Terrasect lets you divide your Minecraft world into named regions — laid out as a hex grid, Voronoi cells, recursive subdivisions, surround shapes, or scattered islands — and give each region its own rules for how the world generates there. One region can be a lush, gentle plain; its neighbor a jagged, monster-infested wasteland with its own loot table — all in the same world, all from the same seed, every time.
Nothing here is random per-visit: the same seed always produces the same layout, so a region you found once will still be there next time.
Found a bug, or have an idea for something Terrasect should do? Open an issue on the GitHub issue tracker — bug reports and suggestions are both welcome.
| Minecraft | Fabric | NeoForge |
|---|---|---|
| 1.20.1 | ✅ | — |
| 1.21.1 | ✅ | ✅ |
| 1.21.11 | ✅ | ✅ |
| 26.1 | ✅ | ✅ |
| 26.2 | ✅ | ✅ |
Fabric builds additionally require Fabric API and Fabric Language Kotlin. NeoForge builds additionally require Kotlin for Forge. Grab the matching dependency versions from the same release page as the Terrasect jar you download.
config/terrasect/ folder with an example preset and
a config.toml file. No preset is active yet at this point, so world generation is untouched.config/terrasect/config.toml and set preset to the name of a preset file in that folder
(without the .toml extension) to activate it.See Getting Started below for a step-by-step walkthrough, the complete region/strategy reference (with pictures), and dedicated pages for noise, structures, and loot constraints.
Terrasect is under active development. A few preset options are accepted today but don't yet change generation: restricting a region to specific biomes, enforcing a region's height limits, and overriding precipitation or an inherited climate preset. These are recognized and validated, just not wired up to world generation yet — check the project's Known Issues page for the current state before relying on them.
Terrasect is MIT licensed — use it, fork it, learn from it.
LLMs were used extensively in building this mod, and some of the codebase is admittedly rough around the edges as a result. The point of this project was the idea — region-based world generation control — not a polished implementation. If you want to take the idea further in your own mod, you're encouraged to; we'd love to hear about it.