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 27, 2012@Lithiad
Hi,
worldConfig.ini => NormalBiomes:[only one biome here]
Example:
NormalBiomes:Desert
= Desert World
To set all the other biomes aditional to values for nearly not beeing build up, is saver too...
Rarity,Size...mainly
GenerationDepth in worldConfig to 12 till 15 will give much/enough landmass.
Best regard
mysource
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Posted Jan 27, 2012@Crunkatog
Hi, okay if You make some images showing the results of different settings/values in the configs. You can send it to me via Email (Link is to find at my website => signature). I´ll see ifI can use it. Best regard mysource
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Posted Jan 27, 2012Not to be a noob or anything, but I had some trouble finding this answer. I googled it, and checked the documentation, but I could not find what I was searching for. What I want to know: how do you prevent certain biomes from generating? I'm trying to make an all desert world, and I can't seem to figure out how to stop everything else from generating.
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Posted Jan 27, 2012Who thinks it would be a good idea to set up a thread on minecraft forum? Those forums are much more social friendly than bukkitdev. That way we can have a proper share settings thread?
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Posted Jan 27, 2012Great tutorial mysource.
I can make pictures of some of the effects of each factor (avgHeight, avgDepth, volatility, fracture) on a piece of terrain. That might make it clearer what's going on in relation to sea level, and to the size of a block or a chunk.
@Khoorn: The Schematic to BO2 converter is no longer being updated (?) so is there a chance this could support .schematic files soon?
I made a set of custom dungeons I would like to have spawn procedurally in Deserts and in Jungles.
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Posted Jan 27, 2012@ledhead900 Error log ?
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Posted Jan 27, 2012Resource_Block errors out in Bukkit 1.1 reco build
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Posted Jan 27, 2012any clue when the next version will be out?
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Posted Jan 26, 2012@Iv_Ollieee
Hi,
I´m busy with creating maps/configs for some people at the moment...so, if You tell me what kind of map You want (Landsize, biomes + size and so on) and if You contact me by Email (via my website) and..everybody knows (dona... ;-) something and this will be always at 50% transfered to Khoorn), then I will do it, if I can.
(What can be found from myself to download in the Forum, is for the elder Versions regarding the configs...wouldn´t work well at the new TC v14 as I experienced)
So if You have a clear imagination what map You want, mail me please.
(Would be flooding the Forum step by steps the other way..got 4 requests today...much time to spent for me to get satisfying results)
Best regard
mysource
PS @ ALL:
I´ve created 2 forms of an iceberg.bo2:
... mostly underwater ...
... and is only for use to spawn in complete Iceworlds. (because spawn block water)
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Posted Jan 26, 2012@deleted_6846210
I am loving this plugin but struggling to get some varied, right size maps. I tend to get a lot of the same biome or all ice :p
I know it's lazy, but you post a couple of downloads for some map configs? 5'm running the 1.1 dev build on TC
It would be great :D
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Posted Jan 26, 2012Hi,
TC v14 is tamed a little more ;-) by myself.
I made custom map configs for a swedish person this day:
Enjoy, best regard
mysource
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Posted Jan 26, 2012Hi,
I´ve tried a little more with TC v14 and MC1.1.
Many settings/values are now in TC v14 definitely vice versa, compared to TC v11.
I´ve it tested in 22 worlds now.
I got at least some akzeptabel maps created (only with 3 biomes for much easier testing).
I´ve made a zip with cpl. TC-Folder in for all who are interested to test and compare the settings:
Download
The main difference between TC v11 and TC v14 is this:
RiverRarity:8 .....8 means MORE rivers then 3 f.i.,= higher values = more
RiverSize:2 ..... 2 means SMALER rivers then 8 f.i, = higher = bigger ... much morer sensible to values now.
....
and so on...
I have made 20 map images and will extend the Tutorial soon to this MC 1.1 / Tc v14 stuff which reacts different to the elder (v 11) version(s) of TC-Mod.
Hopefully this will help many people to get the confusion aut her map-creating with the actual TC version.
Best regard
mysource
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Posted Jan 26, 2012@gummby8 What versions you use ?
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Posted Jan 26, 2012@gummby8
Hi,
it says:
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2012-01-26 01:52:54 [WARNING] [MultiWorld]Invalid world gen used for world 'stone': Unknown options specified to world gen
...
Sounds like You put somewere some wrong options/ values for Your world "stone"
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Posted Jan 26, 2012Using RB 1.1
http://pastebin.com/y59Q7mB9
Not sure if it is multiworld or terraincontroll but there is the error
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Posted Jan 25, 2012@KillahKiwi
and @minechomp and @Cayorion.
Yes, nearly...
Caution: The following statements regard only the elder (version 11) versions of TC-Mod! TC v14 reacts completely different, see newer posting from myself.
It says:
Ice areas rarity from 100 to 1. If you set smaller than 90 and IceSize near 0 beware ice world. Lower values = less of this
IceRarity:1
Ice area size from 0 to GenerationDepth.
IceSize:0
..but should/could be 9 or 10 (even till max GenerationDepht!) to get very rarely (even not at all) ice and if, in a very, very small spot.
So I hate Ice in my worlds, this is my way to avoid ice builds up...and it works topnotch ;-)
(And yes, the Link which Cayiorion posted has this mistake with values interchanged ... I have had wondered myself some time ago too about it... :-O )
Fazit:
GenerationDepth:20
...this is the maximum I used ever to achive maximum single landmass in a map
(You have to do a right-klick and "show grafics..." to see complete image...;-(...)
Land rarity from 100 to 1. If you set smaller than 90 and LandSize near 0 beware Big oceans.
This is too interchanged in my experience, it is this way:
Higher values = more land and vice versa.
LandRarity:90 (=relative small landmasses)
100 = biggest biomes, 90 and less = very small biomes
See HERE for some images how different values work in biomesize in map.
Easy to show Youeselft with /tc map = 2 mapimages (Temp and Biomesize) in rootfolder of the server.
Land size from 0 to GenerationDepth. Higher values = smaller landsize = smaller biomes.
LandSize:3
I use from 2 (big landmass) to 6 (small "biome-islands" in water if waterlevel more then about 65, or in the other landmass as a small biome).
(You have to do a right-klick and "show grafics..." to see complete image...;-(...)
To conclude it all:
If You want big landmass, You have to use high GenerationDepht values (usable till 20 in my eyes) and/or LandRarity near 100 (max) and small LandSize (near 3 or 2)...and vice versa.
I assumed that these things confuse many people still a lot, but it isn´t necessary to rename the values to avoid confusing even more for the people who are used to it by now ... ;-)
So take Yourself some time, look at the many images at my Tutorial to perceive the differences the varying values are making and most important: Try Yourself with using the /tc map command to show Yourselft after doing just 1 step (!) at once, with which value You get which map/biome and so on.
Only to try and error ist much more timeconsuming and can easy lead to getting "lost" in configurating...;-)
Important too is the temperature in a specific biome!
Never forget and think about how it works in nature-reality.
(Temp/Humidity-chart ist also to find in my tutorial)
If one is used to everything, it´s not as difficult to get what You/is wanted.
Only the newest TC v14 / MC1.1 reacts as I experienced, with a very sensitiv behavior to nearly all changes in the config values ... by far not as easy to work with, as it used to be with f.i. TC v11 in my experience, despite Khoorn said, that there has been nothing changed regarding this in the code....
I don´t know despite this, why TC´s manner is this sensitiv now.
(But, I/we will be get used to it also in the future.)
Best regard
mysource
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Posted Jan 25, 2012You know whats confusing as heck? Rarity is the rate that you DONT see something. That means when you see rarity, you think that making the number higher will result in less. In this case, rarity should be rate instead. Rarity is the opposite of rate. So the higher the rate = more. Higher rarity = less. I think people would have less trouble if this was changed.
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Posted Jan 25, 2012@Cayorion
As far as I know: Yes. Also in the WordConfig.ini file it says for IceRarity:
# Ice areas rarity from 100 to 1. If you set smaller than 90 and IceSize near 0 beware iceworldBut my experience is that it works the other way around: Higher numbers -> more ice. IceRarity:100 -> Iceworld IceRarity:0 -> No ice
@Khoorn
Thank you very much for the great plugin and for your help! Thanks to @mysource, too, for your help earlier and for your bo2s!
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Posted Jan 25, 2012https://github.com/Wickth/TerrainControll/wiki/Examples#wiki-one-giant-biome it says IceRarity:100 but that is wrong isn't it? In a desert there should be no ice right? So it should read IceRarity:0 right?
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Posted Jan 25, 2012@deleted_6846210 Thaaaanks for replaying to other .. to tired to answer now :/
Also you create great tutorial :)
About commands - /tc help - thats help.
@KillahKiwi
I think i can do both modloader and spout things. It will be optional. Borders will be drawn from big to small. If there is two borders with same size will be applied only one. All other is no limited, may apply for all biomes and isles.
@minechomp
Hmm may you tell more about this problem ? I had change only "WaterLevel" to "WaterLevelMax" and that must be auto renamed.
@Raws
Yes i saw your commits, really good idea :) Only one is bad, this need edit bo2 manually :/
Also dont worry about dirty branch .. if you see i am working on server-single TC and this is Dirty. Not sure how it will merge with old code :/