near GenerationDepth
# Also small values (about 1-2) and big values (about 20) may affect generator performance
GenerationDepth:10
# Land rarity from 100 to 1. If you set smaller than 90 and LandSize near 0 beware Big oceans.
LandRarity:100
# Land size from 0 to GenerationDepth.
LandSize:0
# Make land more fuzzy and make lakes. Must be from 0 to GenerationDepth - LandSize
LandFuzzy:0
# Ice areas rarity from 100 to 1. If you set smaller than 90 and IceSize near 0 beware ice world
IceRarity:0
# Ice area size from 0 to GenerationDepth.
IceSize:3
FrozenRivers:false
FrozenOcean:false
# River rarity.Must be from 0 to GenerationDepth.
RiverRarity:5
# River size from 0 to GenerationDepth - RiverRarity
RiverSize:3
RiversEnabled:true
# Biomes which used in normal biome algorithm. Biome name is case sensitive.
NormalBiomes:Desert
# Biomes which used in ice biome algorithm. Biome name is case sensitive.
IceBiomes:
# Biomes which used as isles. You must set IsleInBiome in biome config for each biome here. Biome name is case sensitive.
IsleBiomes:
# Biomes which used as borders. You must set BiomeIsBorder in biome config for each biome here. Biome name is case sensitive.
BorderBiomes:
# List of ALL custom biomes.
# Example:
# CustomBiomes:TestBiome1, BiomeTest2
# This will add two biomes and generate biome config files
# Any changes here need server restart.
CustomBiomes:
#######################################################################
# +-----------------------------------------------------------------+ #
# | Terrain Generator Variables | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Set water level. Every empty block under this level will be fill water or another block from WaterBlock
WaterLevel:64
# BlockId used as water in WaterLevel
WaterBlock:9
# BlockId used as ice
IceBlock:79
# If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
# If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
MaxAverageHeight:0.0
# If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
# If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
MaxAverageDepth:0.0
# Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.
FractureHorizontal:0.0
# Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically.
# Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings.
FractureVertical:0.0
# Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
# Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
Volatility1:0.0
Volatility2:0.0
# Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
VolatilityWeight1:0.5
VolatilityWeight2:0.45
# Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
DisableBiomeHeight:false
# List of custom height factor, 17 double entries, each entire control of about 7 blocks height from down. Positive entry - better chance of spawn blocks, negative - smaller
# Values which affect your configuration may be found only experimental. That may be very big, like ~3000.0 depends from height
# Example:
# CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
# Make empty layer above bedrock layer.
CustomHeightControl:0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
# Attempts to replace all surface stone with biome surface block
RemoveSurfaceStone:false
# Disable bottom of map bedrock generation
DisableBedrock:false
# Enable ceiling of map bedrock generation
CeilingBedrock:false
# Make bottom layer of bedrock flat
FlatBedrock:true
# BlockId used as bedrock
BedrockobBlock:7
#######################################################################
# +-----------------------------------------------------------------+ #
# | Map objects | #
# +-----------------------------------------------------------------+ #
#######################################################################
StrongholdsEnabled:false
VillagesEnabled:false
MineshaftsEnabled:false
#######################################################################
# +-----------------------------------------------------------------+ #
# | BOB Objects Variables | #
# +-----------------------------------------------------------------+ #
#######################################################################
# Enable/disable custom objects
CustomObjects:true
# Number of attempts for place rep chunk
objectSpawnRatio:2
# Deny custom objects underFill even it enabled in objects
DenyObjectsUnderFill:false
# Minimum and maximum time in seconds for growing custom tree from sapling./
CustomTreeMinTime:60
CustomTreeMaxTime:600
#######################################################################
# +-----------------------------------------------------------------+ #
# | Cave Variables | #
# +-----------------------------------------------------------------+ #
#######################################################################
caveRarity:1
caveFrequency:5
caveMinAltitude:8
caveMaxAltitude:128
individualCaveRarity:5
caveSystemFrequency:1
caveSystemPocketChance:0
caveSystemPocketMinSize:0
caveSystemPocketMaxSize:4
evenCaveDistribution:false
#######################################################################
# +-----------------------------------------------------------------+ #
# | Canyon Variables | #
# +-----------------------------------------------------------------+ #
#######################################################################
canyonRarity:0
canyonMinAltitude:0
canyonMaxAltitude:0
canyonMinLength:1
canyonMaxLength:1
canyonDepth:3.0
#######################################################################
# +-----------------------------------------------------------------+ #
# | Old Biome Generator Variables | #
# +-----------------------------------------------------------------+ #
#######################################################################
# This generator works only with old terrain generator!
oldBiomeSize:1.5
minMoisture:0.0
maxMoisture:1.0
minTemperature:0.0
maxTemperature:1.0
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Posted Jan 22, 2012@mopple
Hi,
regarding my stuff it isn´t necessary to "downgrade" anymore...I switched to MC1.1 / TC dev 14 last night. (...because now all important (for myself) Mods have been updated to MC1.1)
................
@ Khoorn:
thanks again for this work of art, everything seems to work okay ... but I had some time to figure out (and I´m still in progress to do so...) how everything works now.
The "beaches" / borderbiomes are really nice and realistic...but the so named OceanBiome is still confusing to myself, because its name seems to "promise" its values regard something like a Ocean/Water Biome, but it´s Land too.
Is it possible, that this TC def version(s), in my case No.14 is now much more sensible to settings compared to the versions till No. 11, mainly to the volatility settings/values? (the known TC versions till 11 / MC 1.0.1 have been much more tolerant to higher values as far as I have experienced till now.)
In short, I had to start nearly from scratch trying out nearly all of the setttings, to get my old world look/work with similar optic, because with the known / elder settings/values I was used to, the world(s) have been building up much more extreme.
(Mountains/Hills f.i. are getting extreme steep sides)
To avoid this, I canged most values in the WorldConfig.ini to low (around 0.0 to 0.2) numbers to get nearly a realistic and similar to the former worlds looking landscape.
That isn´t to take as a complaint, but I don´t know why this occures... and how far the actual values "work" to get something nearly realistic.
...and some new Info regarding my project ANNOCRAFT 2165:
The Website has extended again a little more ;-)
Best regard
mysource
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Posted Jan 22, 2012@Isocadia
Go into worldconfig.ini and set all the following settings to 0.0:
MaxAverageHeight
MaxAverageDepth
FractureHorizantal
FractureVertical
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Posted Jan 22, 2012@minechomp
In my ocean config height is -1 and volitality is 0.4, maybe that's the problem? World config has everything set to 0.
Edit: Tested it with Volitality at -1 and height at 0.4. Results in ocean biomes filled to the sky. Now testing with height -1 volitality 0.1
Edit: Height-1 volitality 0.1 fixed it. Default still generates at Height -1 Volitality 0.4 though.
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Posted Jan 22, 2012@Isocadia
Ocean volitality should stay at -1.0 while ocean biome height should stay at 0.4 Changing either of those settings in ocean biomes can be dangerous. Also make sure that all volitality settings in worldconfig.ini are 0.0
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Posted Jan 22, 2012I think I've found a bug in the latest dev build. Basicly, it's generating enormous "epic" overhangs and cliffs in ocean biomes. I tried adding the ocean biome config to the world config and I double checked all the settings that were in there, but still, when standing on such a cliff, /tc biome says it's an ocean biome.
I've disabled all biomes exept forest and ocean, and it seems that the world is much more volatile than 2 versions ago, and oceans are just out of control.
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Posted Jan 22, 2012@VariousArtist
Use /tc biome. Alternatively, you can use /tc map [world name] -s [map size(preferably from 300-500)] to create a biome map in your main folder.
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Posted Jan 22, 2012Hello! I wonder if its possible to implement a command that shows the biome type your currently in (like phoenix had)?
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Posted Jan 22, 2012:D i dosnt see the Link for 1.1, all fine at this moment :)
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Posted Jan 22, 2012Hi ill run the bukkit version craftbukkit-1.1-R1-20120120.104802-76, does anyone know that terrain controll run with this version ?
I get the error "An internal Error occured whyle attempting tp perform this commend" while i use the commen /tc check
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Posted Jan 22, 2012just wondering what would be the settings to achieve a fully enclosed cave world like the ones in more world types mod for SP.
I want a map that's all caves for mining so its always dark and full of mobs.
appreciate any help thanks!
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Posted Jan 21, 2012@Crunkatog
Lower the biome volitality to around 0.1 - 0.2 for the biome in question. Turn the worldconfig.ini volitality (both of them to 0.0). Bam, seed can't do shit. Make sure to turn biome height down as well.
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Posted Jan 21, 2012I don't think it's DesertHills, because I don't have that biome enabled. It coincides exactly with a mountainous area on our vanilla server using that seed....
It doesn't need a screenshot. It looks exactly like Extreme Hills, except for instead of grass and the rare tree, it has sand and cacti and a few shrubs.
I'm going with "there's not much TerrainControl can do to suppress the seed's native noise" so I will choose a different seed, one that has mostly ocean at its origin. Perhaps the gentler terrain noise of 1.1 will make it not so annoying.
That said, if there's a way to completely override the seed's native noise and replace it entirely with TerrainControl values, that would be awesome.
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Posted Jan 21, 2012Hello! Is there any way to place huge mushrooms in caves? If not - would it be interesting for the devs to add that option? Maybe a min/max height option for the "tree" option?
thx
Great plugin!
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Posted Jan 21, 2012@Liger_XT5
Hi,
I`ve found Your posting and answered it a little more detailed in the Forum.
In short, You´ve exceeded the max/min values at some settings by far....
Best regard
mysource
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Posted Jan 21, 2012Hi,
the very basic (only Startpage) Website regarding "AnnoCraft 2165" is now online and will expand day by day from now: LINK
Contribution, helpful hints and creativ Ideas are allways welcome ... ;-)
Best regard
mysource
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Posted Jan 21, 2012@Khoorn
I'm still having a bit of trouble with the world config. I've made a post in the forum about it.
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Posted Jan 21, 2012New version for 1.1 minecraft.
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Posted Jan 21, 2012@mopple
Hi,
okay, then my suspicion was obviously right ;-)
Regarding the bo2´s, all is to be found at my Website HERE.
This Website will to be continued in the future (... and with some kind of TC-Mod Tutorial too, as I told before), but mainly hosting the project I´m working on ...
Best regard
mysource