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!
How do you make floating islands like those in the first image ? Tried different settings for hours but i can't find a way to make something like this one.
Well I tried using the underwaterore in a few ways to get a desired effect...
UnderWaterOre(GLOWSTONE,1,1,100,DIRT,SAND,CLAY) UnderWaterOre(GLOWSTONE,1,1,100,DIRT,SAND) UnderWaterOre(89,1,1,100,DIRT,SAND,CLAY) UnderWaterOre(89,1,1,100,DIRT,SAND)
It seems to just ignore these settings and replace the files with the default settings.
@chuiu
i was playing with the spawn rates to see how the it works, i set the rarity in the main config to about 200 (i was testing with only 2 bob files if you have more i would lower it) and in the bob file i wanted more of i set rarity to 100 and the bob file i wanted to spawn every so often i set to 1. (to get it to spawn even less decrease the rarity in the main config and increase the rarity value in the bob file you want to spawn often.)
BTW: anyone know how to get custom bobs to spawn in custom biomes... i have a custom biome called villtest the ground is all #3 dirt the bob spawns in biome villtest and spawns on block #3 dirt
in game i see the biome (as it is the only one with dirt not grass) and there are still no bobs for villtest...
Using the latest version I'm still having some problems with bob rarity. I have a bob with rarity 800 (meaning much higher spawn chance, right?) and a bob with rarity 1, yet I'm seeing the one with rarity 1 spawn almost as often, they both spawn in the same set of biomes. I'm really trying to get a spawnrate that literally seeds the world full of specific trees, but they don't seem to want to spawn very close no matter how much I increase the rarity number and the object spawn ratio.
EDIT: I'm still waiting for underwater spawning too :(
EDIT2: Ok I think I get it. I increased the collisionPercentage to a very high number (80-90% per object) and now I've gotten a much better spawn rate. Now I just need to continue tweaking things a bit. Screenshot of what I've got right now :D
http://i110.photobucket.com/albums/n99/chuiu/2011-11-11_172252.jpg
not to overwhelm you here but another feature that would be nice would be to control individual biome sizes rather than a global setting.
so we can have say, smaller swamps and huge forests. :)
@Khoorn
same as any of the others, just put a true/false statement (boolean, yay, i'm learning java) in it to determine whether or not it will override individual biome settings. or you could have it the opposite, where the global biome settings are used by default and you can have a true/false override statement in each individual biome to determine whether or not that specific biome will have the global biome settings.
so example 1 is where if global biome is set to true it will override all other individual biome configs. (of course there will have to be an exception for some things, like sand being the surface block in a desert, but for the most part all the individual biome settings are the same)
example 2 is where the global biome settings will be used by default unless one of the individual biome settings is set to true, in which case in that biome the config settings will be drawn from that file rather than the global biome settings file.
i know i'm not explaining this very well but do you get what i'm saying?
@Khoorn
lol. Maybe test all once by adding +20 difference on everything check for save on use if not fix and try again then publish it.
I have a suggestion not sure if it can be done but would be better then bo2 the way it is now, Why not we have in biomeconfig a list of bo2 files that can generate that completely ignores what are set in the otherwise GLOBAL bo2 file.
This way you could set a bo2 to all but then give a biome a native bo2 to spawn thus u have control of where bo2 will be the most dominant compared to other areas.
Also would u mind sharing with me that Tree bo2 file you have your logo image? I would like to use it to replace trees in normal forest biome also to see how it looks in a editor.
@ledhead900 Yeah again my bug .. max length not read :/ Will be fixed.
@thepackett
Hmm how that settings will look ?
@dralletje Try LandSize:1 and BiomeSize:2
@dralletje
Even better you can make a custom biome that does that. I have some whacky biome's on my test world that I plan to share here as images once I iron out some issues like what is causing the world made with this to lock up the client when I get explore certain areas.
Narrowed it down to 2 things the lighting issues or excessive caves I generate the world with a generator that auto fills in world chunks to set radius and it can attempt to re calculate all lighting. I am not sure what is causing the issue but I will find out sooner or later.
@Khoorn
Thx for info on bo2.
Also your latest version does has a habbit of auto balancing the a specific canyon setting
I set them as min 70 max 100 upon generation it will edit the file as 70 71 as you can see above.
This works the same for any number I input for instance if I input min90 the Max will be 91. I am not sure if this is intentional or not as in previous versions I was able to have very whacky numbers like min 70 and max 200 but on your latest I cannot it replace the maximum with +1 of the minimum every time.
just a suggestion, but i think you should add a global biome option where what's in it will affect every biome that can be turned on or off ^^
is it possible to create a huge ocean with some great islands? I am not very good with this :S
@ledhead900 More documentation about bo2 Here
About schematic .. i want make export from world to bo2 like saving schematics Also maybe i make converter.
@Cedarblood: you can also change the rarity value in the bo2 file if you just want more forest trees and less palm trees.
@Khoorn: check out the forum here i have a thread for basic use. WIP
@Khoorn
Thanks a bunch.
Will test it out really soon I manually did it this time so keen to see if it works, Also I am wondering if we could more documentation added specifically regarding how to properly use Bo2 objects and have them placed into biome configs properly maybe an example ?.
I was quite confused as a fairly new time for me to mess with custom generation.
I actually have a request, If it was possible to load directly worldedit schematics ? I have a plugin that does this but it would be useful I think none the less to do it as part of biome generation.
@Cedarblood Set rarity in bo2 file more than 100. You can read about this
Here
@ledhead900 Ops .. it is my bug .. Try use new version 1.1.1 when it will be approved.
@Sayshal This plugin is not compatible with 1060 version CB