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 Jan 12, 2012So, I've been playing around with this pluggin on my server - finally got a working, good-looking (in my humble opinion) configuration for ...
The Aether!
:)
If anyone is interested in the worldconfig.ini file that I used to generate this, I have given a fairly detailed explanation of my changes below.
I know I was disappointed when I hadn't yet seen anyone else having posted how to make the Aether now that Mojang took out skylands...
Here is the general idea I used to create my skylands (going from the top of the config down, as there are a lot of tweaked variables):
- Lowered Generation depth to 7, and land rarity to 90. Landsize to 4, and Fuzzy to 3.
- Ice rarity to 100 and Ice size to 7 (same size as generation depth) - this eliminated chance ice as I did not want to use the ice biomes.
- River rarity to 4, and size to 1, and rivers enabled - even though skylands does not want water, the way terrain control generates "land" is by determining where land is and where water is - so rivers and oceans are still important to determining the land placement.
- I used the default biomes, but took out the frozen ones (as I also disabled frozen rivers and oceans above). The biomes you use should not affect the ability to generate a good looking skylands, just how many trees, grass, sand, etc will appear on the islands.
IMPORTANT:
- Water level 0
- water block and ice block unchanged, average height and depth both 0.0 (these should not be needed because I will use custom height control to get land where I want it for islands)
- Fracture horizontal at 2.0, vertical at 10.0 (these variables made a HUGE difference in the more natural looking land - keeping them at 0.0 made the world look like floating oblong spherical land with flattish bottoms)
- For volatility I used -20, and 0, with weights 0.5 and 0.2 respectively.
EXTREMELY IMPORTANT - Custom height control (here I will copy and paste the actual values I used - others have been tried and failed, and yet some others may work also):
-4000.0,-3000.0,-2000.0,-1500.0,-2500.0,-2500.0,-80.0,-20.0,0.0,-50.0,-25.0,50.0,150.0,50.0,-25.0,-100.0,-1000.0
This gave 2 to 3 layers of islands, sometimes creating a join between, not usually. The lowest island level was actually near the void, where I have set -4000 and -3000 in an attempt to make absolutely NO land there!!!
- obviously disable bedrock, strongholds, villages, and mineshafts (they look funny floating around)
The only other variables I played around with (besides ore placements) were cave and canyon, but they just added a bit of flavour more than anything substantial to the look of the land. Canyons split some islands, while caves provided some of the larger islands with natural hollows and tunnels going in from the sides/surfaces.
Anyone else tried this (the Aether) yet?
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Posted Jan 12, 2012@KoolSource:
Hi,
no water, only terrain = very easy.
Setting in WorldConfig.ini is: WaterLevel:0
(and You are "gaining" about 60 blocks more "building height" depending at Your former WaterLevel Setting ... ;-) ... )
Less rivers = RiverRarity:1 and RiverSize:0
... but, rivers will disappear at WaterLevel:0 anyway.
:-)
@ FiddyCraft,
:-)
...............
@ ALL
I made 3 new .bo2-trees, spawning only in my "Gold-Hills":
Download of ALL bo2´s HERE.
Some changes have been made at the old bo2´s too.
For more please look inside (with Notepad++ ) to see where they will spawn (or to change this ;-) ... ), at which elevation and more)
Enjoy.
Best regard
mysource
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Posted Jan 11, 2012@mysource I love you
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Posted Jan 11, 2012@Raws That got it, thanks.
I got another question, regarding mod items.
I'm trying to get the Rubber Trees from IC2 to spawn in the Swamp biome. I've create a bo2 for the tree and it spawns, but none of the trees ever have a sticky resin 'dot'.
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Posted Jan 11, 2012@Slye_Fox
Ferns' data value is
0x02, soGrass(LONG_GRASS,2,…)should do it!-
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Posted Jan 11, 2012I have changed RiversEnabled to false but it is still generating rivers, any idea why?
Im trying to make a world with no water but i keep getting bloody rivers lol.
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Posted Jan 11, 2012Ok, could anyone to send me conf files from second image(hell)?
I really want it!
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Posted Jan 11, 2012How do I get the generator to use damage values? I'd like to use the fern (Long grass's other look) in forests.
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Posted Jan 11, 2012Please, how can I do floating islands like on the picture upside ?
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Posted Jan 11, 2012@FiddyCraft
Hi,
You can do this very easy.
Open up the specific .bo2-file with Notepad++ (f.i.) and You see this:
(example here is my "saguaro.bo2")
[META]
version=2.0
spawnOnBlockType=12
spawnSunlight=True
spawnDarkness=True
spawnWater=False
spawnLava=False
underFill=True
randomRotation=True
dig=False
tree=True
branch=False
rarity=100
collisionPercentage=2
spawnElevationMin=0
spawnElevationMax=100
spawnInBiome=Desert,Rain Forest,Seasonal Forest,Swampland
[DATA]
0,0,0:17.0
0,0,1:17.0
0,0,2:17.0
1,0,2:17.0
-1,0,2:17.0
-2,0,2:17.0
2,0,2:17.0
...
...
You see the bold line spawnInBiome.
You can delete or put in the biome You want this .bo2 to be spawned (if present) or if not to be spawned (if deleted or not present).
Only biomes which are listed in Your WorldConfig.ini will work:
# Biomes which used in normal biome algorithm. Biome name is case sensitive.
NormalBiomes:Desert,Forest,Taiga,Plains,Extreme Hills,Swampland, ... , ...
Additional You have the block-type on which this .bo2 will spawn.
(in this example it is block 12 = sand block)
So, together with the spawnInBiome setting, this saguaro cacti will only occure in desert parts of Your world (or some sandy small parts very rarely).
You can edit the height range where it will spawn, the % of spawning (how much per given place), if spawning at day + night (I recommend this) and much more.
You can find everything about the possible settings HERE.
Be careful not to leave the limitations of the .bo2 specifications !
Save it after editing and in new maps (or new explored parts of the old map) this changed configs will work like You want.
Best regard
mysource
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Posted Jan 11, 2012How do you make so you can use the custom bobs in just one biome at a time. All I can do is have it spawn all over the map or not at all.
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Posted Jan 10, 2012@enenra9 You mean border biome right ?
Settings: you must set biome as border in WorldConfig.ini and set in what biomes border is in biome config.
It works like border where biome size determines border width in parent biome.
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Posted Jan 10, 2012How exactly do the neighboring biome settings work and would they allow something like setting a percentage of how likely a biome is placed bordering to another biome? EDIT: Just noticed that just came up - there is a setting for this in the biome config files but I have no clue how exactly it works...
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Posted Jan 10, 2012Alright, will do!
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Posted Jan 9, 2012@Khoorn
Cool, thanks! If I have some free time, I think I'll try to add metadata support to block replacements, too; that's something I'd like to use.
@Dayshade90926
Hmm, I don't have a simple answer for you, unfortunately. I've been meaning to screw around with accomplishing that myself. I think the answer probably lies in huge megabiomes containing smaller isle biomes, and a lot of fiddling with the switches. If I ever figure anything out, I'll definitely stick it on the wiki—please do contribute if you find anything that works!
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Posted Jan 9, 2012@Raws: Okay, awesome! I have another question, though: Is it possible to set which biomes can border each other? I've always been really bothered by snow, taiga, and forest biomes bordering deserts.
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Posted Jan 9, 2012@Raws Thanks ! :) Added your commits to main code. If you want add something else - you always welcome :)
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Posted Jan 8, 2012@Raws
I believe it works exactly as Khoorns default method does, well.. as far as I can tell. But yes thank you, we can finally have most all of the ores working right. (minus basalt/granite due to how huge those genned in redpower)
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Posted Jan 8, 2012@IRSmoh
Haha, sorry for being a little too late :P Let me know how it works out!
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Posted Jan 8, 2012@Raws
NOOOOOOOooo
god damn it, now I have to regen our world again xD. I'll back up the server and test it out to see how well your implementation works, hopefully I can get most all of the ores genning properly. (Kaiser was asking on my behalf)
Also when I have the configs fairly well balanced out I will post a link to download the files, it's for a rather large single mega cave world..