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 Dec 2, 2011@Leiyun
Generation Depth - yes.
About Landsize .. land generated as islands with LandRarity chanse Landsize is value how much this isles - like small isle ( value near Generation Depth ) or big continent ( value near 0).
About all sizes .. each size is more zoom step option than size. And generation depth is overall zoom for biome generator.
Not good explain sorry .. cant do it better in English :(
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Posted Dec 2, 2011Khoorn,
Is there anyway that I can get the 1.7.3 generator to generate the exact same terrain as the old 1.7.3 Minecraft Server jar file? I'm getting completely different terrain even though I am using the exact same seed. I have set OldTerrainGenerator:true and oldBiomeGenerator:true in WorldConfig.ini. I have also added the necessary lines to bukkit.yml.
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Posted Dec 2, 2011Is there any way to prevent this f** Swampland with the 1.7.3 generator? If not, make it possible please. O.o I hate it. Using your devbuild on CB 1550. Picture: Screenshot 1 Or this: Screenshot 2
And maybe you can prevent this on the top of the map: Screenshot 3
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Posted Dec 2, 2011@Pythros They've made some changes regarding worlds in the recent Bukkit builds, update your CB to the latest and see if you run into the same problem.
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Posted Dec 2, 2011I'm not sure I quite understand the general biome creation parameters.
Generation Depth (1-20): I take it this is just a value meant for measuring all the other variables. So if I increase this value, I can make more detailed changes later on?
Landsize (0-Generation Depth): What exactly happens if I make this a higher value? I thought the general description said that values closer to 0 create larger results? But I also read: "Land rarity from 100 to 1. If you set smaller than 90 and LandSize near 0 beware Big oceans."
So this would imply that if I set Landsize close to 0, it will not create larger land sizes like I expected, but instead small islands will form? Or is it that the landsize (when set close to 0) is causing bigger landsizes, but Land rarity set to some value will cause islands to form. If so, then do I have to set Land rarity higher, or lower to have less ocean and more land?
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Posted Dec 2, 2011@Pythros Hmm did you use any custom biomes ?
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Posted Dec 1, 2011@Khoorn You are truly amazing for releasing on a dev build. Thank-you so much!
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Posted Dec 1, 2011@Khoorn
Getting this when trying to create a new map. I'm using XcraftGate as my world manager. Not sure who is responsible so I'm throwing it at both places. I don't get this if I have TC disabled.
CB: 1531 XcraftGate: v0.10d13 Terrain Control: v1.2.0
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Posted Dec 1, 2011thanks so much :D
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Posted Dec 1, 2011Ok test version is here Must work on 1450 CB builds.
This is test build so i think there many bugs ...
In this version i am focused on compatible with 1.0.0 and new biome generator. So small fixes and requests will be next.
Also new command for help biome settings - /tc map. This make biome and temperature map for world in server folder. When working some freeze server - will be fixed.
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Posted Dec 1, 2011@Shaun_das_schaf
The two volatilities can be set to do the same thing, however it is more effective to use them for different effects. For example, if i set volatility 1 to 1.0 and volatility 2 to -1.0, the first volatility will make the landscape more volatile (change in height over distance) and you will see more cool landforms and possibly floating islands depending on other settings. The second volatility will make the landscape more smooth and with less height variation over distance. The way you balance which one you want more of is by setting the weights. So if I was to set the weight for volatility 1 to 0.1 and the weight for volatility to to 0.9, then it's likely that there will only be a 10% expression of volatility A.
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Posted Dec 1, 2011What are the two volatility values for? Are they doing the same or what?
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Posted Dec 1, 2011@Khoorn
Ok I noticed in that I think I found why my generation is creating lag spots and client crash areas some how during generation its missing chunks causing strange shit to happen like edges of chunks become just straight drops like if the chunk was not visibly loaded you get these perfectly flat wall drops I get that in some chunks on my world ? why I don't know the rest of it generates perfectly all biome appear fine settings wise this was back in 1.8 mind u.
As for the bug look http://imageshack.us/photo/my-images/221/20111201163434rknzee.png/
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Posted Nov 30, 2011Any ETA on the 1.0.0 release?
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Posted Nov 30, 2011http://www.youtube.com/watch?feature=player_detailpage&v=6nr8hPnZfMU#t=87s
Can we get an upgrade ;D
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Posted Nov 30, 2011@Khoorn
what else rotates wrong? i don't know ill have to check.
as for the schematic file... i don't know sorry, but if a way cant be found to do it could you keep some legacy support for the bo2 files? ;)
oh and any news on individual custom biome sizes.
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Posted Nov 29, 2011Khoorn,
Thank you so much for this plugin.
Will Terrain Control for Minecraft 1.0.0 still retain the old 1.7.3 terrain generator? Will it recognize and use the seed that is kept in the level.dat file?
The reason being is that my server has a very large and well established map that was generated before they changed the terrain generation in 1.8. We want to be able to keep exploring the map using the old terrain generator.
We are currently using the same map with the original seed number created before 1.8 and everyone hates how Minecraft 1.0.0 dumps ugly swamp biome colour schemes right in the middle of forests etc.
Thanks for your hard work!
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Posted Nov 29, 2011Khoorn I am super excited about the 1.0.0 release. This mod was great before 1.0.0 and I'm sure all the changes will be worth waiting for. Thanks for all the hard work!
On a side note, do you happen to have the settings for the cave world and floating islands that are shown on the front page of the bukkitdev?
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Posted Nov 29, 2011never used this plugin before sooo is it possible to make ice caves?
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Posted Nov 29, 2011@ledhead900 What bug you mean ?
@detcox About bo2 to schematic .. yeap it break branches :/ Did you have idea how use schematic and choose blocks for branches ?
What else wrong rotate ?
@thepackett
When biome and custom objects will be complied. This classes have terribly code :/
@chuiu Yeap.