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!
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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!
Hi everybody,
i want to show you another french map created with TerrainControl (100%).
Dynmap (it's work now) ( 5 months of work for 2 guys, 40 hours to generate it, map size : 13000x256x13000)
This map was created with some customs blocks included in the generation for the minecraft server Volunthar.com (actually in closed alpha, but you can see the result in game with our launcher, visitors have access to warp commands)
Thanks a lot for this great plugin !
It isn't perfect, but we have learnt basics of the plugin with mysource's tutorials and now try to applicate it.
Danke schön
@G_CODE649B
Lots and lots of manual configuration. :) Mysource also uses an image which is used by Terrain Control to read the biomes from. He's really an expert, but I'm sure that if you read the tutorials, you can also make something nice.
@deleted_6846210
How to make those kind of biomes?
Sorry, I'm new on TerrainControl here and it's hard for me to configure that kind of stuff.
The 6. video of my Testworld shows all the new biomes I created in 2013:
Enjoy and bye
Epic plugin. Wish I had a place for it on my server. :|
@selecty
Hi,
I'm a french user of TerrainControl and I want to show you my first full map. I worked during 2 month to create this one.
Watch Vidéo Présentation (In French)
Watch the dynmap : http://77.111.249.202:6060/#
I want to thank Mysource for your tutorial and helpfull informations!
Enjoy it ;)
Hi,
I assume, you imagine this kind of world ... ;-) ... :
(Right-Click ... show image ... to see 100% size)
... and a partly dynmap overview:
Waterlevel 8, landmass all up till about 240 blocks, MC NetherFortresses and so on.
This biome(s) can be used to create a giant inland cavesystem too, if set in other (high) biomes and so on.
Ores might be set to everybodys demands very easy too.
Again just a few of the huge possibilities of TC.
Bye
Update:
Using lantoasters "fortress"-bo3´s (thanks lantoaster for that test-stuff), its posible to create an extreme edition of that task:
Water Level 39, Ocean ground at about 24, about 3 x more ores.
... and a yet extremer version, using my added planetoid.bo3:
.... and most extreme version:
(Right-Click ... show image ... to see 100% size)
... ;-)
omg, come make a custom rpgcraft map for our server!
just a few questions...
what y-level is the pinched-in area below the main mass of the islands? If you enable mineshafts you could have the mineshafts connect some of the islands, at or just below this narrow undercut.
This might also work very well, as just a cliff-biome island type in a normal ocean. Have the sea level meet the undercut, plus a few metres above so that players can moor ships and build in the undercut area. Below the surface, either very deep ocean with a thin layer of mineral-rich solid land at perhaps y=1 to y=15; or ocean, all the way down to the Void.
Eroded Islands final:
Idea came from "Palau’s Rock Islands":
Bye ;-)
Washed out / eroded Island:
hehe mysource that lava crater looks like the starting point for a knockout Barad-Dur build
I've messed around with a custom 256-high nether in preparation for 1.5. It's a lot of fun just messing with the vertical noise and seeing where the shelves, saucers, pillars, etc. wind up. I'm aiming for a nether where the top 32 and bottom 16 m of the full 256 are solid netherrack; then there's the lava sea; and jutting out of the lava sea are mostly top-to-bottom pillars (or stalactites and stalagmites with broad bases) full of quartz ore. Where there are no pillars, there's the open lava sea and this is where (mostly) the forts will be.
Got some interesting results from it, using diamond block as a dummy ore.
Come 1.5 I may have some quartzite bobs to populate caverns with, aka geodes.
Hi,
had a request to create a "post nuclear war world".
Here a screen of a typical destroyed city area:
Bomb crater
Buildings made by bo2´s, rest pure TC.
Diameter 200 blocks glass sphere as a shelter of last "survived" spots on earth made by command / skript using WorldEdit in game in seconds.
Bye
Weekly reminder: support is in the forums. Feel free to post your world screenshots or other things here, but if you need an answer create a new thread. It is very hard to follow discussions here. :)
Hi there,
I am having a major issue on my server maps, terrain wont generate after 4k, after that its all open ocean. I installed this as it is meant to over ride the vanilla configs but when i run the server, while it generates the TerrcainControl file in the server directory, there are no files generated inside it.
I have my server.properties set from DEFAULT to TerrainControl but other then making the directory nothing happens.
Im running FTB Mindcrack V8 so not sure if its a compatability issue with extra biomes. If it is, is there a fix to get over the vanilla land generation bug? 200+ maps and none have land at 7k radius from spawn point.
@TommehRRR
Post on the forums, and we'll try to solve this issue.
Friendly reminder: Please post your support requests on the forums, you will NOT get answers here.
Happy new year to all of you! Really looking forward to all the new features, especially the BO3s, they will revolutionize TC map making :-) Thanks for all the hard work, see you in 2013!
I wish you, Khoorn, all the other TC suporters and TC fan´s here a HAPPY NEW YEAR too.
But PLEASE don´t allow posting here at the wall, Rutger ... or do you really want that chaos of the past?
Happy new year, everyone! I hope that 2013 will be the year that:
Anyone who has contributed to Terrain Control, whether it was coding, support, moderation, documentation, creation or donation, thank you!
("Feel free to use the wall for general comments!" - so let's do that. Edit for mysource: this was a quote from the Big Red Text. I don't like support requests here, but like that text states, general comments are allowed.)