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OpenTerrainGenerator Wiki / How to install Dregora Download OpenTerrainGenerator Download OpenTerrainGenerator Discord - FromImage

Dregora - Extra

BiomeTables


The BiomeTable was created for those who would like to create their own map with the content of Dregora. Use the HEX colors below to paint in the biomes. Also make sure to check out our Youtube channel as these contain tutorials for this subject.

Youtube Tutorials
Download BiomeTable at the Download page.

No Structures, No Ocean Caves, etc - Spigot

No Structures
Following this guide will ensure that no buildings are spawned within Land of Dregora.

Step 1. Navigate to: plugins > OpenTerrainGenerator > worlds > world_dregora > WorldBiomes.

Step 2. Open up all .bc files within the map ( If not possible within one notepad divide the files over serval notepad instances. ) and make sure that you open them using notepad++

Step 3. press CTRL+F to open up the search function within notepad and type customstructure in the search form. ( See example below )

Instructions Example

Step 4. Press until you spot the following line: "# CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])" Then scroll down a bit. READ STEP 5 CAREFULLY

Step 5. There are 3 possibilities listed below; ( Examples also in Pictures below )
- You'll see CustomStructure() being highlighted, if this is the case remove the entire line.
- You'll see CustomStructure(somestring) being highlighted, if this is the case remove the entire line.
- Nothing happens after clicking enter. If this is the case no action is required.

Example 1 below - CustomStructure() - ERASE

Instructions Example

Example 2 below - CustomStructure(somestring) - ERASE

Instructions Example

Example 3 below - CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]]) - DO NOT ERASE

Instructions Example

Step 6. ( Extra No Buildings Check: ) Navigate to: ServerBuild[X] > Dregora > Minecraft > plugins > TerrainControl > worlds > world_dregora > WorldObjects and erase the CustomStructures File. This will ensure that no buildings will spawn!

Step 7. Make sure you check the startup log once you completed all steps above. If a error, somewhat like this: **Can not find CustomStructure in TemperateblaBiome at line 312** shows up navigate to the biome in question and erase the custom structure line.

From TC to OTG Guide - Spigot

Step 1. Download OTG: OTG DOWNLOAD

Step 2. Stop server, navigate to /yourserver and locate bukkit.yml. Replace the "generator: TerrainControl" to "generator: OpenTerrainGenerator"

Step 3. place OTG in /plugins & start server.

Step 4. Start server. ( Do not remove TerrainControl ) & login to your server.

Step 5. Execute ( Multiverse ) command: /mv load world ( You need to be in another world to delete world_dregora in the following steps )

Step 6. Execute ( Multiverse ) command: /mvtp world

Step 7. Execute ( Multiverse ) command: /mv delete world_dregora

Step 8. Confirm the installation of OpenTerrainGenerator by typing /mv generators

Step 9. If sucessfully installed & displayed by the "/mv generators" command type /mv create world_dregora normal -g OpenTerrainGenerator

Step 10. if not successfull retrace step 1 to 10 and make sure to read the console log.

Step 11. Let the world generate. Once completed, shut down the server.

Step 12. Delete the contents of /yourserver/world_dregora/regions ( make sure no region files remain )

Step 13. Navigate to: Website & download latest dregora build: ( 1.63 or higer )

Step 14. place the contents of /OpenTerrainGenerator/worlds/world_dregora inside the /OpenTerrainGenerator/worlds/world_dregora map.

Step 15. Remove the Terraincontrol.jar plugin

Step 16. Load up the server & execute /mvtp world_dregora(edited)

Step 17. Congratulations! You have OTG enabled now. If this is not the case visit us on Discord

Having Issues? - Dregora

Java Issues
The Java instructions are only if you have issues installing java. Please try following the main installation instructions prior to following this guide.

Step 1. Go to Java Downloads Website

Step 2. Click on the JDK download button ( Make sure to select the correct java version. In my case I'll be using the Java 8 version since at the time of writing this tutorial Java 8 is the most recent java version that supports Minecraft. )

Example of Java Download

Step 3. Download the correct java version for your Operating System x86 for 32bit and x64 for 64 bit ( Make sure you are not downloading the DEMO versions. )

Step 4. Install the java version onto your desktop/laptop and continue the instructions from where you got stuck. If you still experience issues please contact us on either discord or by mail: mail@dregora.com
Other Issues? Go to our FAQ for possible solutions & links.

Denizen Guides - Spigot only

Denizen instruction /guide

Youtube Guide ( Outdated )
To follow our Youtube video guide go to: Denizen's Realm installation & usage tutorial Otherwise follow the guide below:

Denizen installation instructions

Step 1. If you have not already, purchase or Upgrade your existing membership to include the Denizen's Realm.

Step 2. Download the package from Our download page

Step 3. Make sure you have TerrainControl or OpenTerrainGenerator properly installed. If not, install it and start up your server at least once.

Step 4. Shut down your server.

Step 5. Delete the denizen folder and the following plugins: Denizen, Depenizen, Citizens and Sentinel.

Step 6. Download the latest versions here: Denizen | Citizens | Depenizen | Sentinel and place them in your plugins folder

Step 7. Extract the .zip on your desktop and place the plugin folders in your own /plugins folder. Ignore the .jar plugins if they are included in the download.

Step 8. Start up your server and give it some time, since the plugin needs to load your worlds for the first time.

Step 9. A new plugin folder has been created: "Dregora", "Craftrealms" ( or "NLBlackEaglesRealm" for builds before v5.34 )

Step 10. Investigate the contents of this plugin folder to get familiar with the folder layout. It is a good idea to read the first sentences of the top files as well as this will give you an idea of what file controls what.

Step 11. Configure all the settings to your likings, save the files and start up the server.

Step 12. Log in on your server and type /dregora or /dreg This will narrate a list of usable commands. ( or /eaglerealms for builds before v5.34 & /craftrealms before build v6.2 )

Denizen Update Instructions

Step 1. Download the latest package from & the matching minecraft.jar version ( May also be Spigot, Bukkit and so on )

Step 2. Download the latest plugin versions here: Denizen | Citizens | Depenizen | Sentinel and place them in your plugins folder

Step 3. Extract the .zip on your desktop and place the plugin folders in your own /plugins folder. Ignore the .jar plugins if they are included in the download.

Step 4. Start up your server and log in.

Step 5. Type /dregora generate followed by /dregora update to make sure all biomes are loaded in the dregora plugin folder. ( May be "craftrealms" instead of dregora )

Denizen migrate server instructions

Step 1. Navigate to the folder: /plugins/denizen and make a backup of all content within the /denizen folder.

Step 2. Navigate to the folder: /plugins/dregora and make a backup of all content within the /dregora folder. ( May also be /craftrealms folder )

Step 3. Navigate to the folder: /plugins/citizens and make a backup of all content within the /citizens folder.

Step 4. Follow the Denizen installation instructions for the new server. ( Except configuring the files )

Step 5. Replace the /plugins/dregora folder with your backup. ( There may be an issue with /craftrealms/dregora here ) If this is the case contact NLBlackEagle on Discordand he will help you.

Step 6. Replace the /plugins/denizen folder with your backup.

Step 7. Start up your server & type /dregora update. ( or /craftrealms update for older versions )

Step 8. Congratulations! You have successfully migrated your server.

Denizen usage instructions

Step 1. Go ingame and type /dregora generate followed by /dregora update. ( or /eaglerealms generate & updaye for builds before v5.34 )

Step 2. Navigate to /plugins/dregora/config/yourworldname to adjust per-world settings. ( for builds before v5.34 use NLBlackEaglesRealm or Craftrealms before v6.2 instead of Dregora )

Step 3. Navigate to /plugins/dregora/worlds/yourworldname/yourbiome to adjust per-biome settings. ( for builds before v5.34 use NLBlackEaglesRealm or Craftrealms instead of Dregora )

Step 4. Save the file and go ingame again. Then type: /dregoraupdate ( or /eaglerealms update for builds before v5.34 )

Step 5. your settings should have been updated and active in game. If you think there is an issue, check your log files and contact us on the OTG Discordserver.

Tutorials OTG

For OTG tutorials please navigate to OTG Tutorials/Wiki

[NOTE] - Most of the TerrainControl tutorials are compatible with OTG. If you have any questions make sure to visit our discord channel here

Tutorials TerrainControl

TerrainControl Beginners Guide

Nearly everything you imagine in terms of Minecraft Generation is possible using TerrainControl. But "how" is the real question. So I have created this and more Tutorials to give you an idea of the "How" behind TerrainControl. I strongly suggest you follow Samiko's TerrainControl video. This video takes between 2 and 3 hours but trust me you would spend even more time searching the info through other means! ( Been there... )


How to use and install TerrainControl by Samiko ( Youtube )

Want Custom made BO3 Objects? These programs will be very useful:

✓ BO3Tools for ingame creation of BO3-objects
✓ Notepad ++ for easier editing of config files

What you can expect:

✓ Intense research to get something done.
✓ Lots and lots of experimenting
✓ A awful lot of restarts on your server ( Use a local host! It's way faster 😉 )

Some Facts:

✓ TerrainControl will overwrite any BIOME put in by a mod pack. You can however use the blocks of this biome pack and create the biomes yourself.

✓ TerrainControl has a option in the biome.config file where you can allow regular Vanilla structures like villages, temples and so on to be generated.


Notes:

✓ Use keywords in combination with google to search before you ask on the forums. ( This will help you big-time in the end since you'll gain a lot of information on TC which seems to have no purpose at all until you actually need it )
✓ Don't ask questions unless you have done some basic research. People don't like to repeat their selves over and over. If you'll do anyway you might not be assisted the next time when you have a serious issue within TC.

TerrainControl Mountain Biomes



By reading this tutorial you should already have the basic knowledge on how to create Biomes and alter their basic settings. If not follow this tutorial first: TerrainControl by Samkio And experiment for a while to see what features it has.

Mountain biomes basically exist out of isles. Lets take 0.7 as biome height for the first biome, mountainrange as example. And, please don't rush to get a notepad open or something similar, all that you need to do for this part of the tutorial is read. The second biome will be placed as a isle within the mountainrange biome at biomeheight 1.5 ( Determined by how high you want your mountains to be ) This will function as mountainbase. You do the same thing with the next biome as isle within mountainbase. If you decided to go try this out anyway You'll see a big ugly stake growing out of the ground. That's since these where the basics of the basics on creating a mountain.

The actual biome in this tutorial will exist out of the following biomes, you may copy plains and rename them to these;

MountainEdge
MountainRange
Mountain
MountainSummit

MountainRange
For this part you may grab your notepad since we will be actually building a mountain from ground up! First we open up the MountainRange biome config and take a look at the biomesize. The size goes from -10 to 10 I suggest somewhere in between 2-5. Then the Biomerarity, since this is a 'normal biome' just like plains or desert you may leave it at 100 unless you want mountains to be rare but I suggest you dont go any lower then 95. It is also wise to search hexcolor on google and pick a color you like to use for this biome map which can be generated by using the /tc map in game. You could also use /tc map -500 to create a bigger map.

Set the biome height to 0.7 and smoothradius to 4. I assume these functions are explained by their names but it might come in handy to know that the actual smooth will be determined by 2 biomes. The smootnradius will smooth the 2 biome edges using the biome1smooth: 4 + biome2smooth: 4 which will result in a 8 blocks wide smoothradius ( This comes in handy when creating mountains since each biome has a different height )

The volatility is something I can't explain, its more like a feeling combined with experimenting to give you the wanted results.

Mountain
Up to the next part of the tutorial! I suggest you simply copy the settings from Mountain Range to this biome config and start changing the height. We dont want to have flat mountains do we 😉 So lets crank it up a bit to let's say... 1.9 You might want to mess around with BiomeVolatility and set the smoothradius between 2 and 6. Also change the BiomeRarity to 99. Click here for a example on using different BiomeRarity settings. The next and most important thing is to edit the IsleInBiome setting to IsleInBiome: MountainRange

Now, since we have used BiomeSize 6 for Mountain range We'll use Biomesize 8 for this setting. If you decided to take BiomeSize 2 then set this biome anywhere from 3 to 8 ( The higher the value the smaller the biome will be ) This is very important since if You use a lower setting the biome would not even generate. If this is your first time I suggest you use the settings I've used.

MountainSummit
Let's start with changing the IsleInBiome, if you followed the tutorial closely you should know we need to change it to IsleInBiome: Mountain. You should also know that we need to use a higher Biomeheight & Size. Edit the following lines;

BiomeSize:9
BiomeRarity:99 ( You may also set :100, as I said just experiment! ) BiomeHeight: 3.5
SmoothRadius: 5

With this setting the main biomes for mountains have been finished! Yet we will be adding a BorderBiome which functions partly as slope, partly as border to make a nice transitions between the mountains and all other biomes.

MountainEdge
BorderBiomes function as border around the biome it borders, this should make sense, might even sound dumb for me to explain this. The Biomesize for these kind of biomes work a bit different. Lets ust a bicycle wheel as example, The frame is the main biome, the tire is the borderbiome. If you use BiomeSize 8 The tire will be nearly flat, using BiomeSize 2 results in a verry fat tire. In this case we'll use biomesize 7 since we are dealing with different heights. We'll set the BiomeIsBorder: setting to MountainRange

I have used BiomeHeight -0.6 This setting and all other BiomeHeight settings may be different for you if you use different GenerationDepths. I also have my ground level and water level set to about 70.
These are the main settings I use;

GenerationDepth: 9
BiomeRarityScale: 100
WorldHeightScaleBits: 8
WorldHeightCapBits: 8
FractureHorizontal: 0.2
FractureVertical: 0.4
WaterLevelMax: 73
WaterLevelMin: 0

Bo3 Basics

What are Bo3's?
A Bo3 is a abbreviation of Biome Objects ( Version 3 ) and are used in TerrainControl & OTG generated worlds and can be compared to Schematics, this can be a Tree or a house which make Bo3's essential to any world. Let's imagine walking in a vanilla world where we see a tree and walk 5 miles to the north where we see the same tree. Pretty boring right? So lets grab some wool and make a cherry blossom tree to spice things up a bit. But hey, why not add 100 cherry blossom trees? And while we are at it why not create 100 different trees and place them all over the world making unique forest like landscapes in all shapes we could imagine! This is where the bo3 comes in which allows you to not only add trees but also rocks, structures, towns, dungeons and even cities with no limit on how big you want them to be!

What do I need to add in Bo3's?
Convinced and ready to create a couple of your own Bo3's?

Step 1. Shut down your server, download the Bo3Tools plugin and place it in your plugins file. You may start your server up again after you have completed this. Do note that you do need a working Terrain Control world for this to work!

Step 2. Navigate to your world ( Ingame ) and create something, like a tree.

Step 3. Select the outlines of your creation with WorldEdit.

Step 4. Now you can export the structure using /exportbo3 bo3name You can also use special selectors. Click here for more information.

Step 5. Once you have exported the world navigate to your /plugins folder -> /terraincontrol/globalobjects & open the /bo3name.bo3 file with your favorite text-editor.

Step 6. Read the Bo3 File Example below to get a idea of how to work with the functions and file structure and change the settings in your bo3name.bo3 where desired.

Step 7. Navigate to your /plugins folder -> /terraincontrol/worlds/yourworldname/worldobjects and place the bo3name.bo3 you opened earlier here after you saved your changes.

Step 8. Navigate to your /plugins folder -> /terraincontrol/worlds/yourworldname/worldbiomes and open the biome.bc file where you want to put your object in.

Step 9. I advice to follow Samiko's TerrainControl Tutorial before you proceed. ( Link in TerrainControl basics )

Step 10. Scroll down until you see this a line saying # | Sapling resource | #

Step 11. Right above these lines you should see: CustomObject(UseWorld). Add CustomObjects() beneath that line.

Step 12. Fill in your Bo3 name between the () characters like this: CustomObject(MyBo3) If you want to put in multiple objects it should look like this: CustomObject(MyBo3,MySecondBo3)

Step 13. Save the file and startup your server! If you do not see your Bo3 try to adjust the Frequency setting. Also double check your BlockChecks.

Bo3 File Example & Extra Explaination

# This is the creator of this BO3 object
Author: NLBlackEagle

# A short description of this BO3 object
Description: No description given

# The BO3 version, don't change this! It can be used by external applications to do a version check.
Version: 3

# The settings mode, WriteAll, WriteWithoutComments or WriteDisable. See WorldConfig.
SettingsMode: WriteDisable
● Expanded Explaination:
● WriteAll: OverWrites any faulty lines and adds in a basic explainatyion on the function of a setting.
● WriteWithoutComments: OverWrites any faulty lines without basic explaination on the function of a setting.
● WriteDisable: Prevents TerrainControl making any changes to the current bo3 file.


#######################################################################
# +-----------------------------------------------------------------+ #
# | Main settings | #
# +-----------------------------------------------------------------+ #
#######################################################################

# This needs to be set to true to spawn the object in the Tree and Sapling resources.
Tree: false

# The frequency of the BO3 from 1 to 200. Tries this many times to spawn this BO3 when using the CustomObject(...) resource.
# Ignored by Tree(..), Sapling(..) and CustomStructure(..)
Frequency: 1

# The rarity of the BO3 from 0 to 100. Each spawn attempt has rarity% chance to succeed when using the CustomObject(...) resource.
# Ignored by Tree(..), Sapling(..) and CustomStructure(..)
Rarity: 100.0

# If you set this to true, the BO3 will be placed with a random rotation.
RotateRandomly: false

# The spawn height of the BO3 - randomY, highestBlock or highestSolidBlock.
SpawnHeight: higestBlock
Expanded Explaination:
● randomY: Spawns the structure anywhere inbetween 0 and 256
● higestBlock: Spawns the block on any "higest" block. ( Lava and Water blocks included )
● higestSolidBlock: spawns the object at the higest solid block, This works the exact same as higestBlock
but wont spawn on non-solid blocks like Water and Lava.

# The offset from the spawn height to spawn this BO3
# Ex. SpawnHeight = highestSolidBlock, SpawnHeightOffset = 3; This object will spawn 3 blocks above the highest solid block
SpawnHeightOffset: 0

# A random amount to offset the spawn location from the spawn offset height
# Ex. SpawnHeightOffset = 3, SpawnHeightVariance = 3; This object will spawn 3 to 6 blocks above the original spot it would have spawned
SpawnHeightVariance: 0
● Expanded Explaination:
● Want to spawn your structure partially underground? Use this setting!
● Example: use SpawnHeightVariance: -3 to spawn the object 3 blocks lower.

######################
# Extrusion settings #
######################

# The style of extrusion you wish to use - BottomDown, TopUp, None (Default)
ExtrudeMode: None

# The blocks to extrude your BO3 through
ExtrudeThroughBlocks: AIR

# The height limits for the BO3.
MinHeight: 0

MaxHeight: 0
● Expanded Explaination:
● If you want to use this setting make sure you have the SpawnHeight: set to randomY

# Objects can have other objects attacthed to it: branches. Branches can also
# have branches attached to it, which can also have branches, etc. This is the
# maximum branch depth for this objects.
MaxBranchDepth: 10
● Expanded Explaination:
● This setting only applies when you are creating/exporting a custom structure which allowes bo3's bigger then 32x32 blocks.
● If you are interested in exporting structures bigger then 32x32 blocks check out one of the following or all tutorials:
Text Tutorial
● Check out TerrainControl CustomStructure Village & TerrainControl Small Branching CustomStructure Tutorial at this page: Video Tutorials

# When spawned with the UseWorld keyword, this BO3 should NOT spawn in the following biomes.
# If you writer.write the BO3 name directly in the BiomeConfigs, this will be ignored.
ExcludedBiomes: All


#######################################################################
# +-----------------------------------------------------------------+ #
# | Source block settings | #
# +-----------------------------------------------------------------+ #
#######################################################################

# The block(s) the BO3 should spawn in.
SourceBlocks: AIR
● Expanded Explaination:
● The blocks you want the structure to spawn in. For example when used in a cave with trees you could replace AIR with all ores and stone.
● Example of using multiple sourceblocks: SourceBlocks: STONE,DIAMOND_ORE,GOLD_ORE

# The maximum percentage of the BO3 that can be outside the SourceBlock. # The BO3 won't be placed on a location with more blocks outside the SourceBlock than this percentage. MaxPercentageOutsideSourceBlock: 100
● Expanded Explaination:
● I advice to not use any numbers below 10 unless you are know what you are doing.

# What to do when a block is about to be placed outside the SourceBlock? (dontPlace, placeAnyway) OutsideSourceBlock: placeAnyway
● Expanded Explaination:
● PlaceAnyway: This makes the bo3 spawn under any sourceblock condition.
● dontPlace: Use this if you dont want the bo3 to spawn outside the sourceblock.


#######################################################################
# +-----------------------------------------------------------------+ #
# | Blocks | #
# +-----------------------------------------------------------------+ #
#######################################################################

# All the blocks used in the BO3 are listed here. Possible blocks:
# Block(x,y,z,id[.data][,nbtfile.nbt)
# RandomBlock(x,y,z,id[:data][,nbtfile.nbt],chance[,id[:data][,nbtfile.nbt],chance[,...]])
# So RandomBlock(0,0,0,CHEST,chest.nbt,50,CHEST,anotherchest.nbt,100) will spawn a chest at
# the BO3 origin, and give it a 50% chance to have the contents of chest.nbt, or, if that
# fails, a 100% percent chance to have the contents of anotherchest.nbt.
Block(0,0,0,AIR)
● Expanded Explaination:
● This functions as the container for your structure. Dont toutch this unless you know what you are doing.


#######################################################################
# +-----------------------------------------------------------------+ #
# | BO3 checks | #
# +-----------------------------------------------------------------+ #
#######################################################################

# Require a condition at a certain location in order for the BO3 to be spawned.
# BlockCheck(x,y,z,BlockName[,BlockName[,...]]) - one of the blocks must be at the location
# BlockCheckNot(x,y,z,BlockName[,BlockName[,...]]) - all the blocks must not be at the location
# LightCheck(x,y,z,minLightLevel,maxLightLevel) - light must be between min and max (inclusive)

# You can use "Solid" as a BlockName for matching all solid blocks or "All" to match all blocks that aren't air.

# Examples:
# BlockCheck(0,-1,0,GRASS,DIRT) Require grass or dirt just below the object
# BlockCheck(0,-1,0,Solid) Require any solid block just below the object
# BlockCheck(0,-1,0,WOOL) Require any type of wool just below the object
# BlockCheck(0,-1,0,WOOL:0) Require white wool just below the object
# BlockCheckNot(0,-1,0,WOOL:0) Require that there is no white wool below the object
# LightCheck(0,0,0,0,1) Require almost complete darkness just below the object
● Expanded Explaination:
● Using these functions can become quite tricky. If you follow the below rules you should be fine
● Keep it as simple as possible! Do not add the same blockcheck twice
● Example: Dont do it like this:

● BlockCheck(0,-1,0,GRASS,DIRT)
● BlockCheck(0,-3,0,STONE)

● But like this:

● BlockCheck(0,-1,0,GRASS,DIRT)
● It might seem pointless to explain this however when you are going to use advanced blockchecks it will come in handy!

#######################################################################
# +-----------------------------------------------------------------+ #
# | Branches | #
# +-----------------------------------------------------------------+ #
#######################################################################

# Branches are objects that will spawn when this object spawns when it is used in
# the CustomStructure resource. Branches can also have branches, making complex
# structures possible. See the wiki for more details.

# Regular Branches spawn each branch with an independent chance of spawning.
# Branch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][IndividualChance])
# branchName - name of the object to spawn.
# rotation - NORTH, SOUTH, EAST or WEST.
# IndividualChance - The chance each branch has to spawn, assumed to be 100 when left blank

# Weighted Branches spawn branches with a dependent chance of spawning.
# WeightedBranch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][MaxChanceOutOf])
# MaxChanceOutOf - The chance all branches have to spawn out of, assumed to be 100 when left blank

Bo3 ( Always Spawn ) Customstructure paint-in

Step by Step paint-in tutorial.
This tutorial shows you how to put a CustomStructure in a exact spot without your FromImage World.

Step 1. Open up the map.png inside /plugins/TerrainControl/worlds/world/ using your favorite paint program.

Step 2. Search a suitable spot for the customstructure ( Dont worry about the heightsettings of this biome, we will fix any issues later on )

Step 3. Paint in the Custom Structure like shown down below. ( Click here & navigate to package guides -> Dregora -> Biome Reference For Dregora Biome Hexcolors ) NOTE: do not make the square larger then 5x5 pixels!

paint-in-example

Step 4. If the Bo3 appears to be double spawning make it 4x4 instead of 5x5. if the structure wont spawn at all try higher settings ( like 6x5 ). Save your progress and load up the server.

Step 5. Teleport/Walk or fly to the Bo3Structure's location and /sethome since you will be restarting/visiting often!

Step 6. If the structure is generated too high or low go to /plugins/terraincontrol/worlds/world/WorldBiomes and open up the biomeconfig you used to paint in the bo3.

Step 7. Search for CustomStructure() and remember the name inside the brackets. Example: If you find CustomStructure(we-VillageNW1,100.0) then remember we-VillageNW1

Step 8. Navigate to /plugins/terraincontrol/worlds/world/WorldObjects and press search for the name you remembered without the numbering included like this:

In case you found: we-quarry55 search for we-quarry
In case you found we-VillageNW1 search for we-Village

You have done it correctly If a list with similar names shows up

Step 9. Create 2 folders on your desktop and copy/paste the full list in it. Call one folder bo3test and the other bo3official ( Keep bo3official as backup in case things go wrong! )

Step 10. Open up a random bo3 in the bo3test map using notepad++

Step 11. click on search -> search in files and a tab should open up named Find in Files. Copy these settings:

paint-in-customstructure picture.

Step 12. Once you copied over the settings either lower or increase the height ( If you want the structure to be 10 blocks lower, lower the value with 10. ) and click replace in files. This will take a few seconds. NOTE: Do not press ok when it says press ok to cancel!

Step 13. Copy the content of the bo3test file to your /plugins/terraincontrol/worlds/world/WorldObjects file, stop the server, delete the content of /world/regions/ and start the server.

Step 14. Repeat steps 10 till 13 until you have the desired effect, enjoy your structures!

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