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 25, 2012Hi again,
...and if someone is interested:
Bukkit recommended Build is out for MC 1.1:
CraftBukkit: #1818
http://ci.bukkit.org/job/dev-CraftBukkit/1818/artifact/target/craftbukkit-1.1-R1.jar
(I could connect just this minute since days of blocked download server now the first time again to download it)
Best regard
mysource
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Posted Jan 25, 2012@Iv_Ollieee
Hi,
only this is far to indefinite....sorry. Which version (TC/MC/Bukkit)
@ many:
I belive that help would be much more easy if cleaner statements (always with telling about the used versions, all used Mods and so on) would be made.
The main thing with TC-Mod is:
Always work clean, READ EVERYTHING about TC, do only one step after the other and:
USE a clean TerrainControl-Mod with the according clean MC AND Bukkit version and use the right settings in bukkit.yml, and You will easy start with a working setup.
And after (never before !) this has been achived, do always only one change after the other and always document Yourself what has been changed !!!
This is the only way in a little more complex things to get the "grip" to it.
Some help requests sounds much in the direction to not being started with a clean copy of Minecraft/Bukkit (always test with a copy of everything and save, save, save and copy...).
To look at TC-Mod by its own, it is very easy to get completely lost in disconfiguration.
But... TC (all versions) runs like hell if You get friend to it, definitely ;-)
.....................
So @ Iv_Ollieee:
You know my Website, then You know my Email and then You can send me Your TC-folder (zip) which makes the "Ice-only-world"...and I´m this way able to 1. look at it, 2. test it, try to change the settings to what You want (you certainly have to tell first...), test it again and send it back to You.
If it´s to MC 1.0.1 and TC 11 settings, much cpl. TC-folder downloads are to found in elder postings from myself...You only have to look for it pages back and try it out ;-)
But, the configs which build up after first server start with TC in will work in a new world anyway for sure to my experience.
Mixing to much at first TC/server startup, will end soon in big desaster.
....................
@Jaiph,
thanks, but I try to explain much better with the (future) help of Khoorn, Raws and the other "Professionals" here. There are many, many things and settings/parameters, I still don´t exactly know by myself. (But I can get working and hopefully nice maps created...)
About Multiverse/MyWorlds I know less because I don´t use it.
But without this Mods, the bukkit.yml always needs minimum one world in its settings, otherwise: How should TC-Mod know about Your world (and its name...) and create the map, spawn the bo2´s ?
So, READ please the "Manual" at top of this page (sorry) and it will work.
Try to start first with "only" one world till getting this running clean...and after this works, switch to more complicated configurations if necessary/wanted.
For Your specific problem:
How about waterlevel? May be to high (+ 68)?
How about Generation depth ... to high (+ 12)?
and so on...see my subside of the Tutorial (Results) and You will get a short impression How much can be "shifted" with only very small changes in the main values in worldConfig.ini...and this is most sensitive in TC 14 as I could see in my testings so far.
Spout ? I don´t know if it conflicts, I don´t use it.
Easy to find out as I told:
Start always clean and if it works, put in on by on of the other things and You see clearly when the problem starts, or not?
If I didn´t work this way, it would have driven me cracy a long time ago....:-)
(but I use everything "only" at my server at home, not on a webserver, so I´m not the person to be able to help You with this here)
..........................
@minechomp:
TC v11 maps work in TC 14 in my server, the v12 hasn´t been used by myself, sorry.
Are Your elder maps working in a test?
.........................
@ ALL:
Whicht are ALL possible and useful commands in TC now?
I need to know for the Tutorial...
I won´t sound to strange here, but much of all problems result in not working clean and coordinated...I include myself and wasted much time with exactly this faults...;-)
.........
@ Raws:
Thanks a lot, to hear this from skilled people like You counts twice ;-)
By the way:
I´ve asked for help regarding the Tutorial (need the possible command-list with explanations which is for what...) and creative hints if I have made mistakes in the explanaitions I put in Khoorns config file.
Thanks in advance.
Best regard
mysource
...and always a big sorry for my far from perfect english, I try to get better too: -)
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Posted Jan 25, 2012@deleted_6846210 Great work on your tutorial! It's very comprehensive.
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Posted Jan 25, 2012Hey. I got this working and I like it :) One problem.. It's all ice, I've read through the config and tried different variations on the ice biomes but nothing :( I really want this awesome jungle and desert biomes. Any help please?
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Posted Jan 25, 2012@deleted_6846210
Great work on the tutorial! All the examples painted a much clearer picture of a lot of the settings.
I'm still trying to get the 1.2.11 version working properly on a 1.0.1 server. Generating worlds with Multiverse or MyWorlds seems to always dump me in the middle of an seemingly endless ocean when I teleport in...even when using the DesertWorld folder where there should be no ocean at all. I'm guessing I'm making some basic fundamental error I'm somehow overlooking. I don't need to add the worlds to bukkit.yml unless it's the "first" world do I? Spout wouldn't conflict would it?
Anyway, here's the basic procedure I used:
copy the "desertworld" folder and subfolders into the TerrainControl "worlds" folder on the server (no changes made) /world create desertworld:terraincontrol (it seems to generate fine no errors) /world spawn desertworld (plonk down into the ocean, same on Multiverse too)
Any help appreciated, I'm usually ok at configuring plugins but this has me scratching my head and I'm dying to add some new worlds to our server.
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Posted Jan 25, 2012@Khoorn
1.2.14 has a bad problem with hating maps made with 1.2.12. If you changed a setting I would understand. But you didn't list any new settings so.....
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Posted Jan 25, 2012does this work with 1.1 dev builds? Im just getting lots of errors, and no config file. Just me?
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Posted Jan 25, 2012Hi everybody, mainly @ Khoorn,
I have set up the first version of my little Tutorial.
@ALL:
Please give me hints, advice and help if You find a mistake, know better or even have suggestions and so on.
(It can only grow and get better, if everybody who is willing contributes his knowledge)
Best regard
mysource
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Posted Jan 24, 2012Problem, when I updated from 1.2.12 to 1.2.14 it wouldn't load my world properly. Did you change settings around in one of the updates?
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Posted Jan 24, 2012@Crunkatog
Hi,
seems to be exactly what I mentioned (without knowing the facts behind it as good as You).
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Posted Jan 24, 2012@ people having issues with volatility using 1.2.14:
This happened to R-T-B when he updated PhxTerrainMod from 1.5.1-compatible to 1.6.6-compatible, except it went in the opposite direction.
Some log factor in the raw Minecraft perlin noise code was tweaked, and compensated for somewhere else. Somehow PTM was affected by the first change, but not the compensatory change. The PTM volatility and fracture settings used to be exquisitely sensitive, but suddenly after 1.6 you needed to push volatility and fracture to high single digits to see results.
This was in fact sort of a good thing, because now you could have very fine control over the amount of each, and get some spectacular worlds.
The 1.2.11 volatilities I'm finding useful are these same high values, and I'd like it to stay that way. Sure, I could go back and adjust all my settings to a decimal fraction of what they are now. But that is a lot of guesswork.
I haven't had time to play with 1.2.14 or any of the post-release changes, so I don't know if this is exactly what's going on. But if it's happened before, it could happen again.
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Posted Jan 24, 2012@Khoorn Once Bukkit gets a 1.1 RB and I can rebase my Terrain Control fork to get caught up with your changes, I'll see what I can do about revising the config comments :) I also haven't forgotten about the wiki, I'm just caught up in configuring my own server at the moment.
Also, just a heads-up, I'm working on a pretty cool BO2 feature for which I haven't yet added documentation. I've cleaned up
Coordinatewith more robust regex error checking, and added support for random weighted block selection for each coordinate. So this is possible:0,0,0:41.0(3),57.0(1)…which gives a 3:1 chance of placing a gold block compared to a diamond block! Weights are relative and arbitrary, and you can put as many blocks (and block data) in the list as you like.
I foolishly did the work on a dirty branch, but once I get a clean master again, I'll probably manually work these changes back in on top of your 1.1 code.
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Posted Jan 24, 2012@Khoorn
That sounds pretty good to me! Thank you very much, now I will definitely use my own biome settings and say "good by" to default MC biome settings. If I may ask, will it be a modloader and/or spout plugin? And will users be forced to have it installed to visit the server or will it be optional? (I heard about a new feature in MC1.1 called plugin channels or similar which allows the client to register mods on the server so they can communicate without crashing each other for sending unexpected data.)
And with that borders of borders inception, does that mean one would have to set the inner border to be it's own size plus the size of the outer because they overlap or does the actual size not matter as long as they are different? And is it possible for isles in isles, too?
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Posted Jan 24, 2012@deleted_6846210
Thats cool :)
@minechomp
You can do it now ... only one limitation - borders must be with different sizes.
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Posted Jan 24, 2012I have an unusual request. Can you make it possible to put border biomes on border biomes? This would allow for complex and very fancy terrain. Like giving a mountain several peaks like in real life.
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Posted Jan 24, 2012@Khoorn
Hi Khoors,
thanks again.
I will make this tutorial step by steps in the next weeks/month.
I do as good as I know and set it on the Website for counter-check (by You and other Skilled), if it´s ready in the first version.
Eveybody should then read and if someone knows better, send me a Mail with the corrections or similar.
We will see, should growing together with the Wiki month by month, I hope.
Best regard
mysource
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Posted Jan 24, 2012@deleted_6846210
Hmm maybe in 1.1 config more complex for first look .. like river now isles in swamp biome and beaches .. Also they change extreme hills volatility for smaller value .. this is what i am see now.
About tutorial and etc .. i have not time for it with my poor english :( Ask some one help for this and better comments in configs many times, but no one interesting ( btw thanks raws and enenra for adding some in wiki ) If you will make tutorial ... thats excellent. You may ask me everything for help..
@KillahKiwi Working on it now .. i am making single TC actually. Which will take biome config from server and you may control weather and colors for each biomes. Maybe not only this.
Thinking about test version in weekends, if i will not die on my work :)
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Posted Jan 24, 2012@KillahKiwi
That would be a way to do it, yes. I think he is busy getting a full release of the plugin out ATM. I would recommend the default biome placement. You still can control the terrain volitality and height that way.
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Posted Jan 24, 2012I think I about have this plugin down by now. I have figured out what settings to use and how to use them to get what I want. Sure it's frustrating trying to get the perfect terrain, and my world almost always comes out with desert beside taiga beside ocean or swamp. Just a tip, nice looking world = biome size at 3, generation depth at ten, and land size at 0. And if you want to control your seas, put land rarity at 100 and copy / paste ocean biome config into a new custom biome.
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Posted Jan 24, 2012@maxvolcom
Hi, You can try out how far You can/want to go with this setting. Try it in a testworld before You use it. Higher values can result in trees growing to much in each other and into the surounding land (if in the Hills) I never use above 15 with this value....and above 5 only with care and some few (smal) trees. Best regard mysource