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 24, 2012@Khoorn
May I ask you what the state of the client fix is? I think that feature won the survey? I do not want to sound impatient but I need to decide if I stick to the default biome mode or if I can do my own biome distribution.
Just to make sure I understand this right: Your client mod will get the temperature and humidity from the server so the client can display the right biome colors?
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Posted Jan 24, 2012@deleted_6846210
thanks, i thought i would have just been something simple to make multiple of the files, But i do have a question, Why set the collisionPercentage=5 Why not higher ? ive always thought that if you Set it higher i would create something more dense ?
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Posted Jan 24, 2012@Khoorn
Hi Khoorn,
I just have to say sorry to You because I think I´ve made a/the mistake:
Using now the complete untouched old MC 1.0.1 TC-folder (v11) and copied it into MC 1.1 and TC dev 14 server setup and deleted the worlds.
After this, I restarted the server, stopped it again (the additional beachBiome.ini + all the different hillsBiome.ini´s had build up, I left them untouched.
Stoped server, deleted worlds, copied and pasted my old worlds, restarted server and everything worked now perfect, as far as I can see.
Puhhh... now it works. :-)
But what had me driven nearly cracy was, if I don´t do it in this way, nothings works.
Means, if I start with a new world and default settings and try to go into the different configs to adjust it to my old used settings/values, the former mentioned desaster was/is present.
So I will experiment now by side with the new MC/TC setup and hopefully get deeper in this too, like I did with the old stuff.
But, definitely are the configs/settings in TC 14 much more sensible or intolerant to mainly the volatility I think from my experience.
Okay, stress is now mainly over...;-)
Keep on the good work...and as a wish not only from myself:
How about a small tutorial to all the possible commands now? (Would be nice)
and may be too, to the new settings/values a litle deeper with examples?
I try to setup a Tutorial for TC configs, bo2s and so on, all with compairing Images showing which setting will result to which result, if I know a little more in the future.
This will be shown at a page of my Website, but now still empty, sorry.
(The rest regarding Minecraft/Mojang remains still as I said for myself)
Best regard
mysource
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Posted Jan 24, 2012@maxvolcom
Hi maxvolcom,
that´s my thing (the bo2´s ;-) ...)
Your 990 was okay, You ca use 999 too.
Try this settings in the bo2(s):
version=2.0
spawnOnBlockType=YOUR PREFERRED BLOCK ID (s)
spawnSunlight=True
spawnDarkness=True
spawnWater=False
spawnLava=False
underFill=True
randomRotation=True
dig=True
tree=False
branch=False
needsFoundation=True
rarity=999
collisionPercentage=5
spawnElevationMin=0
spawnElevationMax=110 #for not to cut trees at top of hills
spawnInBiome=YOUR BIOMES
Second "trick" is exactly as You assumed:
Copy the regarding bo2 and paste 1 to 5 (?) times, after You have done this, rename all copied bo2s to different bo2 names (f.i. mystic_tree1, mystic_tree2,....and so on)
Now all these trees should spawn and if You set collisionPercentage=5 even to higher numbers, You can "fill" Your landsacape.
This is exactly the way I create my jungles ;-)
Nice Idea by the side, Your mystic thing.
Best regard
mysource
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Posted Jan 24, 2012Hello, i would like some advice/criticism and some help ! I have my Custom Biome, "mystic" here is a pic :
But in this picture, its quite full and busy, as i wanted it, but in reality, most parts of the other areas, are quite sparse.
In The BO2 file for the trees in the forground of this picture, i have it set at 990, as i wanted them stuffed ! all over, however it seem to only make small groups,
Any idea of how to get them to spawn more ?
if i made a few more variables of the tree, would that create more?
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Posted Jan 24, 2012To all about settings ..
Ok this a problem. I did not understand you. Terrain code did not change since 1.2.11, and Mojang part what i am using looks unchanged. When i wrote "Must be compatible with 1.2.11 version worlds" - i mean settings from 1.2.11 MUST looks same in 1.2.14 So if you did not change your settings since 1.2.11 - you have 1.0 minecraft world.
If it is not - it is bug. For solve this i need real example what settings looks different in 1.2.11 and 1.2.14, with screens please.
@mtszyk
Good idea .. i will try make ratio for this.
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Posted Jan 24, 2012@minechomp
Hi, a big YES, what You are saying is 100% my mind. Best regard mysource
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Posted Jan 24, 2012If I may suggest, khoorn, make your generator different. You seem to be using mojang's settings. Bad idea. The settings got super-sensitive when you updated to 1.1, this is a mod, nobody using this is going to want 1.1 terrain, ever, period.
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Posted Jan 23, 2012@KillahKiwi
Hi KillahKiwi,
you are talking 100% from my heart...exactly this is the reality for a to long time.
At Mojang seems to be no single person who has a long therm strategie what Minecraft can be and should be, they act like playing children tying for and backwards mainly silly unnnecessary things and "forget" the still missing things from the beginning.
Simply the stupid naming of Minecraft Versions says it all....in a very short Time we are again at MC 1.3 .... and this was my startpoint time ago with MC...:-(
We should be at MC 2.0 FINAL Period.
Parallel with my posting yesterday, I decided to boycott this by staying at MC 1.0.1 with bukkit 1597 and TC 11. Many reasons lead to my best setup since ever....TC works like a glance, MoCreatures showing up in Multiplayer/Server and even MisasHD looks much better in v 400 then the actual Version.
Fazit: Since this Versions, everything went down a step hill...but without myself participating now...;-)
@ Khoorn:
Hi,
this isn´t a "Solution" ... why shoud sombody do this...Your Mod does everything much, much better then Mojang will get it even in 10 Years.
I can do EVERYTHING with Your genious Mod, Jungles, the Alps, Himalaya, Rainforest, Savanna, the Northpole, whatever.
I never would give up my TC-Jungle to one made by Mojang, becaus Mojang things always are much more ugly. (most things are made without much creativity, look at the pigs, the trees and much more. Even the char isn´t what I use to have with the "Gender-Mod".
Why do the guys (Jeb ?) at Mojang not work more creative?
They should have done this missing Mod API for a long time and let the community of Modders do the rest, everything different will never be satisfying to me.
The Modder like You do a much better job using the bsement of Minecraft and extend it to the point, MC is making fun.
My Fazit here is: Don´t go to long way with in the wrong "Mojang direction", much better is to uncouple from Minecraft as much as possible (spout?). How to do goes far beyond my java skills, I´m most sorry about this.
The good thing is, I´m using MC in a kind of "portable" way (I´ve told about for longer time here) and can easy switch between all worthy (old) versions.
I don´t need the in my eyes silly and unnecessary stuff like:
"the end", "the nether", "Monsters" and so on...I use Minecraft "only" creative and this is which are the most positive differences to all the other game I know: CREATIVITY and endless possibilities.
The rest ist done much better by nearly every other game....mostly the graphics ;-)
HD 64 is Minimum for myself (I use it), nice Animals even same (I use MoCreatures in Multiplayer) and the possibility to create own landscape is best with Your Mod, nothing else iwill be necessary in future. #
MC/Mojang shoud do their homework (the Mod Api f.i.) and stay away from things they aren´t really capable to do because missing creativity.
Hard words, but I watch this Mojang behavior nearly since the beginning and it now has reached a point, at which I say to myself:
Have a nice day, Mojang.
No furter need to update as long as the Mod Api is still missing AND MC isn`t final at all and for ever.
...and I will save from now on myself much time and nervs in future :-)
It´s may be a little off topic here, but long time overdue to be talked at.
KillahKiwi is rightagain in his last post from my point of view !!!
Best regard
mysource
PS: Sorry for some mistakes in my writing, but I typed fast and emotional...
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Posted Jan 23, 2012Is it possible to add the feature to change the size of notch pools? (unless I overlooked and it already exists)
Additionally, in each biome file we have the option for biome height, but it is a double from -10.0 to 10.0. It doesn't appear to be linear: 0.0 corresponds to 64, and -1.0 corresponds to about 48 (If it was linear, -10 would be beneath the bedrock!). So, is it possible to change biome height to just be an int from 0 to 128, to make it a bit more intuitive?
If I make these numbers too low (-2.0) with my current config files, then the entire biome simply refuses to generate.
This is with Server 1.1, 1.2.14
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Posted Jan 23, 2012@Khoorn
I do not quite get what you are trying to explain; what I think I understand is that I should add a custom biome named "jungle" as a placeholder (?) so when it is released I can remove that and it will generate the vanilla jungle biomes?
But can I do that when I set "ModeBiome" to "default"? Because I do not want the client-biome issue with the swamps being shown in wrong locations. Or can we expect a client mod fix for that issue anytime soon?
Also when using a placeholder biome it would be very handy if you could make a command to force regeneration of chunks that are of a specified biome type.
Maybe I got you wrong, sorry if that is the case!
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Posted Jan 23, 2012And more about Jungles .. you may add this now by Custom biome. When next minecraft will be released just remove jungle from custom biomes and save order in NormalBiomes.
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Posted Jan 23, 2012@KillahKiwi
Notch doesn't even work on minecraft anymore. And with jungles, only new worlds get them. Old worlds supposedly stay the same.
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Posted Jan 23, 2012@deleted_6846210
I can identify myself with your opinion about Mojang's release habits. I'm wanting to set up a new server with a new world for my community for almost four month now and every time Mojang releases an update, the biome and land distribution is changed so I have to start over again. Then, they announce a cool new feature for the next update and I decide to wait for that next update. Once the cat in the bag is released I realize it's a beasty stray cat. Cool features will get dropped, senseless small changes will be made (like removing the collision box from ladders) just to undo those in the next update. Just a few days ago, Jeb released the first weekly build to contain the "new" jungle biome. It looks cool and stuff but beta1.3 already had rain forests *and* savannas. Those two were removed for no reason. Now I am not sure if I should wait for the "new" jungles or not. I'll bet the savannas will be next to be the "new" feature, perhaps in 1.2?
Don't get me wrong here, I love Minecraft and Mojang but I'm not sure if Notch and Jeb do know what they are doing lately. There should be someone to reorganize their tasks.
Sorry for wasting your time with you reading this post, I just wanted to tell anyone.
Sincerely, a desperate server admin.
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Posted Jan 23, 2012@recer75
I have that target. Here is a settings download. Feel free to tweak for yourself: Link Removed: http://www.mediafire.com/?5aoo1vq96mtv91m Even added in some nice desert villages. There are no ponds or lakes at all. No idea what I did differently than you, but my worlds have been working for people lately for some reason.
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Posted Jan 23, 2012@minechomp
They already are at 0. It's the oceanbiomeconfig, it defaults to settings which generate crazy land, though I fixed it now. All I need now is to create the rainforest trees and set up the borders to line up properly, then the world will be done.
Also, small request:
We have a notbordernear, could we also have a notbiomenear? That way we can get rid of tundra's next to deserts etc. Now I need to set up certain biomes as borders of deserts to prevent this.
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Posted Jan 23, 2012Hi Khoorn,
regarding MC 1.1 and bukkit / TC for the last version, I´m disapointed after playing around with the settings and everything since last night.
It´s far from what I was used to get with MC 1.0.1 and TC v-11.
To create worlds with MC 1.1 / TC v.14 is soul- destoying compared to the old ones.
If one doesn´t stay at very conservative settings, MC blasts into everything.
(I think it´s the silly new "landgenerator" in MC 1.1...as usual, nothing really worthy in most of the MC-Updates from Mojang....Your "old" TC Version did everything much better in my eyes)
After some hours using the new versions now, I can only see one single advantage => The Beaches.
The Rest isn´t working satisfying or I´m just to stupid to get into ... best example is the "desertonly" world 2 post earlier ... easy to get with the old vesion, nearly impossible to get satisfying now.
I know, everybody always updates...MC never gets finished, but this is not really the way I think. I stay at MC 1.0.1 and bukkit 1597 + TC v. 11 now for my project ... and may be for ever if the new MC/bukkit/TC will not minimum do as before.
I think You did Your best, but the guys at Mojang are working in some suboptimal directions since a long time. (much stupid things in Minecraft, but never a solid api to make it easy for Mods/Modders to extend MC without touching the MC.jar itself...and s) on.
How do Your think about it?
Is my approach regarding the Terrain engine in MC wrong?
... or what leads to this worser posibilities with TC and landcreation?
I´m to less skilled in Java to understand what´s the reason for this drawbacks compared to earlier Versions.
Sorry for not loving MC 1.1 ... this is the source of the problem in my view.
Best regard
mysource
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Posted Jan 23, 2012-
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Posted Jan 23, 2012@recer75
Hi recer75,
yes it is not easy with the "new" configs in TC dev 14 I believe after hours of testing own settings for my worlds since yesterday.
But I´ve tried a little in the last 60 minutes and despite I couldn´t get rid of building up some lakes and ponds (but not the notch ones) I´ve got a desertonly world.
... I think the lakes and ponds have to do with the value of the WaterLevel.
If put in some WaterLevel (to about 60) and got rivers ... but also ponds :-(
... and if I lowered the waterlevel, river disapeard fast and I get desert only and no water (rivers) at all.
Everything is a conjuction of WorldConfig.ini, DesertBiome.ini and RiverBiome.ini in the main I believe.
The rest has been set to extreme low number and this was the best I could get in this relativ short time.
Her some Screen and the download of thisTC world configs folder.
I think with some more testing and changing the values, You will hopefully hit Your target.
Best regard
mysource
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Posted Jan 23, 2012