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 Feb 1, 2012Hi Khoorn,
I tried the new version(s) and got this error:
12:24:45 [INFO] TerrainControl: client config requested for world world
java.io.EOFException
at java.io.DataInputStream.readFully(Unknown Source)
at java.io.DataInputStream.readUTF(Unknown Source)
at java.io.DataInputStream.readUTF(Unknown Source)
at com.Khorn.TerrainControl.Configuration.WorldConfig.<init>(WorldConfig.java:958)
at aip.InitTCBiomeManager(aip.java:86)
at TCClient.ReceiveConfig(TCClient.java:32)
at ChannelPacket.a(ChannelPacket.java:7)
at kp.b(SourceFile:271)
at abm.b(SourceFile:56)
at et.a(SourceFile:29)
at net.minecraft.client.Minecraft.k(SourceFile:1370)
at n.k(n.java:33)
at net.minecraft.client.Minecraft.x(SourceFile:709)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
java.lang.NullPointerException
at aip.b(aip.java:223)
at vq.g(SourceFile:1082)
at kz.g(EntityRenderer.java:2430)
at kz.a(EntityRenderer.java:1526)
at kz.b(EntityRenderer.java:830)
at ZER.b(ZER.java:14)
at net.minecraft.client.Minecraft.x(SourceFile:742)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
Stopping!
............
TerrainControl: client config requested for world world
This should be the reason, but where is this client.config ?
There is an incopatibility with "Zombes Modpack" too (Zombes needs to be have the sun-mod disabled to give no errors).
I tried letting TC build the folder and everything from sratch new, and used "world" for the bukkit.yml + serverConfig, but same error.
(I disabled Zombe sun mod now for testing too)
Best regard
mysource
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Posted Feb 1, 2012Hi everybody,
I´ve just made a bigger Update at my Tutorial Website.
Direct-Link: How it works
Should took out some ? of the often made questions regarding the settings..)
Best regard
mysource
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Posted Feb 1, 2012@maxvolcom Yeap. Fixed. Download new version please.
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Posted Feb 1, 2012getting this Error with v2.0,
Im Running RB 1.1 R3
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Posted Feb 1, 2012@Dreamskiller
Hi,
I would alsways use the ModeTerrain:Normal and ModeBiome:Normal to get the complete config possibilities of TC-Mod.
If beeing You, I would try:
GenerationDepth:14
and put only the wanted 3 biomes in NormalBiomes.
Set LandSize to 4 or 5 in the regarding biomeConfigs.
Set:
RiverRarity:8
RiverSize:1
It´s only a rough guideline, but if You get still lost in configs, take the "Default" from my Download (Link at top).
Best regard
mysource
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Posted Feb 1, 2012@strupan
Hi,
ahhh, I understand now a little more.
A "Sky World Generator" doesn´t exist as far as I know, but isn´t necessary really, because You can get this with TC v14 relative easy:
part of the map
If playing around a little more with the:
WaterLevelMax:45
WaterLevelMin:0
will lead to even better "Floating Worlds".
Absolutely no ground is hard to get, may be even impossible to get...as far as I know / experienced.
This map was made only using 3 biomes, no bo2´s and so on, just to show what´s possible.
It can be made much more nice looking too for sure ;-)
Best regard
mysource
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Posted Jan 31, 2012Hi mysource :
I was actually talking about the "default" parameter you can set for both ModeTerrain and ModeBiome.
In fact I only want to have a quite simple map, with 2/3 big continents composed of a bunch a mid/big sized classic biomes, with cool rivers and stuff. Nothing too fanzy, but for the moment I'm only able to get ;
- A big continent (can't see any borders...) composed of nice, well designed biomes - Only water - Bunch of islands (small small biomes)
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Posted Jan 31, 2012@deleted_6846210
Hey, thanks for the support.
I was actually talking about a SkyWorld generator
With no ground land just floating islands.
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Posted Jan 31, 2012@KillahKiwi Hmm did you allow spawn trees in this biome ?
customTreeChance:50 - this mean if you use bone meal you have chance 50% to spawn random custom tree. Same for trees grown after night.
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Posted Jan 31, 2012@Dreamskiller
Hi,
if You mean with default the configs which TC is producing, You will not get a satisfying looking world, as far as I experienced (sorry Khoorn).
The question is, what do You want Your world look like?
Standart Minecraft? No Tc-Mod necessary ;-)
Not to extreme looking and very realistic (as far as this is possible in MC..), no problem.
Simply stay conservative (not far from 0) with mainly this values:
MaxAverageHeight:0.0
MaxAverageDepth:0.0
FractureHorizontal:0.0
FractureVertical:0.0
Volatility1:0.0
Volatility2:0.0
You can get Hills in every biome You want in TC.
You can "only" use as NormaleBiomes the standart MC Biomes, also no problem.
... but You only can change settings, which are listed at worldConfigs NormaleBiomes. (logic)
So I don´t exactly understand 100% what the real problem is.
You can get a nearly standart looking MC world WITH TC-Mod and despite seeing the bo2´s (as example) to spawn in Your world (or not, if not wished) and the rest too.
In short:
If You use TC-Mod, it will start with bukkit and generate what´s in its configs.
You have to configure it to Your demands, the default isn´t giving a nice world (but mostly water by default).
I think, I should share "default" configs used by myself as a bsaic startpoint for all the config creations I make.
Does someone be interested in this?
I think, yes.
I´ve put this as a Download with my personal basic configs folder (... I name it "default" ... ;-) ...) now at my Tutorial-Page
(For a Link please look to the top of this page).
Who wants to use this, can use it as a default now ;-)
(Is this okay, Khoorn?)
Going to sleep, by till now...mysource
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Posted Jan 31, 2012@KillahKiwi
Hi,
do You really want to spawn all trees by hand ?
The CUSTOM Trees (bo2´s) will spawn by it´s own if:
The Biome is present in worldConfig as NormalBiome...
and the bo2 has the spawnInBiome set to the biome You want it to spawn
and it should have too
the right blockID...
and this in the according biome too
and, ... may be, I forgot something.
Exampe:
Most of my jungle trees have in its bo2 the spawnInBiome=Urwald.
I don´t think, that most people have a customBiome named Urwald in their TC-Plugins Biome folder...but i do.
So, if someone wants to have this tree spawn somewere in his world, its spawnInBiome should have to be changed to whatever Your jungleBiome is named..or You need to set up a custom biome "Urwald". (jungle in German, sorry ;-) ...)
Manually spawn of bo´2 is (just one by one...):
/tc spawn <bo2 name, but without the .bo2 at its end>
Example:
/tc spawn amazonas_king
Enter
... will spawn the amazonas_king.bo2
(one of 2 brandnew jungle trees since today in the bo2-package download zip)
I mostly set the CustomTreeChance to: CustomTreeChance:90
I never tried to grow bo2´s from saplings with bonemeal...but if it works? I don´t know.
What I know is, that this:
tree=true
has to be true to grow something (bo2) from sapling.
Control everything in this directions please.
I hope this could help You a little.
Best regard
mysource
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Posted Jan 31, 2012mysource ; I really want to use default biomes and default terrain generation ("Normal" biomes look weird, without hills, etc, and I don't want to change every options in each files).
But, if I set bot Biomes and Terrain generation to default, are my settings (like biomesize, generationdepth) will be take into account ?
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Posted Jan 31, 2012Does anyone know if the "custom trees from saplings" feature is currently broken? Every time I place a sapling and use bone meal the sapling either grows one of Minecraft's standard trees or magically disappears, which is a little sad as I wanted to release my server to my community but I know as soon as they need wood it takes half an hour and all the nice trees will be cut down :/
I think I configured it correctly:
Also does customTreeChance:50 mean 50%? Like randomly every second sapling becomes a custom tree? Or does it mean one of fifty?
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Posted Jan 31, 2012This is the error I get when I try to run a tc check on any world:
Running Terrain Control 1.2.14 and craftbukkit 1847 (no no your not you dummy! Look at the top of the error report XD)
EDIT:
Ok apparently I'm retarded, we were actually using 1.2.11. My partner in crime apparently got the wrong build of TC when we went to update, so all the NoSuchFieldErrors were because we were using an outdated TC version with the newest build of bukkit, which obviously has some changes in the worldgenerator methods. Sorry for any alarm Khorn, I guess I'll be handling all the updates from now on lol XD
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Posted Jan 31, 2012@minechomp
We both have been asked to support the massivecraft server community too.
See HERE for more.
I like the idea, not only because it shows the bo´2 by images.
This will be expanded by demand / new bo2´s in the future.
So, who is nice to me, I´m nice too...and so here the Link to
DOWNLOAD my "only" 4 palms. (but t´s mainly one palm, the bigger one which should look like having coconuts in its leaves...)
................
@ Naruchico
Hi,
I don´t know much about multi-world, sorry, but the caves can be adjusted here a little:
(WorldConfig.ini)
Cave Variables
caveRarity:7
caveFrequency:40
caveMinAltitude:8
caveMaxAltitude:128
individualCaveRarity:25
caveSystemFrequency:1
caveSystemPocketChance:0
caveSystemPocketMinSize:0
caveSystemPocketMaxSize:4
evenCaveDistribution:false
(Values should be altered/work simmilar to the other values in the configs)
....
If You are planning a seperate map for "Ore gathering", You can decide in each biome separate, which ore should be in which amount and at which min/max height and so on to be found.
(Example: In my last configs, I had Glowstone to be found in a special biome next to the usual ores.)
Best regard
mysource
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Posted Jan 31, 2012two questions, this work with multi-world 2.0?
and how would I make something like a giant cave system similar to the nether but more like normal terrain and loaded with ores, I want a separate map for Ore gathering so they don't hole up my main world.
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Posted Jan 31, 2012@deleted_6846210
Haha. I actually found one in wessexstock BO2 folder. BTW I heard you and him were working together. That's nice. Your both very good at this plugin.
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Posted Jan 31, 2012@Shaun_das_schaf
Hi,
You didn´t really know this ?
This always happens if one tries to extend a map with:
... an updated MC/TC version with DIFFFERENT values
(example: TC v11 to TC v14 = big changes in how values in configs work to the map in reallity, try to use an old TC-configs folder from v11 in v14 and You will see)...
... or one has worked in the map with "WorldPainter" (or simmilar tools)...
... or is trying to use / change different settings in TC and tries to extend the "old" map after this has been done...
... and many other things ending finally in value-changes result in the same ugly "steppy"-maps.
Solution is:
New map creation
or "by hand rework" of every step with f. i. "Voxel Sniper" or similar ingame-map-editors...
... but this is a very, very painful and time consuming way.
I only did this once ... and will never do it again...
The best is:
Always use a (new) map, created from the scratch and after this has be done, ever in future STAY AWAY with changing settings or Versions in TC and/or MC.
Best regard
mysource
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Posted Jan 31, 2012Hmm, I updated to the 1.1 version:
:-( :O :-(
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Posted Jan 31, 2012@minechomp
???
..don´t You know the Links ... read my signature please and You will find.
(... but if You dislike the palms from Wessexstck and my own ones...?..could / may be too ...)