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Minecraft:Far Lands (Java Edition)/Infdev 20100327 to Beta 1.7.3: Difference between revisions

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{{about|the terrain generation error known as the Far Lands|other uses|Distance effects}}
#REDIRECT [[Minecraft:Far Lands (Java Edition)]]
{{outdated}}
{{Redr|merge}}
{{exclusive|Java}}
[[File:Far Lands.png|thumb|400px|Comparison of land before and after X/Z of ±12,550,821.]]
[[File:Corner Far Lands.png|thumb|The "corner" of the Far Lands, at ±12,550,821 on both X and Z axes, creating the corner Far Lands.]]
 
== Lоcation ==
The initial Far Lands set occurs between 12,550,821 and 12,550,824 on the positive X and Z axes, and always -12,550,824 on the negative. Putting the numbers together, a standard Minecraft map in Bedrock Edition prior to [[Minecraft:Bedrock Edition 1.17.30|1.17.30]] or Java Edition before [[Minecraft:Java Edition Beta 1.8|Beta 1.8]], is about 25,101,642 blocks wide along the X axes and 25,101,650 wide along the Z axes. For comparison, the equatorial circumference of the Earth is about 40,075,000 meters.
 
== Structure ==
Both areas of the Far Lands feature extremely strange terrain, although they are significantly different.
 
In both zones, any area beneath sea level, excluding regular caves, are flooded with water. The Far Lands generate [[Minecraft:biome]]s, but most biomes are indistinguishable except by the color of grass. Desert biomes are covered in sand and snow-covered biomes are covered with snow, excluding the very top of the map due to the height build limit. Trees generate somewhat normally, but can be found only in the upper areas of the map due to the need for skylight.
 
[[Minecraft:Ore]]s can be found up to their respective maximum heights just like in the normal world. Unfortunately, due to the flooding, everything except for [[Minecraft:coal]] can be extremely difficult to acquire. In the solid areas of the Far Lands, normal [[Minecraft:cave]]s still generate but are limited and small. Along with the caves, [[Minecraft:dungeon]]s (which are extremely rare) and [[Minecraft:lake]]s can be found in solid areas. [[Minecraft:Water]] and [[Minecraft:lava]] springs can be found out in the open and in caves.
 
Much of the open space in both areas are shrouded in darkness and thus hostile [[Minecraft:mob]]s run rampant, making the Far Lands as a whole incredibly dangerous. This is especially problematic in the Corner Far Lands due to its layered structure. The flooded zones have an abundance of [[Minecraft:squid]].
 
=== Edge Far Lands ===
The Far Lands edge boundary (that is, where it meets the regular map) looks like a solid wall, all the way to the top of the map (Y coordinate 127 in Beta 1.8 and earlier) which is filled with gaping holes perpendicular to the edge. These holes are extremely long, perhaps "endless", and on the whole seem to change very little, however deep the player's adventures. They can be blocked, partially or completely, but these blockages are rare and temporary. This "Swiss Cheese Wall" pattern continues below ground level, to the bottom of the map, and appears to be partially caused by a large one-dimensional distortion in the output of the map generator. This area is sometimes called “the loop”. Early versions of the Far Lands also looked much more like randomly placed pixels interpolated solely with diagonal lines.
 
The Edge Far Lands' average block composition: 36% [[Minecraft:stone]], 25% [[Minecraft:air]], 23% [[Minecraft:water]], 10% [[Minecraft:dirt]]/[[Minecraft:grass block]], 2% [[Minecraft:bedrock]], and 4% others. (Based on a 14×14 [[Minecraft:chunk]] selection)
 
=== Corner Far Lands ===
At a corner, when two perpendicular Edge Far Lands sections meet, the Corner Far Lands begin to generate. Unlike the infinite-length holes in the Edge Far Lands, the Corner Far Lands contains more normal terrain. This terrain is "stacked" on top of itself to create a bizarre sandwich with layers of ground and air, which gives it its nickname, "The Stack". Each layer looks like a giant floating continent, hovering over the next layer, which is shadowed.
 
The majority of the generated world is Corner Far Lands, as the "normal" map (before ±12,550,821 mark) makes only the center of the world, and the Edge Far Lands make only its continued sides.
 
The number of layers is not always the same and varies between five and seven (fusing together and splitting every so often). Layers can be grouped into three categories:
* '''Top layer:''' This layer exists at the absolute top of the map. Occasionally there can be a lower area that is not shadowed (this is technically a dry layer). The lower area is where a majority of the trees and passive mobs can be found, as the top layer receives almost all of the sunlight. Due to the lack of space, the area at the absolute top cannot have trees or mobs.
** The top layer tends to light incorrectly in day-night transitions. This is because the sunlight calculation does not work correctly when the entire chunk is blocked at Y-coordinate 128 in early versions.
* '''Dry layers:''' These generate slightly flatter than normal terrain and have grass, despite the darkness. At sea level, massive floating beaches can be found. Hostile mobs' spawn rate likely approaches the maximum due to being in the shadow of the top layer. Rarely, there are holes in the top layer that allow sunlight to reach these layers. Caves that have one of these layers as their "surface" can occasionally be carved out of dirt instead of stone. These layers have cave-like ceilings made out of stone, gravel and dirt.
* '''Flooded layers:''' Like the dry layers, these generate somewhat flat terrain, but it is comprised primarily of [[Minecraft:stone]]. [[Minecraft:Sand]] and [[Minecraft:sandstone]] appear down here, even down to 30 blocks below sea level. Except for coal, all the [[Minecraft:ore]]s can be found only in these layers.
Sometimes, there are extremely tall pillars of gravel that stretch from the ground to the ceiling of a layer. Likewise, some of the beaches that collapse create pillars of sand all the way down to the ground, despite there not being that much sand, to begin with.
 
The Corner Far Lands is also prone to having near-perfect diagonal lines being carved into the ceilings or floors of layers. If traced, these lines all intersect at the corner (X/Z ±12,550,821). This seems similar to how the Edge Far Lands have a consistent pattern along lines perpendicular to their edge, but is much less pronounced. These lines can sometimes be seen running through layers, and appear as cliffs at the top layer. The landscape in the Corner Far Lands vary based on these lines, and is consistent when the ratio of how far one axis is past 12,550,821 to the other is kept the same. The diagonal lines only start from the initiation of the Corner Far Lands when X and Z are both positive.
 
The top of the Corner Far Lands can either have plateaus at the top of the map, bumpy terrain, flatland at the top of the map, or floating islands. It is rare but possible for sunlight to reach the ocean at sea level.
 
The type of terrain in the Corner Far Lands when one axis is near 12,550,821 is almost exactly mirrored in the quadrant with the opposite sign on the other axis, with minor differences which usually manifest as a one-block-thick layer that is present in one quadrant but absent in the other. For example, the type of terrain seen in the Corner Far Lands when Z is near 12,550,821 in the quadrant with positive X and Z is mirrored in the Corner Far Lands with negative X and positive Z, and the type of terrain seen in the quadrant with positive X and Z when X is near 12,550,821 is mirrored in the Corner Far Lands with positive X and negative Z.
 
Additionally, the Corner Far Lands in the quadrant with negative X and negative Z are an inversion of the positive Corner Far Lands.
 
The Corner Far Lands' average block composition: 40% [[Minecraft:stone]], 16% [[Minecraft:air]], 28% [[Minecraft:water]], 10% [[Minecraft:dirt]]/[[Minecraft:Grass Block|grass]], 2% [[Minecraft:bedrock]], and 4% others. (Based on a 14×14 [[Minecraft:chunk]] selection)
 
<gallery>
File:Map of the Edge Far Lands.png|A [[Minecraft:map]] created near the Far Lands.
File:Corner Farlands on a map.png|A map created near the Corner Far Lands.
File:Cross-section of the Edge Far Lands.png|A section of the Far Lands shows that all large [[Minecraft:cave]]s below sea-level are flooded.
File:Far Lands Cartograph.png|A cartograph of the Far Lands.
File:Far Lands Isometric Preview Alpha 1.0.15.png|An isometric preview of the Far Lands.
</gallery>
 
=== Farther Lands ===
{{conjecture|section=1}}
The second set of Far Lands (henceforth called the "Farther Lands") generate when X/Z coordinates reach about ±1,004,065,924, when the Selector Noise overflows, which is about 80 times farther than where the first set initiates, at ±12,550,821 (this is due to the value corresponding to the "Main Noise Scale" value later found in [[Minecraft:Old Customized]] Worlds being 80 by default). The terrain is similar to the first set of Far Lands, but is more stretched out. They also have Edge and Corner types, which are described below. Sometimes you can see infinitely repeated patterns in the Corner Farther Lands, which appear as diagonal lines starting from the corner at 1,004,065,924.
 
The Edge Farther Lands which extend off of Corner Far Lands are notably distinct from Edge Farther Lands which extend from Edge Far Lands - the former can have infinite horizontal air gaps whereas the latter don't. Sometimes, a diagonal line from the Corner Far Lands can be seen here.
 
<gallery>
File:Farther Lands.png|The Farther Lands in [[Minecraft:Java Edition Beta 1.7.3|Beta 1.7.3]].
File:Farther Lands - Described.png|A captioned diagram.
File:Corner Farther Lands.png|The Corner Farther Lands in Beta 1.7.3.
File:Corner Farther Lands - Described.png|A captioned diagram.
File:Edge farlands turning into farther lands.png|From the left of the red line, the Edge Far Lands start to combine with the Edge Farther Lands, creating a hybrid mix.
File:Endfartherlands.png|The End Farther Lands.
File:Fartherlandsedgefarlands.png|The Edge Far Lands where the Farther Lands start on the right.
File:Selector noise overflow after low and high.png
File:MC-distance11.png|alt=
File:MC-distance3.png|alt=
File:MC-distance2.png|alt=
File:2025-06-17 16.50.51 (high exposure).png|alt=
</gallery>
 
==Summary==
The tables below provide a simplified version of what happens with the Far Lands as one goes further out, either in vanilla or modded clients.
===Vanilla clients===
{| class="wikitable"
!Coordinates
!Effects
! Image (if avaliable)
|-
| X/Z: ±12,550,821
|
* The Far Lands begin generating due to noise overflow.
|[[File:Edge Far Lands.png|thumb|right|240px]]
|-
| X/Z: ±16,777,216–X/Z: ±2,146,959,360
|
* From [[Minecraft:Beta 1.6 Test Build 3]] to Beta 1.7.3 inclusive, when the player approaches a coordinate that is a multiple of 524,288 on the X/Z axes (including by teleporting), the game loads the spawn chunk at that position, overwriting the contents of the terrain with the spawn chunk's contents. Due to the terrain rendering limit at X/Z 2,147,483,519 blocks, the maximum distance that this glitch can be noticed is X/Z 2,146,959,360. If the player manages to perform this glitch beyond X/Z 32,000,000, any generated trees, flowers, and other similar features begin to decay, but the block remains frozen in place. As such, because X/Z: ±16,777,216 is inside the Far Lands, this coordinate is the first instance of "normal" terrain generating ''inside'' the Far Lands, continuing up until the 32-bit limit.
|[[File:ChunkDupeB1.6.6.jpg|thumb|240px|Trees generating beyond X/Z: 32,000,000 at X/Z: 33,554,432.]]
|-
| X/Z: ±32,000,000
|
* In versions before [[Minecraft:Alpha v1.2.0]], terrain simply stops generating at this point, and going beyond this limit results in the player getting stuck and unable to move.
* In versions after the above, terrain still generates after this limit, but blocks are no longer solid, resulting in the player falling through into [[Minecraft:the Void]]. Further travel requires flying via mods.
|[[File:InfdevFarEnd.png|thumb|240px|Terrain stops generating at X/Z 32,000,000 in older versions during Infdev]][[File:Lighting stops functioning.png|thumb|240px|Fake chunks begin generating at X/Z 32,000,000, and lighting no longer works]]
|-
|X/Z: ±1,004,065,924
|
* Selector Noise overflows, causing the Farther Lands to begin generating, which are much less detailed.
|[[File:Corner Farther Lands.png|thumb|240px]]
|-
|X/Z: ±2,147,483,647
|
* The 32-bit integer limit, and the maximum the Far Lands will generate on an unmodified client. Beyond this point, world renderer stops completely, effectively marking the end of terrain generation in vanilla ''Minecraft'' as well as the end of the Far Lands. Beyond this point up to the chunk overflow limit (the highest one can go without extensive modding), only an empty sky void generates.
|[[File:FarLandsEnd.png|thumb|right|240px|The end of Minecraft terrain generation at X: 2,147,483,794, about 146 blocks over the 32-bit limit. World rendering stops working at this point.]]
|}
 
===Extensions===
==== 64-bit extension ====
{{See also|Java Edition distance effects#64-bit procession loss|Java Edition hard limits#Historical effects}}
If the game is extensively modded to use 64-bit integers but ''not'' modify the noise  (i.e., as 32-bit noise values as it was up until [[Minecraft:Java Edition Beta 1.8|Beta 1.8]] when it was patched), currently only done in [[Minecraft:Java Edition Beta 1.2_02|Beta 1.2_02]],<ref>[https://youtu.be/0R_l9jT1Xdo?is=VDdo49-knS3zGXb2 …going DEEPER Into the Minecraft Beta Far Lands than EVER before…]. YouTube, September 28, 2021</ref> the Far Lands, in addition to still generating at X/Z: ±12,550,824 (due to the noise values still being 32-bit), extend much past the vanilla limits. As a result, many original distance effects in vanilla gameplay that were unviewable (due to world rendering stopping at the 32-bit limit in vanilla and giving way to an empty sky) can now be seen. Additionally, the fake chunks boundary at X/Z: ±32,000,000 can be fixed as well, though gaps in chunks will get progressively worse at exrtrmely high distances by each power of two, similar to {{BE}}.
{| class="wikitable"
!Coordinates
!Effects
! Image (if avaliable)
|-
| X/Z ±34,359,738,368 (±2<sup>35</sup>)
|
* Biome fill noise overflows, causing repeating stone layers to be exposed within the Far Lands.
* In 32-bit, this is where chunks overflow and crashes the game
|[[File:1.2.5 biome fill Edge Far Lands.png|thumb|240px]]<!--This is from 1.2.5, but the same things happen here in Beta 1.7.3.-->
|-
| X/Z: ±9,007,199,254,740,992 (±2<sup>53</sup>)
|
* At this point, the Far Lands and the game begin breaking down in similiar manners to {{BE}}. This includes the following
**The [[Minecraft:Stripe Lands]] artifact begins here (unless disabled) due to movement precision breaking down at the 64-bit equivalent of the above, and worsens ever power of two doubling the gaps. A patch is required to disable/fix this bug.
|[[File:1.2.5 Stripe Lands.png|thumb|240px]]<!--This is from 1.2.5, but the same things happen here in the video.-->
|-
| X/Z: ±576,460,752,303,423,488 (±2<sup>59</sup>)
|
* World renderer begins to break down, causing terrain to flicker in and out, like at the 32-bit.
|
|-
| X/Z: ±4,312,430,307,758,379,833
|
* Selector Noise overflows at this point, causing the Farther Lands to generate.
|
|-
| X/Z: ±9,223,372,036,854,775,807 (±2<sup>63</sup> − 1)
|
* The 64-bit limit and the maximum the Far Lands will generate using a 64-bit mod, since world renderer breaks completely at this distance in this case, giving way to an endless void like in the 32-bit cases. The game will always crash when approaching this limit. Due to the effects mentioned above however, it will be almost completely invisible, if a Stripe Lands fix is not enabled.
|
|}
 
Using Cheat Engine with this mod, the highest one can go in this case is X/Z ±~1.7977×10<sup>308</sup> before the coordinates roll over to "Infinity" and crash the game. Because world renderer fails at the 64-bit limit in this instance, going this far will leave only an empty sky as the deteoration effects occur beyond this limit and would be unviewable.
 
==== BigInt extension, Fringe Lands and beyond ====
{{conjecture|section=1}}
Should the game be patched instead using a BigInteger mod (again ''without'' patching the noise values), such as MC Big Legacy, then the Far Lands will extend even further beyond the 64-bit limit mentioned above. The Far Lands will then progressively break down into thinner and thinner stripes, known as the Fringe Lands from {{BE}}, before leaving only spaced out blocks before leading into an endless [[Minecraft:ocean]] and [[Minecraft:bedrock]] floor. In this case, the precision errors will not occur due to BigInteger patching these precision errors.
 
{| class="wikitable"
!Coordinates
!Effects
! Image (if avaliable)
|-
| X/Z: ±{{abbr|8.5766×10<sup>49</sup>|8,576,620,983,668,390,695,654,176,953,195,873,545,661,439,803,392}}
|
* The Fringe Lands begin generating as a result of the Far Lands progressively beginning to break down. These are are the same occurance that happens on {{BE}}, but it happens at the 64-bit equivalent. They progressively break down into thinner and thinner slices, before becoming scattered cubes increasingly seperated.
|[[File:Fringe lands beta 1.7.3.png|thumb|240px]]
|-
| X/Z: ±{{abbr|4.119992×10<sup>49</sup>|41,199,924,359,301,325,212,109,680,894,587,089,802,536,146,698,256}}
|
* The Fringe Lands, and by definition, the Far Lands, end completely at this point. The only thing that generates after this point is an endless bedrock ocean. This marks the end of ''Minecraft'' terrain generation, unless extensive modding on top of this patches the noise overflow and Far Lands.
|
|}
 
Beyond this point, it remains the same, and what happens after is entirely dependent on how the game is patched, due to BigInt having the ability to change how numbers are stored. This means that, if configured, bedrock and ocean can generate beyond X/Z ±~1.7977×10<sup>308</sup> (±2<sup>1024</sup>) without the coordinates rolling over to "Infinity" and crashing the game, if numbers are set to be stored in 128-bit (quadruple) and even 256-bit (octuple). As Java’s own BigInteger class maxes out at ~8.8081×10<sup>646456992</sup> (2<sup>2<sup>31</sup> − 1</sup>), this is theoretically the absolute farthest one could possibly even reach as both BigInt and the coordinates would overflow, the latter rolling over to "Infinity" and crashing the game, making this the absolute maximum ''Minecraft'' can generate, even with extensive modding. However, this is an exceptionally gigantic number that any attempts using this method would almost certainly crash the game long before then. The highest distance reached using this method so far is X 2<sup>524288</sup> (~2.5963×10<sup>157826</sup>) by the YouTuber hypernebule, on June 8, 2026.<ref>[https://youtu.be/NMnCJBHEFXY?is=k2qD6xBF2Mv2lpm5 Going further then anyone ever has in Minecraft.]. YouTube, June 8, 2026.</ref>
 
== Effects ==
=== Gameplay ===
Players experience extreme frame-rate drops and very high CPU usage, which continue until ''Minecraft'' freezes completely. The frame-rate drops do not occur in multiplayer servers, though the server itself lags depending on the server computer's RAM. In both single-player and multiplayer, the intense lag that is characteristic of the Far Lands is caused by massive numbers of falling [[Minecraft:sand]] or [[Minecraft:gravel]] entities.
 
[[Minecraft:Lightning]] bolts that hit surfaces at the top of the map (Y-coordinate 127) are invisible and do not cause a fire. The particles created when rain hits these surfaces are black instead of blue. Snow does not accumulate on these surfaces either (because there is no space) unless a top layer tunnel peeks out.
 
=== Distance effects ===
{{Main|Java Edition distance effects}}
[[File:World rendering precision loss.gif|frame|The most noticeable side effect of the Far Lands, where the map takes longer to update according to the player's location.]]
 
When travelling away from spawn, every time the distance is doubled from the center of the world, there is an issue with precision, where entities and block hitboxes (where the block should be) still match the shape of the world, but what we see (the blocks) don't. This effect can first be seen at 4096 blocks away from spawn if observed closely, even though it is far less noticeable than what is seen when the player is close to the Far Lands. Past 8,388,608 blocks, the offset is an entire block, which is the extent of the effect seen at the Far Lands.
 
=== Intentional limits ===
{{main|World boundary}}
The above distance effects continue to get worse until the player reaches X/Z: ±32,000,000, where blocks stop being solid.
 
== Dimensions ==
The Far Lands of [[Minecraft:the Nether]] and [[Minecraft:Sky dimension]] share characteristics of the Overworld Far Lands, although with some differences.
 
=== The Nether ===
[[File:Nether Far Lands.png|thumb|right|The Far Lands as seen in the [[Nether]].]]
 
The [[Minecraft:Nether]] Far Lands are similar to the Overworld Far Lands, except generated with Nether terrain features, with a [[Minecraft:lava]] ocean at Y=31.
 
In the Nether, the terrible lag associated with the Overworld Far Lands does not occur; most of the Nether is already dark enough for spawns in the first place, and there are fewer gravity-affected blocks (no sand, and gravel is rare).
 
If a [[Minecraft:nether portal]] is created in the Far Lands of the Overworld, entering causes a teleportation to normal Nether, as X/Z ±32,000,000, the limit at which block physics and lighting cease to function, divided by 8 (as 1 block in the nether corresponds to 8 blocks in the Overworld), is X/Z ±4,000,000, within the limits of X/Z ±12,550,820, where the distortion starts. Conversely, a nether portal built in the Nether Far Lands does not function, as even at the limit of ±12,550,820 blocks at the beginning of the Far Lands, it would cause the player to come out at X/Z ±100,406,560, far past X/Z ±32,000,000. If a portal is entered beyond X/Z ±4,000,000 in the Nether, it causes the game to crash. Entering a portal at exactly X/Z: ±4,000,000 in the Nether teleports the player around 8-16 blocks from the ±32,000,000 limit.
 
The Far Lands do not generate above the [[Minecraft:bedrock]] ceiling.
 
The Nether can be a great way to reach the Far Lands in the [[Minecraft:Overworld]], as every block in the Nether counts as 8 blocks in the Overworld. The player must travel to ±1,568,853 or higher to spawn in the Far Lands. Teleporting just a few blocks less allows the player to see the beginning of the Far Lands.
 
=== Sky Dimension ===
[[File:Sky Dimension Far Lands Edge.jpg|thumb|right|The Far Lands as seen in the [[sky dimension]].]]
The [[Minecraft:Sky Dimension]] similarly has no trademark liquid and generates no water/lava, and also no bedrock generates. They appear squashed similarly to those of the End.
 
The Sky Dimension Far Lands appears just like the End Far Lands, but with Overworld features.
 
This is also the area where the player is most likely to find diamonds. In any other area, the islands do not spawn low enough for diamonds to spawn. The Sky Dimension Far Lands do spawn all the way to Y: 0, so the player can find rare ores inside the Far Lands.
 
== Cause ==
{{cleanup|move some of this to [[Minecraft:Noise generator]] and link to there}}
The terrain is generated based on 16 octaves of {{w|Perlin noise}}, specifically those used for [[Minecraft:low noise]] and [[Minecraft:high noise]]. Each noise generator takes floating-point inputs and uses those to interpolate between noise values at whole numbers. It does so by:
 
# Casting to a 32-bit integer, where Java rounds toward zero and handles overflow by picking the closest representable value;
# Subtracting one if the integer is greater than the original input, to always round down;
# Subtracting that integer from the original input to get a remainder in the interval [0, 1) suitable for interpolation.
 
It covers an interval of [−2<sup>31</sup>, 2<sup>31</sup>) without causing any problems. The problem is that many of the octaves cover a scale much smaller than a block, with up to 171.103 noise units per block. Indeed, 2<sup>31</sup> ≈ 171.103×12,550,824.053. Thus, the effects of the Far Lands start 12,550,824 blocks away from the center of the Minecraft world. Once this value is exceeded, the integer is always 2<sup>31</sup>−1 (2,147,483,647), picking the same noise values on that axis every time. This is the reason for the long unchanging tunnels in the Edge Far Lands, and plains in the Corner Far Lands.
 
The Farther Lands are caused by an overflow in [[Minecraft:selector noise]], as opposed to the low and high noise that cause the initial set of Far Lands to generate; while selector noise does repeat more often than low and high noise, only half as many octaves are used, causing them to overflow much further out.
 
At the positive end, the remainder starts out relatively small but usually much larger than 1, and grows by 171.103 per block. At the negative end, the remainder starts at −2<sup>32</sup>. This value is then adjusted by ((6x−15)x+10)x<sup>3</sup> for quintic interpolation. Even one block in at the positive end, this is already around 10<sup>11</sup>. The negative end starts all the way around −10<sup>49</sup>. For the Corner Far Lands, multiply the values of both edges. When interpolation (really extrapolation) is attempted with values as large as these, it produces similarly large output. That output completely dwarfs all other terms that would normally give the terrain its shape, instead effectively passing only the sign of this one noise function through.
 
It was fixed by taking the remainder of the input divided by 2<sup>24</sup>. Noise repeats every 2<sup>8</sup> units anyway, so it has no side effects. However, it does prevent the overflow. By removing these instructions, the Far Lands can be returned to current versions of the game.<ref name="reddit explanation">{{reddit|2su65c/i_resurrected_the_far_lands_in_181|cnsuqnt|I resurrected the Far Lands in 1.8.1|footstuff|January 18, 2015}}</ref>
 
There are several other factors to the cause of the Far Lands, making things slightly more complicated:
 
* Noise is sampled only every four blocks and linearly interpolated in between. This is why when 12,550,824 is affected by the bug, it reaches out three more blocks to 12,550,821.
* Each noise generator picks a random offset in [0, 256) to add to its input. This usually moves the boundary under 12,550,824, starting the Far Lands at 12,550,821. With a few seeds, it might not, putting the start at 12,550,825. Very rarely, if the boundary is just barely within 12,550,824, the first couple blocks of the Far Lands might look somewhat normal. The southern and eastern Far Lands do this independently of one another. At the negative end, the Far Lands always start at block coordinate −12,550,825, with the positive edge of those blocks at −12,550,824.
* The two sets of noise generators (low noise and high noise) are blended together based on another noise generator (selector noise). This is responsible for relatively smooth alternation between two sets of tunnels or plains. Occasionally, one of the noise generators starts generating the Far Lands before the other because it uses a different offset, producing an incongruous boundary.
 
A table of relevant values are as follows:
{{:Noise generator/Tables/Terrain}}
 
While most of these values have can be ignored, it can indeed be seen that the low and high noise increment by 171.103 each block, or 684.412 each sampling at four blocks; dividing 2,147,483,648 by this indeed results in the value 12,550,824 being returned.
 
== History ==
{{HistoryTable
|{{HistoryLine|java infdev}}
|{{HistoryLine||Minecraft Infdev|dev=20100327|link=Minecraft Infdev|slink=Java Edition Infdev 20100327|First confirmed appearance of the true Far Lands.}}
|{{HistoryLine|||dev=20100420|slink=Java Edition Infdev 20100420|The shape of the Far Lands now more closely resembles what they do in Alpha/Beta, with a subtle vertical stretching.}}
|{{HistoryLine|java beta}}
|{{HistoryLine||1.6|dev=Test Build 3|The Far Lands ceiling is unchanged as Beta 1.6 eliminates ability to normally place blocks at Y of 127.}}
|{{HistoryLine||1.8|dev=Pre-release|The Far Lands, as well as several floating point precision errors (notably the [[Minecraft:Java Edition distance effects/Historical effects|world render jitter/offset]]) no longer occur within vanilla bounds, effectively patching them out of the game.}}
}}
 
<gallery>
File:Early Infdev Edge Far Lands.png|The edge Far Lands as they appear from [[Minecraft:Java Edition Infdev 20100327|the March 27th build]].
File:Early Infdev 3D Far Lands.png|Rendered 3D Section of Far Lands as they appear from [[Minecraft:Java Edition Infdev 20100327|the March 27th build]].
File:Early Infdev Corner Far Lands.png|The corner Far Lands as they appear from the March 27th build.
File:Early Infdev Edge Far Lands structure.png|A close-up of the morphology of the edge Far Lands in their early iteration.
File:Late Infdev Edge Far Lands.png|The edge Far Lands as they appear from [[Minecraft:Java Edition Infdev 20100420|the April 20th build]].
File:Late Infdev Corner Far Lands.png|The corner Far Lands as they appear from the April 20th build.
</gallery>
== Trivia ==
* Even though Beta 1.6 made it impossible to place solid blocks at layer 128, the Far Lands' flat "ceiling" still gets generated there.
* Because of the debates over renaming [[Minecraft:endermen]] to "Far Landers", [[Minecraft:Notch]] jokingly suggested to rename the Far Lands to The End instead. This then became the name for the dimension where the [[Minecraft:ender dragon]] resides.<ref>{{tweet|notch|97216060708753408|/v/ is petitioning me to change the name from "Endermen" to "Farlanders". How about we just rename the "far lands" to "the end" instead? ;D|July 31, 2011}}</ref>
* One of the random [[Minecraft:splash]]es reads: "Check out the far lands!". Ironically, the splash was added to the game ''after'' the Far Lands were fixed.
* In the fourth episode of [[Minecraft: Story Mode]], Jesse and their group visit the Far Lands, in which a secret lab is located. The character Ivor describes the Far Lands as "a happy accident", and "nature's way of keeping life interesting". The bizarre terrain is featured and observed by the characters, although understandably, the glitches associated with it are not present.
* A reference to the Far Lands is featured in the title for Steve's Classic Mode in ''Super Smash Bros. Ultimate'', called "Journey to the Far Lands".
 
== Gallery ==
=== Game Features ===
<gallery>
File:Farlandsview.png|A view within the Far Lands.
File:Middlefarlands.png|"The Stack" at X/Z ±32,000,000. Above lies the top layer.
File:Farlandsstacktop.png|A bird's eye view of the top layer of the Corner Far Lands, or "The Stack".
File:Farlandsoverhead.png|An overhead view of the Edge Far Lands, or "The Loop".
File:Farlandsnolighting.png|Inside the Edge Far Lands beyond X/Z 32,000,000, where there are no trees, mobs, or lighting.
File:Farlandsocean.png|"The ocean" within the Edge Far Lands.
File:Farlandscornerbisection.png|A bisection of the Corner Far Lands, showing the 3 different layers.
File:Farlandscornerflying.png|A bird's eye view of the Far Lands' corner.
File:Edge Far Lands.png|The Front of the Far Lands seen in a Beta 1.7 world.
File:2022-08-11 (10).png
File:2022-08-11 (3).png
File:2022-08-11 (4).png
File:2022-08-11 (6).png
File:2022-08-11 (5).png
File:2022-08-11 (7).png
File:2022-08-11 (9).png
File:2022-08-11 (11).png
File:2022-08-11 (12).png
File:2022-08-11 (13).png
File:MC-distance21.png|alt=
File:MC-distance1.png|alt=
</gallery>
 
=== Generation ===
<gallery>
Farlandsdesert.png|A desert biome in the Far Lands.
Distorted Lava.png|The Nether Far Lands at X/Z of 500,000,000 with severely stretched lava.
Farlands Trees.png|Trees generating past 32,000,000 at X=268,435,456 along with normal terrain stretching only a few chunks.
2 billion intersection.png|The Edge Far Lands meeting with the Corner Far Lands in the Nether at X value of 2,000,000,000 and Z of 12,550,820.
Screenshot 2022-05-17 7.09.28 PM.png
Screenshot 2022-03-25 8.15.46 PM.png
Repetetive far lands.png|The repetitive Far Lands at the corner.
Netherfarlands.png|The start of the Far Lands in the Nether.
Nethercornerfarlands.png|The Corner Far Lands in the Nether.
Netherfartherlandss.png|The Farther Lands in the Nether.
</gallery>
 
=== Old versions ===
<gallery>
InfdevCorner.png|"The Stack" in [[Minecraft:Java Edition Infdev 20100618]]
InfdevCornerAerial.png|A bird's eye view of "The Stack" in [[Minecraft:Java Edition Infdev 20100618]]
InfdevFarEnd.png|The end of the world in [[Minecraft:Java Edition Infdev 20100618]]
FarLandsEnd3rd.png|The end of the world at night in [[Minecraft:Java Edition Infdev 20100618]] from third person view.
Farlands1.5 corner.png|The Far Lands in 1.5 from a Beta 1.7.3 world.
Farlands2b.png|The Edge Far Lands at X-coordinate of 2,147,483,420.
Farlands_Colliding_With_Monoliths.png|The Far Lands colliding with, and overwriting, a [[Minecraft:Monolith]] in [[Minecraft:Java Edition Infdev 20100611]].
Winter_Far_Lands.png|The Far Lands in a 'winter mode' world in [[Minecraft:Java Edition Alpha 1.0.4]]
</gallery>
 
=== In other media ===
==== [[Minecraft: Story Mode]] ====
<gallery>
FarLands1.jpg|Soren looking at the Far Lands.
FarLands2.jpg|The entrance to The Maze and Ivor's Cottage in the Far Lands.
</gallery>
 
== See also ==
* [[Minecraft:Tutorial: Far Lands]] – How to get to the Far Lands and avoid lag.
 
== References ==
<references/>
 
== Navigation ==
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{{Navbox environment}}
{{Navbox Java Edition}}
 
[[Category:Structures]]
[[Category:Far Lands]]
[[Minecraft:pt:Far Lands (Edição Java)/Infdev 20100327 para Beta 1.7.3]]
[[Minecraft:zh:边境之地/Java版/Infdev 20100327至Beta 1.7.3的现象]]

Latest revision as of 11:06, 19 July 2026