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!
@Khoorn
/Is it possible to add a method in a biome config so that tell the biome it can only generate next o certain other biomes//
I am trying to find a way that would allow me to generate a dessert next to any biome that is not a forest or snow.
Hello Khorn. I posted in the PTM thread but this is perhaps the better place to post. I am interested in continuing development on the PTM mod. I want to work on the SSP and SMP sections since you obviously have this covered. I want to keep versions BOB parsing compatible however, so I'd like to exchange specs. I'd also like to use your new name if that's ok, to make it clear you are in charge of the project at the moment. You have earned it. :)
-RTB
I don't know whats causing this, but I noticed when you are closer to spawn everything is more dynamic and natural looking. Right now, specifically, I'm talking about underwater generation. Take a look at these two examples:
http://i110.photobucket.com/albums/n99/chuiu/near.jpg http://i110.photobucket.com/albums/n99/chuiu/far.jpg
The first one is taken around spawn. Anywhere within a couple hundred blocks of spawn all the underwater terrain will look more like this, it looks and feels more natural. However the second image is further from that point, just a couple hundred blocks further out. Everywhere past that point it looks very fractured. You can see where chunks start and stop.
I don't know what this means for the generator itself, and it doesn't seem to affect the overworld terrain much. I just thought I would point it out in case it really is affecting something.
@Andy_Fox Try :) That must work.
I recently added the plugin SpoutBlocks to my server. This plugin allows you to create custom blocks that anybody using a SpoutCraft client can see and craft. I am wondering if it's possible to make my custom ores appear in generated terrain using this plugin. Do you think it would work?
Thanks!!
@ledhead900 Schematics dont have any options .. this is only raw block data.. So i dont think replace bo2 to schematic is good idea. I mean converter from schematic to bo2...
You can deny any bo2 in biome now - remove CustomObject() in biome settings :) About idea .. how about his: One folder in TC main folder with all bo2 files Enable bo2 per world config file. List of bo2 and rarity for each bo2 in biome config file.
Also i can replace bo2 to schematic and all bo2 setting will be migrated to biome configs ( not sure about usability )
Villages and Strongholds... Thats need to full rewrite notch code :( he dont check were it spawns .. Also mineshafts to .. I want see what he will do with it in release ..
Also about wrong climate in client side .. i hope spout can help with it, but this need spout installed on client
@Khoorn
Alright I will try that.
Question
I read that schematic will be replacing bo2 soon ?, if so that is best idea I have read yet bo2 imo is getting kinda old.
Bug
I found a a new bug btw with bo2 it does not seem to listen correctly for the fill in setting that fills the terrain in if it has to when placed. I had this setting on true and it would fill to bedrock not just until ground block of biome you get what I mean.
The settings in bo2 file that help place the block so it looks better and places properly with out floating the fill settings and stuff when they enabled causes it to OVER fill.
Idea
Was thinking some more with bo2 in biome in mind we should scrap bo2 from global have it controlled directly from config, global should just have an option to enable bo2 file placement via the bo2 file settings otherwise the biome configs override the setting in the bo2 file.
Example
Use bo2 settings:False < this will ignore the bo2 biome settings
Or you could just scrap bo2 and work with schematics.
Idea
Is it possible to delay Village and or Stronghold creation until after the caves have been made I have some crazy settings larger caves and so on the issue is that due to the fact strongholds place on first run caves destroy them if you know what I mean as it happens on vanilla sometimes too but that where I think my idea could be useful if we could reverse the way it generates those now so that they are placed after the world is generated. I need to find a way to generate strongholds in such a way that caves are generated prior to strongholds so that the strongholds properly dig and fill the areas they get placed in.
What is happening now is that Strongholds are placed then cave generation kicks in during generation of chunks time and depending on your global and biome settings the strongholds get blasted to smithereens with cave holes making it look like it was tnt'ed. Maybe we can do something about this by psychically doing a check for the strong hold and if this is the case caves wont be made in that chunk or near the stronghold regardless of settings.
It needs to be addressed thats for sure tho.
O.o many comments for this 3 days.
1) About bo2 lists in biomeconfig - this is good idea, i will do that
2) About UnderWaterOre - thanks, will fix
3) ReplacedBlocks bug - will see
@ledhead900 About lag: can you try remove Liquids in biome configs and try again ? I think that is problem..
@Squiller Another way for making islands - set in Ocean biome BiomeHeight:-10.0 Thats make ocean empty biome. And play with CustomHeightControl in main world file like:
About biome size settings .. biome class is not completed and will be changed after next minecraft release soon. I will thinks about this, but not sure thats possible .. need more experiments with Notch "fractal" algorithm
@chuiu
Cheers could provide maybe some tips on forums in my terrain tips thread Im new to this stuff myself and some areas I would not mind to be a bit better.
P.S Uploaded my WIP Meteor Biome
Pretty sure negative values on either volatility or fracture will result in elongated smoothed out terrain. I think its fracture vertical and horizontal.
@chuiu
I got a couple custom biome almost ready but they are for our live server and its secret but I am willing to part with one of them just for an example.
@Squiller
We need more of the settings from old phonex converted over for that, We need to be able to define a max amount of layers globally in world that blocks can actually spawn in.
Maybe we could get a peak option for biome's that basically tries its best to make sure all mountains and things form proper peaks with out sinks holes on top of them.
Actually I would not mind ability to auto smooth terrain.
@ledhead900
Awesome, I'll post some bobs later. Haven't finished my custom biomes yet.
Hello Khoorn ! Love your work ! For 1 month now I am trying to make some sky lands who naturally generate like on this picture : http://img61.imageshack.us/img61/3655/mapzealvl8.gif
But I always get chaotic lands with landscape instead of void below, or too big islands with flat top :(
Can someone help me ? Islands need to be large and flat enough (it has to be possible to build on it), and spaced enough.
If someone help me, I'll be very grateful !
Hello everyone I decided I would add a couple of desperately needed threads into this plugins forums.
For Tips and Sharing Custom Biome's I may even start a bukkit thread topic if people request it.
@Khoorn:
How about adding variables for tree density and waterfalls?
Greets, Marco
@chuiu
I thought they all only accepted positives except the terrain generation stuff.
on a side note I found out what could be fucking up our maps so they lag real hard when u do extreme stuff to it.
look http://imageshack.us/f/838/unledlob.png/ Custom generation has screwed up the climate see how it does not mesh well and u can see visible line of change that's a corrupt climate, also note the change in grass color on wrong side of the climate line.
If this does not get fixed I don't think custom maps will go very far. I can't do anything extreme to my world with out this happening. Its just one of the many things not helping the world chunks load smoothly. I get up to 6min client side freezes exploring while server stays 10% usage or lower, so something with the generation is corrupt.
EDIT:
Appears I solved it by setting the server view distance to 10 default up from 7
Ok I found the problem with underwateroregen:
int i = this.rand.nextInt(res.MaxSize - 2) + 2;
You can't use any resource size lower than 3 because it only accepts positive values. So when I'm trying to do:
UnderWaterOre(GLOWSTONE,1,1,100,DIRT) or UnderWaterOre(GLOWSTONE,2,1,100,DIRT)
Then it crashes.
@detcox
I agree Individual biome size.
really it would be better to move global settings to each biome respectively if that was even possible.
Also I get strange stutters and clent lags even after a lighting fix on my custom world, I kept the caves above alt 28 and I set the ocean height at -0.2
I have lower then default cave rates I just have bigger pockets.
@Khoorn
New bug
ReplacedBlocks:10=8(100-128)11=8(100-128)
Returns
Once you try and generate a world. I Do not know why it causes it, even if I set "ReplacedBlocks:10=8" It would cause the error but with out using ReplaceBlocks setting world generates normally.
"MyWorlds" is my world management plugin that just happens to pickup terrain generators and lets me easily manage and create worlds with them.