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!













-
View User Profile
-
Send Message
Posted Mar 29, 2012@mysource almighty one! Hi, I am using 'customTreeChance:100' in the world config and yet saplings aren't generating any trees, they just disappear.
Any idea what I'm doing wrong? Thanks :)
-
View User Profile
-
Send Message
Posted Mar 29, 2012@mysource, never AdFly? Ok, this is great. It's very nice, that people like you still there.
Khoorn from Russia? Oue, may i ask you, what is his name? Several years ago I knew man with nickname Phoenix. For a while we were working on modification for the game S.T.A.L.K.E.R. Alas, after few months I was gone, and after a while he did. Name of my friend is Nikolay Konkin/Konin/Kronkin... I don't remember, something like that. Maybe it's the same person? I'll look for him on our sites :) So I end up with my flood. Sorry.
@ledhead900, oh, my bad, i don't know about this. But i think it's natural border biome.
-
View User Profile
-
Send Message
Posted Mar 29, 2012@CNoiise
Word of warning with that, The F3 will not show Custom Biome instead it will appear as some other normal Biome.
My Worlds coming along nicely right now I have learned quite a lot from mysauce's esp his tutorials.
Though I feel I still have a better Island Design then his tutorial offers, Mine are islands but they are MASSIVE continental like islands I will share these with him if he wants to use the settings for this as an option size for his tutorial page other wise I plan to go full steam on my so far dead new wiki that he has given permissions for me to use his work on this as well. Once I finish my world and settle it all in on the server next stage is updating my wiki that was put on hold.
In mean time if you go to our website http://mindcalfonline.sytes.net on the front page you should see some WIP teaser shots of what I have got so far, I plan to attempt to get a isle in isle to go the extreme hills you can see too try and add some variation in height changes at the top of the hills and also to increases the hills overall height.
Anyway its pretty cool stuff since I figure out the sizes now for the 8 bit worlds which is now letting work on the actual fine tuning and customization of each biome.
-
View User Profile
-
Send Message
Posted Mar 29, 2012Oh-oh-oh, my bad, but i think your contribution to this plugin is not less important as creating of it. Thanks Khoorn, great work. Thanks for your advice, now try to do it. Your words cheer me up ^ _ ^ Thanks. Good Luck.
LMGH, I think you should use the F3 screen to determine the biome in which you are (http://i.imgur.com/jEte8.png). This, I believe, would help to mysource. I don't think, that this is hills, looks like beach or river with WorldHeightBits = 8. I have repeatedly observed this in my experiments.
-
View User Profile
-
Send Message
Posted Mar 29, 2012@CNoiise
Hi,
first and most important: This is not my Mod, KHOORN made it ;)
I´m just using it to create worlds.
To the questions (I assume LMGH´s is included).
@LMGH:
This seem to be a border biome (Extreme Hills Edge ?) which had been changed to BlockID 12 (sand) in its settings. Change to the wanted BlockID simply or disable this biome.
@CNoiise:
You are at the right way...its just the height balance of ALL biomes.
If You like the "deep_sea_final" world, download and use it as Your start to create Your version of it.
You want "only" the landmass being higher as far as I understand.
So change the BiomeHeight values of ALL BIOMES !!! in the direction of more height corresponding in the identical margin to each other.
Example:
If You take the desert BiomeHeight:-0.9 (this is its value in my "deep_sea_final" world) to bring the desert landmass higher, You need to lower the value to may be -0.4
Doing this will rise desert height by 0.5
This 0.5 have to be substracted by ALL biomes height values now.
If this leads to ugly steps at biomes border(s), adjust the height settings of this biomes carefully in small steps closer to the neighbour biomes height values.
Its hard to explain, its more to get a feeling for the behavior of the values in TC-Mod.
Height is very easy compared to the "Isle in Isle" setup.
But if You never take 2 steps in changes at once and always save and document what has done what by /tc map and compare the images, You will soon get the right direction leading straight to the desired world style / look.
Never ever change to much at one time, never change biomeHeight and volatility values at once (best set this values to 0.0 as a start always).
This other values are fineadjustment later.
To explain it deeper would need pages here.
(Most things have been explainde by the # lines right in the configs by Khoorn himself.)
Adfly ... never ...
I´m glad to use own webspace without advertisment and other bugging stuff.
(Khoorn is from Russia as You (?) too and has an own PayPal / donation account too, should be no problem I think.)
Bye for now, I´m in a hurry now.
mysource
-
View User Profile
-
Send Message
Posted Mar 29, 2012Hi, Mysource, hope for your help.
First of all, great work, you have created a plugin, I have always dreamed. But I’m experiencing some problems with it. I also want to say that I read all tutorials in your signature and your website – http://kartwork.de/tutorial/ . I understand the whole principle of the TC generator, but i didn’t find explanation, that can help me. I want to increase the height of the world in half compared. I know, now you tell me, that do this easier than ever. Suffice it to change one value in WorldConfig.ini – WorldHeightBits. But changing this value to 8 didn’t give me the desired result – all biomes have been stretched in height, the landscape has become very chaotic. This can be seen on the screenshot in the comment by LMGH below. So this option doesn’t suit me. I just want to raise all biomes up to 128 level without changing their landscape – increasing of mountains and deepening of lakes, rivers etc.
So, if I understand you correctly, i can raise the height of all biomes by changing some variables, as BiomeHeight, also MaxAverageHeight & MaxAverageDepth . But I still can’t get desired result. Experimenting with values for MaxAverageDepth / Height, when I change BiomeHeight, for example, from 0.1 to 5.1, the world is rising, but the landscape is completely flat. I really enjoyed your work – deep sea final. This is almost what I would like to get in the end of the work, but height of the land in my version should be slightly higher and all biomes saved. Also i have some problems with the ocean. As result of my experiments, it’s obtained either very deep or merges with the ground. But it seems that i need to experiment more. I also changed sealevel (maxWaterLevel) from 64 to 128.
I hope for your help. Thanks in advance. Maybe you can use an AdFly links for people like me? I just don’t have the opportunity to transfer money from credit card to PayPal or other non-cis (non-russian) services. Sorry for my english _ CNoise.
-
View User Profile
-
Send Message
Posted Mar 29, 2012Hi, how can i fix this? (Sand)
-
View User Profile
-
Send Message
Posted Mar 28, 2012@xWare
Hi,
forest with some rocks...can be done ;-)
The way to get a custom world is clearly readable via Links in my Signature.
(...seems again You are someone refusing to read...bad sign)
mysource
-
View User Profile
-
Send Message
Posted Mar 28, 2012Heey Mysource, Can you make for me something looks like this: http://media.moddb.com/cache/images/games/1/11/10298/thumb_620x2000/temperate-biome-1600x1200.jpg I need a forest with amazing big trees :3
-
View User Profile
-
Send Message
Posted Mar 28, 2012Very nice, thank you.
-
View User Profile
-
Send Message
Posted Mar 28, 2012@elias1979
Hi.
at least I got it now.
Had this mornig some time and tried again and now successful getting the height values ballanced for a deep ocean world.
Here my result.
Water colours are:
red (transition biome "beach2" ocean to ocean2)
purple (transition biome ("beach") landmass to ocean)
blue and jeansblue (ocean ("ocean") and deep ocean ("ocean2")
Think about only brown (Extreme Hills Edge BorderBiome), yellow (Desert) and green (Urwald/Jungle) being Landmass in this world.
(For sure this testworld can be extended and adjusted to more biomes, other sizes and so on very easy now by everybody)
The ground levels of the deepest ocean parts are at about 24 and water level is at 90.
I used custom biomes Ocean2 (the jeans blue isles in Ocean) and beach2 (the red borders of Ocean2, balanced in height between Ocean and Ocean2 ).
Beach biome (its height adjusted to below water level) was used as a smooth transition of landmass to Ocean.
New beach biome for "Urwald" (mysource jungle) biome is a reworked Extreme Hills Edge biome now. (Desert doesn´t really need a beach biome, sand = sand ;-) ... )
All transitions from landmass till deepest parts of the Ocean are now relative smooth.
Just what You looked for, I guess ;-)
You may download the configs HERE.
Bye, mysource
-
View User Profile
-
Send Message
Posted Mar 27, 2012@deleted_6846210
I apologize, I just get frustrated when it throws a sever error at me and crashes my test server and I can't find a way to fix it. All i did was drop the new craftbukkit jar into my server folder, and it gave me an error on start up. Don't want to spam by pasting all the code, but it was an initialization error, looked like something to do with getting the world generator. Do I need to delete certain files and get fresh ones to make this work?
Nevermind, the lastest bukkit devbuild works, maybe I just got unlucky with the version I found earlier. Thanks.
-
View User Profile
-
Send Message
Posted Mar 27, 2012I have been trying to make a world that's quite similar to a standard minecraft world. The changes I want to make is: Bigger biomes, smarter biome placement (I don't want snow close to a desert etc.), still have some sort of continents with medium sized oceans between them.
I have experimented quite a long time. When I get a continent, i can't find any oceans, and when i have oceans I don't get the "continents" I want.
Can someone help me? I could upload the config if someone wants to look at it.
-
View User Profile
-
Send Message
Posted Mar 27, 2012@dorrax
Hi,
I say it again:
TC v 2.1.5 ist working with MC 1.2.4 and Bukkit 2122
(...worked with elder 1.2.4 Bukkit versions too, but I´ve 2122 downloaded just for 1 minute and tested, just for You ;-)...).
CraftBukkit download always from HERE.
C:\Users\Steps\Desktop\MC 1.2.4>COLOR B0
C:\Users\Steps\Desktop\MC 1.2.4>start /B java -Xms1024M -Xmx3072M -jar craftbukkit-1.2.4-R0.1-20120326.220450-22.jar
C:\Users\Steps\Desktop\MC 1.2.4>SET APPDATA=C:\Users\Steps\Desktop\MC 1.2.4\data
C:\Users\Steps\Desktop\MC 1.2.4>start /B java -Xms1024M -Xmx3072M -jar Minecraft.jar
Hello!
182 recipes
27 achievements
10:41:42 [INFO] Starting minecraft server version 1.2.4
10:41:42 [INFO] Loading properties
10:41:42 [INFO] Starting Minecraft server on xxxxxxxxxxxxx
10:41:42 [INFO] This server is running CraftBukkit version git-Bukkit-1.2.3-R0.2-93-gac9207d-b2122jnks (MC: 1.2.4) (Implement
ing API version 1.2.4-R0.1-SNAPSHOT)
10:41:43 [INFO] [VoxelUpdate] Loading VoxelUpdate v1.1.1
10:41:43 [INFO] [TerrainControl] Loading TerrainControl v2.1.5
10:41:43 [INFO] [VoxelSniper] Loading VoxelSniper v5.131
10:41:43 [INFO] [Essentials] Loading Essentials vDev2.9.36
10:41:43 [INFO] [dynmap] Loading dynmap v0.34-957
10:41:43 [INFO] [WorldBorder] Loading WorldBorder v1.5.3
10:41:43 [INFO] [EssentialsSpawn] Loading EssentialsSpawn vDev2.9.36
10:41:43 [INFO] [TerrainControl] Enabling TerrainControl v2.1.5
10:41:43 [INFO] TerrainControl v2.1.5 is now enabled
10:41:43 [INFO] Preparing level "Venus"
10:41:43 [INFO] Default game type: 1
10:41:43 [INFO] BOB Plugin Registered: amazonas_king.bo2
10:41:43 [INFO] BOB Plugin Registered: average_tree.bo2
10:41:43 [INFO] BOB Plugin Registered: bigiceberg.bo2
10:41:43 [INFO] BOB Plugin Registered: cave.BO2
.............
and so on...
This problem is 100% for sure at Your side !
About the many broken Links (the SSP Link isn´t by far the only one, many more at the wiki page too .....-(...).-
I´ve told this Khoorn just yesterday again.
May be the responsible person ("Documenter" Cayorian!) will listen too here (again ?) and do finnally his job fixing these Links (ALL) !!!
But don´t use this SSP Version anyway because it´s far outdated reagrding MC 1.2.4 now.
Always use only Version 2.1.5 from the WORKING Link at the right side at top of page here.
Despite it says: Game version CB 1.2.3-R0.2 its working, as You can see in my server-console text.
mysource
-
View User Profile
-
Send Message
Posted Mar 26, 2012I hate to be a killjoy but I don't think the latest terrain control works with bukkit for 1.2.4, unless I missed a really recent udpate. I even took a look at the source from the github thinking I could compile it myself, but I can't, my java is too weak.
I would also like to try the ssp version but that link has always 404'd for me.
-
View User Profile
-
Send Message
Posted Mar 26, 2012@elias1979 Remember that larger values in BiomeSize actually mean smaller biomes. You probably want a value around 2 for your Beach BiomeSize.
This is one of the most frustrating things about this mod, in my opinion. Most of the values in the various config files don't really make sense. Even some of the stated ranges (in the comments of the config files) are far outside their practical values.
I think this mod could be really awesome if the config values were changed to be more reflective of what they actually do, and have some code internal to the mod that translates them back to what Minecraft needs to generate the terrain. I'm looking at the Bukkit terrain gen code now, just to see what's possible.
-
View User Profile
-
Send Message
Posted Mar 26, 2012@elias1979
Hi,
but You are trying and on the right way at all, believe me.
Some points to this:
I tried further the last hour and even with an Ocean2 as a new custom Biome and nestled Isle in Isle in Ocean and so on.
It worked, still not pefect but it will be come closer to this point.
Here some images, first the biome map of the Ocean world:
Waterlevel is 90 in a full 256 world, landmass is starting about 93 to 95.
The lines in the Ocean are the Ocean2 biome borders (exactly the rivers separating it), I should have used a different colour for this biome (sorry), I just forgot to change this.
Underwater it looks now like this:
Ground is at about 45 water + 45 blocks up till air. Landmass (Beach) is to be seen at right side in the background too.
Here the Download of this Testworld (just 2 normal (main)biomes and so on, nothing to mention, just for this test of some values)
The main thing is to get all the heights and volatilitys balanced to each other.
Everything interacts with the other values regarding the height mainly.
The size mainly in the Border or isle stuff, is extremely sensible.
Always think of it as a form of pyramid or fried egg.
This explains often which biome has to be much bigger in size and the opposite.
If it comes to Isle in Isle world style (the most advanced by far), You will see, that sometime very small values are to use to let the Isle in the mainbiome spawn at all.
To lower its size sometimes even only from 7 to 8 and the rarity from 10 to 8 or 6 and voila, its there.
Next example, here is a 3 border world.
This 3 borders may be made much wider too and this simmilar style used for Your goal.
TC-Mod has many possibilities and opportunities.
Many different ways can lead to the wanted result.
The people in the Forum-Links definitely underestimate the TC-Mod by far ;-)
Don´t give up.
I had to learn and try for countless hours and even now I´m fishing often in dark water...
But many, many worlds have been created in the meantime, which are just nice and satisfying their users.
Bye mysource
-
View User Profile
-
Send Message
Posted Mar 26, 2012I tested with Beach BiomeSize: 8 but they where still not wider then 5 blocks, Earlier today i also test with a new border biome called SaltwaterLake, as border to Ocean and then set Beach as border to SaltwaterLake but that did not work as they behaved much differently beaches where very thin and the SaltwaterLake border super thick like many chunks wide did not matter if i made it smaller then it disappeared but never got that beech behavior, so i do think its something in the code for Oceans and Rivers that is very different. Also the rivers divided other biomes and the SaltwaterLake and that was horribly unrealistic did not matter i set it to not border to river.
Have also tried with a island biome called DeepSea as isle in the ocean but then the beach was in between them so that did not work well.
Here is users looking for this in 2011
http://forums.bukkit.org/threads/more-natural-world-generation.54086/#post-910278 http://forums.bukkit.org/threads/req-realistic-terrain-generator.29525/#post-540278
Nice landscapes
http://jkphoto.net/68
-
View User Profile
-
Send Message
Posted Mar 26, 2012@elias1979
Hi,
to make Beaches wider / more beach change in BeachBiomeConfig.ini:
BiomeSize:6 (or 5)
BiomeRarity:100
and to get more Rivers / wider Rivers
In worldConfig.ini
More Rivers:
RiverRarity: value 7 or 8
and:
Rivers wider
RiverSize: value 2 (or 3)
Regarding the rest, I tried the last hour too to get what You want.
I have get some configs a little closer but not 100% satisfying to me.
What You may try is:
Use the beach biome as the lower (border)ground of the ocean in places were it contacts the landmass (as beaches do normally), but use wider size and lower its height below waterlevel to get this step before the Ocean will fall to ist deepest points.
A second beach biome (custom) may act as a normal beach biome above water Level.
Your sketches are really explaining what You mean, good work.
I will try to find out a way to get what You want in the next time (days) may be.
Its should be possible with TC, would be the first thing if not ;-)
Bye mysource
-
View User Profile
-
Send Message
Posted Mar 26, 2012By changing MaxAverageHeight and MaxAverageDepth i got these combinations
But nothing close to what i wanted, as i could change the height values but not the distance between them, and i don't think this code can know the center or distance to other biomes in any way.
Also how can i make the beaches wider and thicker and i don't mean longer. Seems like The ocean and the river code differs from the rest of them and cant be changed in the configs ?