Terrain Control

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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.



  • 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


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.





Spooky Forest by Rutgerkok Mountainrange by Burckhart Cavern by mysource
Columns by mysource Overworld Nether by LanToaster Volcano by Burckhart


Daendroc/TerrainControl Promo by MassiveCraft TerrainControl Demonstration by mysource Testworld update 1 by mysource

Also check out the showcase thread in our forums!

How to use

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.


Tutorial Videos

How to use and install TerrainControl by Samkio TC Tutorial Part 1 by CaseyC104 TC Tutorial (german) by CubeCrafterDE

Useful tools



Active staffhack to display table correctly
KhoornMaintainer, Coding
Rutger KokCoding
BurckhartSupport, Documentation
Retired staff
MysourceSupport, Documentation
Additional Credits
BucyrussCreator of the BiomeTerrainMod
R-T-BCreator of PhoenixTerrainMod
More contributors on GitHub
Users contributing to the wiki are found here

Get involved!



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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  • Avatar of mysource mysource Apr 04, 2014 at 11:58 UTC - 1 like

    today I created 2 new biomes (schiefer (shale or slate in English) and schieferBorder and 2 new schiefer-bo3´s, to set up a landscape containing some fault zones (made by that 2 bo3´s as a branch).
    Shown here a close view of a real world fault zone:



    That´s how my MC/TC biomes came out:



    Will be added to Testworlds next update 68, like shown "Eldaria" biomes too.

    Last edited Apr 05, 2014 by mysource

    TC-Mod Tutorial Part 1
    TC-Mod Tutorial Part 2
    Contact / Help => HERE

  • Avatar of mysource mysource Mar 22, 2014 at 23:23 UTC - 2 likes

    I´m working at an "Eldaria" style TC biome area.
    The most problematic part to get that arches has been solved now by just 2 new custom biomes:

    (as always...right-click and "show image"... to see kpl. image ;-(... limited forum sadly)

    The rest is now normal workflow by already made biomes ;-)


    Last edited Mar 22, 2014 by mysource
  • Avatar of BeckinatorPVP BeckinatorPVP Mar 17, 2014 at 19:58 UTC - 0 likes

    Wow! This is amazing! How can you code something like this ?!?!!?!!??!?!?!!?!!

    BeckCraft Cops And Robbers! Join Now at worldof.beckcraft.co.uk

  • Avatar of matt112986 matt112986 Mar 10, 2014 at 04:24 UTC - 0 likes

    Finally have my world generated, it's still at 1.6 and will have some areas regenerated to add 1.7 biomes. Until all the plugins are set up on my server anyone can join and fly around to see everything. Dynmap - http://mc.pendulumsrest.beastnode.net:8686/# - only a flat map atm as plugins and things need my time and it takes a lot of space. Still has lighting errors on it too.

    Map is 1500x1500 pixels/ 6000x6000 blocks (usable) Over 460 configs used to make 54 new biomes. 220 build objects, only 9 of which are not custom for this server

  • Avatar of Mankin59 Mankin59 Feb 24, 2014 at 18:32 UTC - 1 like

    Dude this is awesome, I haven't actually tested it yet but If it works like you claim! OMG! Thank You! PLEASE dont stop updating! this is the best plugin i have ever seen!!

  • Avatar of mysource mysource Feb 14, 2014 at 08:01 UTC - 4 likes

    tonight I created settings to create caves (adjustable style and size and so on) in the underground of any biome using my settings.
    All bo2´s and some plants (some of the MC default and ALL bo2´s for sure if adjusted the right way) will spawn too, if wanted.
    Blocks which are used in that cave environment are adjustable too.
    All done with the plain but huge possiblilities of TC like always.
    Some screens of a simple test caves in the (example) desert underground:


    ... and here the Arctic caves edition:


    Bye ;-)

    Last edited Feb 14, 2014 by mysource
  • Avatar of mysource mysource Feb 02, 2014 at 10:38 UTC - 2 likes

    Video showing some of the newest biomes in Testworld:

    Last edited Feb 02, 2014 by mysource
  • Avatar of mysource mysource Feb 01, 2014 at 11:23 UTC - 1 like

    to brush up the desert style areas a little more, I created 3 new cacti (bo2´s) today:

    http://www.kartwork.de/minecraft/kaktus3.jpg http://www.kartwork.de/minecraft/kaktus1.jpg http://www.kartwork.de/minecraft/kaktus2.jpg

    The savanna biome got a termite-hill (bo2):



    Last edited Feb 02, 2014 by mysource
  • Avatar of mysource mysource Jan 21, 2014 at 17:46 UTC - 1 like

    created today the "Quartz desert" and "Quartz mountains". Some quartz bolder turn up in the lower areas:


    .... and an even extremer version, holding 5 different bolder types (possible variations just limited by MC´s blocks and your imagination ;-) ...):


    ... and here my final version, "special" single block bolders now more grouped, red sand TC bolders added and the mountains got some red sand and eroded caves / holes for an added realistc look too:


    All done just by 2 new custom biomes and its settings, NO use of any bo2´s or BO3´s.


    Can´t believe those die hard non readers, not regarding that red text up, posting questions still here on and on ...
    Just to info about my stuff now here, tying to avoid that questions at that wrong place here in the future:
    For sure I´m adding all new biomes always to newest Testworld....but questions concerning my Testworld have to be asked by Email, for that always regard my signature !!!
    Deleting of all non-standart posts here, has to be done frequently (and sadly), to avoid spamming the overview page by stuff which belongs stictly just to the forum and definitely at no other place.

    Last edited Jan 23, 2014 by mysource
  • Avatar of mysource mysource Jan 18, 2014 at 11:58 UTC - 1 like

    today I created an island with 3 creeks all flowing in an elevated lake. This lake dispatches an elevated river, which is ending up at a fall and empty into the ocean. All bound in the (reworked and adjusted) new 1.7.x savanna biomes.

    (Animation images taken from Eihort screens, sadly not showing the nice in game colors)


    click to display full image

    Feel free to follow that link "Testworld" (Signature) to get more infos about that world too at by website.

    Last edited Jan 18, 2014 by mysource


Date created
Oct 27, 2011
Last update
Mar 23, 2014
Development stage
SpoutDev License v.1
Curse link
Terrain Control
Recent files