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 28, 2012@xlrustylx
I see what you mean, i didn't really know that, that one works.
I know its a no brainer but whats so bad about not to ask, just to clarify.
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Posted Feb 28, 2012@domingo15
Go to the WorldConfig.ini file and where it says normal biomes, remove "Desert"
That should be a no brainer
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Posted Feb 28, 2012Hello,
Question?....
Can you remove a biome when generating a new world?
like delete the config file of a certain biome or make the rarity to 0 so the biome for example desert will be totally gone from the world?
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Posted Feb 27, 2012I got trees spawning in water, but now I need something else:
Anyone have an example Bo2 that properly spawns on mycelium?
Also, has anyone worked out exactly how the bo2 grouping function works?
groupId=Ruins
Seems easy, the name of the groupings and all items that can be in it.
groupFrequencyMin=3 groupFrequencyMax=10
Does this mean 3-10 of this object can appear in a grouping along side other objects? or each grouping itself will be between 3 and 10 objects, including one (or more, depending on %) of these?
groupSeperationMin=1 groupSeperationMax=6
Is this measure in blocks or chunks? My experience tells me its in chunks, I think.
branchLimit=6
This has no relation to grouping, right? branching is something different altogether, isn't it?
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Posted Feb 27, 2012Hey @mysource could you check your PM's thanks :)
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Posted Feb 27, 2012Hi, trying to create a desert world as detailed here: https://github.com/Wickth/TerrainControll/wiki/Examples. Does NOT produce expected results. Only get snow.
Edit: Turns out the issue is with the wiki and not the plugin. Btw Great work on the plugin
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Posted Feb 27, 2012I accidentally deleted my config. I have re-made it, but now I have all these holes in my landscape (cave-entrances). Do you know how to fix this?
EDIT: OK, got that fixed, but now there are almost no trees :(
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Posted Feb 27, 2012@Zephedge
Thanky you Sir, now at least i can play around with this thing :)
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Posted Feb 27, 2012@PauleP
Hi, I see you got your map done, i have been trying to get that kind of map for a long time, i know your not willing to give away the settings file for free, so i am willing to donate money so i can get that world too. i hope you wanne give it out otherwise i understand that you dont want to give it out.
Greetz, Joep
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Posted Feb 26, 2012@Lathanael
I noticed this as well. You can force it to generate the files and folder for a world by using /tc check your_world_name
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Posted Feb 26, 2012*buuhuhu* I'd wish i could toy around with this plugin. :(
But unfortunatlely it is not creating it's folder like it should do. Tried with 1.2.14, 2.0.1 and 2.0.6. And also with different CB version R1-R4. Nothing helped.
Did anyone else experience this behaviour? (And before anyone asks, yes the server software does have read/write rights for the folder it is in and any other plugin is creating its files)
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Posted Feb 26, 2012Noob question and all, I know but I cannot just figure it out. Once you have made every thing/ downloaded it how would one implement it into their world? Like what files do you place where?
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Posted Feb 26, 2012@deleted_6846210
Sorry, you missed my edit on the previous post. I figured out how to get lilypads spawning in every biome without bo2.
This goes in the deposits section at the bottom of whichever biome you want: AboveWaterRes(WATER_LILY,1,100)
What I actually want is to get a tree to spawn 1-2 blocks over water height, with roots that go down into the shallow water, and the soulsand, sand, and clay, below.
Since your lilypads seem to spawn correctly, this should not be an issue, but I can't figure it out, even using the same settings you use.
Like I said, I've tried with only water blocks as sources, still did not work. I tried adding the other unusual block IDs (0,111,88,82) just to add more possible spawning blocks. there is no negative effect of adding these, only more chances to spawn.
I will test your lillypad b02 to see if I can spawn it and then I'll just build off of it with BBOB.
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Posted Feb 26, 2012@wessexstock
Hi Wessex,
1. Wrong spacing posted => did You not use the BBCode here in the forum / posting?
(To much work for me to get this corrected in Notepad to see it in BetterBOB)
2. What are these "100" values You use in DATA ???
Lilipad is only this:
0,0,0:111
Use my bo2 and only edit the waterLevel + blockIDs + Biome
Your values (whatever this all should be...) are the problem.
If its a construct of much more then only a lilipad, don´t use it, better make this a separate bo2.
(Single lilipad like I did works easy)
One error f.i.:
Your want to spawn lilipad on lilipad (BlockID 111) ??? ... no way ;-) .. and on BlockID 0 (Air) ... why ????
Try simply my bo2 and I already changed it for Your needs.
Would be in Your case this:
(lilipad can and should only spawn in water or not ;-)
[META]
version=2.0
spawnOnBlockType=8,9
spawnSunlight=True
spawnDarkness=True
spawnWater=True
spawnLava=False
underFill=False
randomRotation=True
dig=False
tree=False
branch=False
needsFoundation=False
rarity=999
collisionPercentage=2
spawnElevationMin=0
spawnElevationMax=66
spawnInBiome=Marsh
[DATA]
0,0,0:111
Best regard
mysource
PS:
I updated the BetterBOB-Tool a little regarding some really missed and needed BlockIDs
(f.i. moving lava and moving water + sponge ... )
It´s easy to do by everyone by editing the txt-file + add some 16x16 (or 32x32) block images by copy and paste similar ones, rename it (BlockID of the new Block) and edit it (using "IrvanView" f.i.).
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Posted Feb 26, 2012@deleted_6846210
Here's the bo2 in question, I can't get it to spawn no matter what I try Tried to spawn on just water, just lilypads, just soulsand, clay, sand (which is located underwater)
[META] version=2.0 spawnOnBlockType=0,9,8,111,88,82,12 spawnSunlight=True spawnDarkness=True spawnWater=True spawnLava=False underFill=False randomRotation=True dig=False tree=False branch=False needsFoundation=false rarity=1000 collisionPercentage=100 spawnElevationMin=63 spawnElevationMax=66 spawnInBiome=Marsh [DATA] 0,-2,0:18 3,-2,0:17.0 -2,-1,0:17.0 -2,0,0:18 0,1,0:106.4 -1,1,0:106.4 2,0,0:106.4 4,-1,0:106.2 1,-1,0:106.4 4,-3,0:106.2 -1,-3,0:106.1 3,-4,0:106.1 1,-4,0:106.1 3,-2,1:17.0 -2,-1,1:17.0 0,1,1:106.4 -1,1,1:106.4 2,0,1:106.4 4,-1,1:106.2 1,-1,1:106.4 4,-3,1:106.2 -1,-3,1:106.1 3,-4,1:106.1 1,-4,1:106.1 3,-3,2:18 1,-2,2:18 2,-2,2:18 3,-2,2:17.0 4,-2,2:18 -3,-1,2:18 -2,-1,2:18 2,-1,2:18 3,-1,2:18 -2,0,2:18 0,1,2:106.4 -1,1,2:106.4 2,0,2:106.4 4,-1,2:106.2 1,-1,2:106.4 4,-3,2:106.2 -1,-3,2:106.1 3,-4,2:106.1 1,-4,2:106.1 0,-3,3:18 1,-3,3:18 3,-3,3:18 -2,-2,3:18 -1,-2,3:18 0,-2,3:18 1,-2,3:18 2,-2,3:18 3,-2,3:18 -2,-1,3:18 -1,-1,3:103 0,-1,3:18 1,-1,3:18 2,-1,3:18 -2,0,3:18 -1,0,3:18 0,0,3:18 0,1,3:106.4 -1,1,3:106.4 -1,-3,3:106.1 3,-4,3:106.1 1,-4,3:106.1 0,-2,4:18 1,-2,4:18 0,-1,4:18 1,-1,4:103
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Posted Feb 26, 2012@wessexstock
Hi Wessex,
I like to work regarding the lilipad spawning much more with a bo2-versions.(much better to control)
And exactly for this reason, I´ve made some time ago a simple lilipad.bo2 (all included in the BOBPlugins.zip Download too):
[META]
version=2.0
spawnOnBlockType=8,9
spawnSunlight=True
spawnDarkness=True
spawnWater=True
spawnLava=False
underFill=False
randomRotation=True
dig=False
tree=False
branch=False
needsFoundation=False
rarity=10
collisionPercentage=2
spawnElevationMin=0
spawnElevationMax=66
spawnInBiome=Swampland
[DATA]
0,0,0:111
Only the spawnElevationMax needs to be configured to the exact waterLevel of the specific world, it will be used in... and it will work 100% for sure ;-)
.................
@ jorisk322
To the rest regarding the cave world ... as I´ve said before too .. .one can use my configs and customize it to the desired needs very easy.
It´s only a little try and error testing ;-)
I don´t know exactly what really the "problem" is now, but to change an existing world via TC-Mod and use changed/different values ... will never work satisfying in the future.
(... because only new parts will show like the new adjustments, ugly steps may occure and so on...nobody will do this really and be satisfied after. New settings = 100% new world or...ugly. My point of view)
About the settings,
You´ve got all support and like Wessex said (and he gave You a very well designed guideline regarding nice settings in his posting !) and I endorse, it´s only some try and error with some very few settings to get this work to what You/someone can want at all.
In which direction, depends on the personal taste and what should be the final result ;-)
..............
By the way, I took some time today and created "Ayers-Rock" and "Monument-Valley", still not 100% as I want it final, but as a first try okay, I think:
Best regard
mysource
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Posted Feb 26, 2012@deleted_6846210 I can re-create my world. It is just that I want to create my own world, with an underground ocean. If I need to configure it differently, that's OK, but then I have to know which settings to adjust.
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Posted Feb 26, 2012@deleted_6846210
mysource, I believe the best way to do what jorisk322 is asking is to use your cave worlds, lower the water level to maybe 40 and then use
custom height to force no land between 30 and 50 (-5000) force no land from 80 up (-300 for some mountains maybe?) and force land in between for a 'ground level' (5000)
Can someone tell me how to get lily pads to spawn? [EDIT] Found that, sorry. AboveWaterRes(WATER_LILY,1,100)
I still cant figure out how to get B02s to spawn above the surface of water though...
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Posted Feb 26, 2012@jorisk322
1. Part:
No, I don´t know how to do this. I know for a cpl. world, but not for the integration in a existig (clp. different configurated) world, which You want.
2. Part:
No too, if You get a filled (!) chest done / integrated within a bo2, tell me how You did it please.
mysource
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Posted Feb 26, 2012@deleted_6846210
Thanks for that, but I already have a world-config made for my server. I just want to add an underground ocean to it. It should be more like a giant cave system (with more cave than stone) on level 35/45 half-filled with water. Do you know what settings I should adjust to do that?
EDIT: If I create a custom tree that has a chest with items in it and make it a bo2, can I use that as a custom tree (1% of all trees), or will the items be gone?