Looking for guidance on how to achieve a certain look, or hunting for inspiration? Check out these common Terrain Control use cases. Mysource has made some other examples over here.
Want an all-desert world? It's easier than you might think!
The setting to pay attention to here is
NormalBiomes inside the WorldConfig.ini—simply remove all other biomes from the list and leave only the one you'd like. Depending on the biome you use, you might want to make the world one huge endless continent by setting
LandRarity:100 and get rid of all ice with
NormalBiomes:Desert LandRarity:100 IceRarity:1
The easiest way to create an ocean world is by setting both
IceRarity to 1 in the WorldConfig.ini. Your world is now one large ocean, there are no continents anymore. You could also set the water level (
WaterLevelMax) to something higher to get more water. You can also lower the ocean floor by setting
BiomeHeight in the OceanBiomeConfig.ini to something lower (but avoid -2.0, because that value is bugged!).
Sometimes you just need to change one thing of the generator (add a BO2 for example), without changing it further from vanilla, for example because you want to avoid borders with your vanilla world. This isn't done by setting
TerrainMode (WorldConfig) (
ModeTerrain in Terrain Control 2.2.5 and older) to
Default: Terrain Control will completely ignore all generation settings.
Instead, you should set
Normal. If you don't change the BiomeConfigs the terrain settings will already look almost like vanilla. Biome placement is even with the default settings different from vanilla, but because
BiomeMode is set to
Default the terrain generator will use the biomes of vanilla.
On Terrain Control 2.3 and older there is just one little difference that remains: Terrain Control's default water level is one block higher.
WaterLevelMax (WorldConfig) to 63 and you have a vanilla world.
Here, we'll give snowy mountains a relatively higher density of diamond ore. Open the Ice MountainsBiomeConfig.ini file. We'll adjust a few numbers in the resource queue for this one. Ores are distributed using the
Ore(Block,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource...]) directive, where:
Blockis the block ID (or name) to distribute
Sizeis the average size, in blocks, of each generated ore vein
Frequencyis the number of veins to generate per chunk
Rarityis the percentage chance of each vein actually being placed
MaxAltitudeare the vertical bounds of the ore distribution
BlockSourceis one or more block IDs (or names) which the ore is allowed to replace
Ice MountainsBiomeConfig.ini, we have:
Last edited by rutgerkok,