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 Apr 21, 2012Where is the permissions document?
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Posted Apr 21, 2012Now if I wanted to expand an existing 1.0 world. Could I do that with TC? Info just mentions the older versions.
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Posted Apr 20, 2012@WayGroovy
Hi,
I looked at the link....whouw...not really my stuff but the idea behind is challenging.
Give me some time and I will try this as a template.
If possible with TC, only if using the new feature "map by image" for sure as far as I know the stuff.
This will guide directly to the limits of this function, thanks for this idea and challenge.
Anybody else involved?
(still lacking of other examples what may be possible with TC)
I will try and show.
Bye for now,
mysource
Update (some time later)
I made the "Well-World" with a more natural Wall. The image shows the crossing in the middle of this world.
The walls may be thicker, higher and so on and the four parts of the world may be changed in biome, look and so on too. This is just a short test.
Thicker walls:
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Posted Apr 20, 2012@thedeadlytao
As I said, it's probably best if you set all other biomes to be islands in the Ocean biome. It's not particularly difficult. Just make sure their BiomeRarity setting is high enough to be pretty common.
And once again, start one variable at a time. The mod seems to be quite antagonistic toward large changes. (You've already seen the LandRarity crap...)
If all else fails, I can mess with it myself and see if I can get the right configs for you. If so I'll host them on dropbox and you can download them.
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Posted Apr 20, 2012@mysource
Would it be possible to integrate this in with http://dev.bukkit.org/server-mods/wellworld/ by DaddyChurchill? Possibly with different config files or BoBs for different wells?
Thanks,
-WayGroovy
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Posted Apr 20, 2012@mysource: thanks for the insight ;) i understand the motivation behind not giving out every little secret to the plugins possibilities. Given we already have a main world created by vanilla MC 1.2.3 to play on our server and i just use TC to create some special event worlds like "monster apocalypse hell" or checking out schematics - i guess what i learned about TC so far would suffice. nevertheless tinkering and trying new things is part of the fun of this mod ;) Thanks and keep it up.
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Posted Apr 20, 2012@g_BonE
Hallo,
ja, das wäre gut (Upload von Configs), habe ich ja schon länger gemacht (Downloads Tutorial Site)
(Yes, would be nice and I did it some time ago and its to find at the tutorial download section.)
Ich habe auch schon oft gezeigt, wozu TC fähig ist, gerade neu betr. "Map by Image".
(I too showed many time what TC may give you.)
...
Wobei es immer so ist, dass ich die ganze Zeit/Mühe die ich z.B. investiert habe um so weit zu kommen, nicht einfach so gratis hergeben möchte. Gegeben habe ich wirklich schon mehr als genug, denke ich.
"Lohn und besonderes Vergnügen" ist für mich nach wie vor "custom map by donations" zu erstellen.
Daher gebe ich meine ganz speziellen letzten Dinge weder hier noch im Tutorial preis...diese kann aber indirekt jeder leicht bekommen, in dem er/sie eine "custom map" ordert ;-)
Frage: Was ist günstiger? Selbst Stunden oder Tage mit mäßigem Erfolg zu "verbraten", oder ein paar Euro zu investieren?
Sehr viele Server Betreiber haben bisher vernünftigerweise den 2. Weg gewählt :-)
Now (sadly) again in English, because only a few will understand else what you / I´m telling....and this would lower the general understanding even more regarding TC ;-)
I´m too experimenting with .schematics as I´m to lacy to build giant stuff in the game.
So I decided to use some web downloads and will use one of it may be as a "Tree of Live" bo2 for my new "Avatar style World" biomes.
Bye mysource
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Posted Apr 20, 2012@mysource:
Looking at the last comment: Wäre es gut wenn jemand seine Ergebnisse des WorldGen irgendwo hochlädt um aufzuzeigen wozu TC fähig ist ? Ich könnte noch ein wenig mit den Variablen herumspielen und dann Bilder dazu posten. Für meine Zwecke habe ich bereits eine recht flache Welt welche nur aus Plains/Beach und Ocean besteht erstellt um darin Objekte mit WorldEdit / MCEdit zu platzieren.
Thanks for the nice plugin ! But some ordered documentation to what all the variables do would be really helpful. Looking at the tutorials: Yes, they are helpful but you have to work your way towards understanding the settings by trial-and-error. Guess that's fine too if there wouldn't be so much problems with subtle changes in the configs leading to massive changes in the generated worlds ;)
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Posted Apr 20, 2012@firecombat4
...and at many of the last posters too
Hi, seems you still talking about the wiki and not my tutorial....I have no dead links, these are in the wiki still !!!
Old and new Tutorials are linked in my SIGNATURE.
In this tutorial, everything is understandable shown and nobody has to try much since some time if he is able to read and understand a little.
For this reason, I can´t understand the "artificial problems" some post here regarding the settings, values and general use of TC.
Worst of all is the never ending "I get only ocean, must be a bug" nonsens.
If it comes to special worlds (the different island biomes is oooolllld too and yet made by elder versions of TC, now very simple made by "Map by Image" function...too explained to the end in the Tutorial)
Its often I think there is no help possible if people don´t even find the Tutorial or the ready to use worlds, the detailed setting descriptions...some don´t find even my Emails address.
A little hopeless and I miss here still to be shown something really nice made by TC.
Its so easy, but ???
mysource
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Posted Apr 19, 2012@firecombat4
I know what you mean there firecombat4 ... I found them VARY hard to follow and missing info and/or outdated/or names of biomes were changed so that youd go your own way, I dont know if those biome names were old names or what .. anyways ... then the "map from image" came out and those are better put together.. it was nice and all, doing it that way but I didnt want JUST the image size world so I went back to the old biome configuring.
Its very messy and alot of trial and error. I m still trying to figure out what some of the variables do .. i.e. "BiomeVolatility" and certian things like % of biome spawn .. I m new to all this but I m plowing my way trying to get my map going. I m making alot of progress, but then I d make a change and throw off the balance and my map outa wack.. hah ha.. My biome config is very hack....
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Posted Apr 19, 2012@deleted_6846210
Oh wow, thanks for the insult mysource. i had already looked at the tutorial and read all of it, i was meaning in your wiki the examples could be super helpful "The most requested "world-types" and how to achieve them" but none of those links work. Thanks
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Posted Apr 19, 2012@cleverUN
My specific problem is just getting an ocean with scattered, singular biomes. It seems any LandRarity value besides 97 creates gigantic oceans. It generates land almost as far apart as I want with LandRarity 97, after setting LandSize to 2; so I have a suspicion that there are already few continents by default, and their size simply causes them to overlap and connect their borders, resulting a world of land. This is good, because I can simply contract land size to create expanses of ocean. However, the land still seems to seed a variety of biomes, and I would like a single kind of biome to crop up in the ocean at a time.
To summarize: I can't make a landmass with only one biome type, and the rarity/size values seem hyper sensative.
Note: I cannot set normal biomes to just one kind. I need a variety of biomes found one at a time, disconnected from eachother
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Posted Apr 19, 2012@g_BonE
I'll check it out and get back to you, but yes. I can confirm that nether mobs spawned in the overworld with a setup similar to what you had. It was on a multiplayer server, however. I've never seen any of my custom mob setups work in singleplayer.
@thedeadlytao
I've wished for the same stuff many times. It's possible that you could set the average height low enough that everywhere gets generated as ocean, and then set up island biomes in the ocean, but more likely you'd just get miles and miles of completely unbroken ocean. That seems to be a common problem with this mod. I'm not sure why.
For best results, start from the default config and work one variable at a time. If something breaks and changing the variable back doesn't work, start over completely. I've had to do that a few times already.
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Posted Apr 19, 2012This plugin is nothing short of extremely useful. I was just about to attempt to code my own generator to make my terrain without even knowing Java. That would have been a disaster. Then, I found this little miracle. Control over even the more intimate parameters of the terrain generator isn't just powerful, it's flexible and allows me to do whatever I want.
I am certainly going to take full advantage of this to create new worlds for people to experience, instead of the regular old minecraft which we have all mastered long ago.
Suggestion: Perhaps some more detailed info about how Land Rarity, Land Size, Biome Rarity, and Biome Size work. I find that minor tweaks modify my world greatly, and in unexpected directions. I'm not sure how to get biomes to generate similar to islands, but with custom size, custom distance (average, anyway), and the capacity to have islands (by not being islands themselves).
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Posted Apr 19, 2012@cleverUN: thanks for the heads up regarding the spawn probability lines, unfortunately the mod seems to rewrite the lines i put in there, deleting all the whitespace after the commata when the world gets loaded. any idea why that happens ? can you confirm that nether mobs can be spawned in regular worlds using that setup ?
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Posted Apr 19, 2012@Snaipe_S
Hi.
I don´t see many animals too, compared to older versions (TC/MC) now.
That´s why I mentioned "MoCreatures" in an other post too ... many animals = nicest look (sadly only in singleplayer) of MC.
I´m personally much more only in world creation and nearly never play MC, but recognized this too.
If Khoorn doesn´t answer to this in the next time, you may send him an Email?
...and please post here the possible reason / solution afterwards?
Sorry, I can´t help with this.
....
@cleverUN
My be I don´t know enough, sure.
But concerning the lava, I still see no problem.
I made volcanos with flowing lava, so what ? ;-)
But if you get answered what you want, tell it to all here too please! (I want to learn..)
(... anyway, my preferred Texturepack (MisasHD) is updated and the elder ones are working sometimes even nicer too ... ;-) ... MC without Mods = boring ;-))))
mysource
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Posted Apr 19, 2012@deleted_6846210
Yeah, I did address it to you - and the author of this mod, of course.
About the petrified trees - yeah, I'll probably just make a ticket or something. Thanks anyway.
About the lava - nevermind, you apparently don't know enough about the way Minecraft works to answer my questions. I'll put that in the ticket too.
I use the default texture pack because I get tired of waiting for texture packs to update, and Minecraft doesn't support HD texture packs without mods yet.
I'll post more pictures as I keep working on it. Thanks.
@Snaipe_S
You'd probably have to add an ocelot spawn group to the list at the bottom of the "JungleBiomeConfig.ini" and "JungleHillsBiomeConfig.ini" files. If you need more specifics I can give you the exact line but the spawn groups are pretty self-explanatory.
As to your idea, that's exactly what exists in the biome config. It only seems to work on servers, though, not in the single player version.
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Posted Apr 19, 2012@mysource @Khoorn
It seems that with the latest version, Ocelots won't spawn in a jungle-type biome. I haven't found one yet, that is. Are there conditions I must add to my biome to see them spawn ?
I also have an idea regarding that, maybe you could add a list property in the biome config file, which would contain the animals/monsters that are allowed to spawn/must be spawned inside the biome. An empty list would be the default behavior.
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Posted Apr 19, 2012@cleverUN
Hi,
I don´t know if you`ve addressed this to me...
If you want to get answer from Khoorn, you need to ask him.
He is the programmer and may answer to your "petrified trees by replacing logs and leaves with stone and cobblestone" question.
(How do you thing this shall/will work at all?)
But anyway, you will get flowing lava (BlockID 10) only with flowing lava BlockID 10 ... logical or not? (ID 11 = stationary lava)
May be, I don´t understand your problem?
Skyworld = no problem too.
But why do you still using default ugly texturepack and not HD ?
(Sorry, I will never understand anybody using default MC Textures....;-)...)
Anyway, a 100 "Cheers!" for you, showing something you made.
Sadly only very, very few do this wanted showing of their (more or less) nice creations :-(
Broken English...mmhhh.
Hard to get what some people try to tell here also for myself very often ;-)
......
@ ALL:
Always ADDRESS questions to someone...I try to do some support here and Khoorn is lucky about this (too regarding not born as native English person, like me), but if its to the Java thing or TC programming, its 100% Khoorn and nobody else to adress questions.
Bye mysource
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Posted Apr 19, 2012@g_BonE
g_BonE: You need a space after each comma and colon. The format is kind of odd like that. __________
On another note, I've been working with TerrainControl quite a lot in the last month or so. It's a powerful tool but can be slightly frustrating at times. (So can your slightly broken English, but that's not important.)
I've made quite a few interesting biome types, such as the following:
Gallery on Flickr
The last few screenshots display a common lighting problem which I hope you can do something about, and also a block update problem (note the lava not flowing).
My friends and I use the custom worlds I create on a private server. One of my friends wants me to create a complete skyworld-type realm, but for now the occasional Rift is ok for me. The Fear biome is a nether type in the overworld, including Blazes, PigZombies and Magma Slimes, while the Stone Biome - which you can see in the second screenshot - spawns far too many Iron Golems. (They never despawn... it's kind of bad.)
Thanks for creating such a powerful tool.
I do have one question - you stated in a ticket that block replacement happens after population, so would it theoretically be possible to have petrified trees by replacing logs and leaves with stone and cobblestone?