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!
Thanks so much for this amazing plugin! I've been trying to save up for EpicWorldGenerator, but I after I found this, I completely changed my mind. It's such an awesome plugin!
Hi all, I just release a bukkit plugin "WorldEdit Structure Selector" which auto selects any structures as a WorldEdit cuboid selection.
This is quite useful to export trees as BO3.
HELP! my server only says Error occurred while enabling TerrainControl v2.7.0-SNAPSHOT (Is it up to date?) and i dont know why! please help me. i have multi verse 2 but i am using a server hoster server.pro. please help me asap! thanks.
In reply to crainer_is_cool:
could this be used to remove grass completely from a world or stop grass from dropping seeds?
Can I disable end fortress generation with Terrain Control?
Hey, so, I tried to instal this Plugin on my Nitrado Minecraft Server. Everything works. I also instaled Multiverse-Core. But when I try to make a world with /mv create *name* NORMAL -g TerrainControl , there comes a Jarva error. Can you tell me why? Caused by: java.lang.NullPointerException at java.util.concurrent.ConcurrentHashMap.hash(Unknown Source) [?:1.7.0_71] at java.util.concurrent.ConcurrentHashMap.get(Unknown Source) [?:1.7.0_71] at org.bukkit.craftbukkit.v1_8_R3.util.ForwardLogHandler.getLogger(ForwardLogHandler.java:16) [craftbukkit.jar:git-Spigot-6d16e64-b105298] at org.bukkit.craftbukkit.v1_8_R3.util.ForwardLogHandler.publish(ForwardLogHandler.java:27) [craftbukkit.jar:git-Spigot-6d16e64-b105298] at java.util.logging.Logger.log(Unknown Source) [?:1.7.0_71] at com.khorn.terraincontrol.bukkit.TCPlugin.log(TCPlugin.java:272) [?:?] at com.khorn.terraincontrol.TerrainControl.log(TerrainControl.java:193) [?:?] at com.khorn.terraincontrol.bukkit.TCPlugin.getDefaultWorldGenerator(TCPlugin.java:154) [?:?] at org.bukkit.WorldCreator.getGeneratorForName(WorldCreator.java:311) [craftbukkit.jar:git-Spigot-6d16e64-b105298] at org.bukkit.WorldCreator.generator(WorldCreator.java:183) [craftbukkit.jar:git-Spigot-6d16e64-b105298] at com.onarandombox.MultiverseCore.utils.WorldManager.addWorld(WorldManager.java:113) [?:?] at com.onarandombox.MultiverseCore.commands.CreateCommand.runCommand(CreateCommand.java:94) [?:?] at com.pneumaticraft.commandhandler.multiverse.CommandHandler.checkAndRunCommand(CommandHandler.java:279) [?:?] at com.pneumaticraft.commandhandler.multiverse.CommandHandler.processFoundCommands(CommandHandler.java:143) [?:?] at com.pneumaticraft.commandhandler.multiverse.CommandHandler.locateAndRunCommand(CommandHandler.java:93) [?:?] at com.onarandombox.MultiverseCore.MultiverseCore.onCommand(MultiverseCore.java:476) [?:?] at org.bukkit.command.PluginCommand.execute(PluginCommand.java:44) [craftbukkit.jar:git-Spigot-6d16e64-b105298] ... 8 more
It's alot. I know. Please help. :c
Hey I need help making a world where there are 4 seperate biomes apart from each other. (obviously its going to consist of multiple of the same biome).
I tried setting the BiomeIsBorder in each biome config to the two bordering biomes, and then the NotBorderNear to the fourth biome. I also made 4 seperate groups for each biome. It just gave me a world with a mix of each biome everywhere. There were multiple biomes per chunk.
How would I do this? Any help, suggestions or comments would be a ppreciated! Thanks
How to make that hell biome in land like in the picture?
NVm .. I figured it out
anway, There's no Water in my River and Ocean biome all I see is land ..
Can you help me? My River and Ocean biome are all default and also my WorldConfig River part is also in default
Why there's no water? Help pls!
@Forerunner343i
Sorry im such an idiot and english sin't my native language so its hard to understand a bit..
So what should I do to resolve this issue? Go resave my bo3 object while im at the 0,0,0 coordinate of the item?
Totally ignorant and 100% not reading blind king of jerks still posting at old place... and even also not at the forum...unbelievable dump persons.
Keep on trying to get help by that jerky way of acting :-o Shaking head about that dump crowd.
Sadly there is a German in between ;-(
@BSidiocy
No you shouldn't, or it'll spawn as well (unless it has a source block controller). What you should check is that you have, for example for a 3x3 tree, coordinates like 0,0,0 LOG (meaning the 0,0,0 is the first block above ground, it replaces the block where your sapling is normally planted. A dirt block (or other) below the tree would have 0,-1,0 coordinate, but it's not necessary, only optional depending on what you are looking for) -1,0,-1
(air) -1,0,1(air) 1,0,-1(air) 1,0,1(air) ... and so on 0,1,0 LOG 0,2,0 LOG 0,3,0, LEAVES ... and so on.If the structure isn't centered and you get something like 0,0,0 AIR 1,0,1 LOG 2,0,2 AIR ... and so one Then your bo2/bo3 object (your tree for example) isn't centered around your trunk as the 0,0,0 coordinate. In this case, the BlockCheck for your source will happen for the AIR block rather than the LOG, meaning that if all conditions are valid the tree will spawn. BUT if it spawns in a slope, the 1,0,1 LOG block could either spawn 1 block in ground or 1 block above ground.
@Forerunner343i
Oh .. i should add the ground block? (I didn't add the ground block) Also, did you mean that I should add the Air blocks?
@BSidiocy
You should check that the center of your schematic/bo2/bo3 is under your trunk. If not (as with some schematic savers, it's bottom southeast corner of your selection which is saved as 0,0,0 coordinate) then it'll spawn the wrong (air) block of the ground (instead of the log block)
@TheLexoPlexx
It can't generate 8 pieces of a cake (all equal to one another) as it's a randome world generator, using a seed juste like vanilla one... unless you create the world from an image, but it will have a boundary then (4 times the size of your image, for example a 1024x1024 would give a perfectly well placed biome until 4096 blocks, then there would be either an ocean (or another infintie biome of your liking) or vanilla biomes (random as well then).
Given that you would have to generate a limited world (boundaries), I recommend using WorldPainter instead. TC is more adapted to infinite and random generation, replacing vanilla generator.
@bakersoft
Got it figured out. The Spigot version 2.7 of TC will work with the 1.8.3 version of CraftBukkit.
Been looking all over for a 1.8 Bukkit compatible version of TC. I see there is one for Spigot, but is this version also compatible with the 1.8 version of Bukkit that Spigot released?
Hey there, I have a Question...
I'm not really into TC and I used it just a few times so I definitely don't know all the features of it. I'm a Plugin-Developer though and I need to create a World which is seperated into 8 "cakepieces" (actually North, Northeast, East, Southeast...). Each "piece" will have a different biome and within a radius of 200 Blocks to the Center the biome will be plains, all biomes are seperated by ravines. Is TC capable to do something like this? And if not... could you maybe help me to programm this?
Thanks in advance.
Anyway, What will I do, some of my trees are floating or not properly placed.
Tree(10,we-tree,90)
We-tree is the custom small tree (2woods then leaves above them) I'm spawning them are forest and jungle biome,
but some of them are floating .. what should I do?
I also added them in Custom Objects :l
Also how can I make a cactus with oak woods.. I cannot save it as schematic because Cactus cannot be put at Oaks! PLS HELP!