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Minecraft:Far Lands (Java Edition): Difference between revisions

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{{Wip}}
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{{Exclusive|Java}}
{{Exclusive|Java}}
 
{{outdated|edition=Java|1=The Far Lands are no longer reachable in-game post-[[Minecraft:Beta 1.8]], and are only accessible through modifying the game.}}
[[File:Far Lands.png|thumb|400px|Comparison of land before and after X/Z of ±12,550,821.]]
[[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.]]
[[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.]]
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===Beta 1.8 onwards===
===Beta 1.8 onwards===


The Far Lands were "fixed" by taking the remainder of the input from above 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 at 32-bit integers. 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>  
The Far Lands were "fixed" by taking the remainder of the input from above divided by 2<sup>24</sup>, preventing the overflow at 32-bit integers. 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>  


Referred to as the "modulo" patch ({{fraction|''a''*2<sup>25</sup>|171.103}}), it essentially prevents the noise generator from suffering integers overflowing by clamping the input before being passed. It also allows for the terrain to "wrap around" and continue generating normally even at high distances. However it is still prone to failing at extremely high values; once ''a'' reaches approximately 2<sup>63</sup> (the 64-bit integer limit), it fails, resulting in the noise quickly accumulating to overflow and the Far Lands generating at X/Z:  1,808,764,368,955,220,466,364,897. Reaching this distance is impossible without a BigInteger mod that does not undo this patch.
Codewise, what was changed was changing this line of code within the <code>PerlinNoise.java</code> file within the source code of ''Minecraft'': <code>return p_75407_</code> replaced by <code>return p_75407_ - (double)Mth.lfloor(p_75407_ / 3.3554432E7D + 0.5D) * 3.3554432E7D</code>. Referred to as the "modulo" patch ({{fraction|''a''*2<sup>25</sup>|171.103}}), it essentially prevents the noise generator from suffering integers overflowing by clamping the input before being passed. It also allows for the terrain to "wrap around" and continue generating normally even at high distances. However it is still prone to failing at extremely high values; once ''a'' reaches approximately 2<sup>63</sup> (the 64-bit integer limit), it fails, resulting in the noise quickly accumulating to overflow and the Far Lands generating at X/Z:  1,808,764,368,955,220,466,364,897. Reaching this distance is impossible without a BigInteger mod that does not undo this patch.


== Structure ==
== Structure ==
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====Summary====
====Summary====
The tables below provide a simplified version of what happens with the Far Lands as one goes further out. The furthest one can go out without extensive modding is the 32-bit integer limits for terrain and chunks before the game crashes. Going further requires a BigInt mod specifically configured to not alter the original terrain and noise values - as of 2026, the BigInt mod known as "MCBig Legacy" for [[Minecraft:Beta 1.7.3]] is the only mod known to correctly do this.  
The tables below provide a simplified version of what happens with the Far Lands as one goes further out. The furthest one can go out without extensive modding is the 32-bit integer limits for terrain and chunks before the game crashes.  


{| class="wikitable"
{| class="wikitable"
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! Image (if available)
! Image (if available)
|-
|-
! colspan="3" style="color: white; background: #000" | Within vanilla boundaries (non-modded)
! colspan="3" style="color: white; background: #000" | Within vanilla boundaries
|-
|-
| style="color: #000033; background: #c6efcf" | X/Z: ±12,550,821
| style="color: #000033; background: #c6efcf" | X/Z: ±12,550,824
|  
|  
* The Far Lands begin generating due to noise overflow.
* The Far Lands begin generating beyond this point due to noise overflow within the terrain generator.
|[[File:Edge Far Lands.png|thumb|right|240px]]
|[[File:Edge Far Lands.png|thumb|right|240px]]
|-
|-
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|[[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]]
|[[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]]
|-
|-
! colspan="3" style="color: black; background: #f000f" | Further entries occurr in [[Minecraft:Alpha v1.2.0]] or later due to fake chunks starting in this version after X/Z 32,000,000.
! colspan="3" style="color: white; background: #000" | Game-breaking effects / up to 32-bit integer limits{{note|1=Further entries occur in [[Minecraft:Alpha v1.2.0]] or later due to fake chunks starting in this version after X/Z 32,000,000.}}
|-
| style="color: #000033; background: #ffc7cf" | X/Z: ±268,435,456 (±2<sup>28</sup>)
|
* Beyond this point, frustum culling has degraded due to precision loss to a point where the map begins having severe issues appearing depending on the viewing angle of the player. This results in the Far Lands beginning to flicker, and continues to the 32-bit integer limit.
|[[File:Broken world rendering, b1.7.3.png|thumb|240px|The terrain of the Far Lands begins flickering at high distances due to world rendering breaking down]]
|-
|-
| style="color: #000033; background: #c6efcf" | X/Z: ±1,004,065,924
| style="color: #000033; background: #ffc7cf" | X/Z: ±1,004,065,924
|
|
* Selector Noise overflows, causing the Farther Lands to begin generating, which are much less detailed and thinner then the original Far Lands.
* Selector Noise overflows, causing the Farther Lands to begin generating, which are much less detailed and thinner then the original Far Lands.
|[[File:Corner Farther Lands.png|thumb|240px]]
|[[File:Corner Farther Lands.png|thumb|240px]]
|-
|-
| style="color: #000033; background: #c6efcf" | X/Z: ±2,147,483,647
| style="color: white; background: #8B0000" | X/Z: ±2,147,483,647 (±2<sup>31</sup>−1)
|
* 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.]]
|-
! colspan="3" style="color: white; background: #000" | Beyond original 32-bit limit (''requires BigInt mod with correct generation'')
|-
| style="color: #000033; background: #ffc7cf" | 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.-->
|-
| style="color: #000033; background: #ffc7cf" | 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.
**Movement becomes increasingly blocky and eventually impossible as “gaps” between blocks become worse.
|[[File:Beta Stripe Lands.jpeg|thumb|240px]]
|-
| style="color: #000033; background: #ffc7cf" | 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 Far Lands progressively begin to break down as a result of Lerp failure within terrain generation. They progressively break down into thinner and thinner slices, before becoming scattered cubes increasingly separated.
* The 32-bit integer limit, and the maximum the Far Lands will generate, due to <code>blockpos</code> within [[Minecraft:chunk format]]ting breaking completely, crashing the game. This marks the end of terrain generation in vanilla ''Minecraft''. This is due to two reasons, together resulting in nothing generating beyond this point:
* The start of this effect is seed-dependent and may not always begin at this exact point, but should generally appear around this exact distance.
** The client is attempting to load a chunk from the ''opposite'' end of the map relative to the player's axis due to the array within <code>blockpos</code> overflowing into a net negative value. As such, it cannot generate terrain blocks beyond this. As soon as the player approaches the limit, the game attempts to generate this invalid chunk and instantly fails to do so, resulting in the game locking up.<ref>https://youtu.be/FTMzUhIW3oc?si=gJNWLJ398YboGf8K&t=99</ref>
|[[File:Beta Far Lands lerp failure.png|thumb|240px]]
**Frustum culling, already severely degraded due to precision loss and the cause of flickering terrain, breaks entirely and, conjoined with the <code>blockpos</code> overflow, simply ceases to render any more terrain beyond this.
|[[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.]][[File:FarLandsEndNether.png|thumb|right|240px|The end of the Far Lands in the Nether at around the same point.]]
|-
|-
| style="color: #000033; background: #ffc7cf" | X/Z: ±{{abbr|4.119992×10<sup>52</sup>|41,199,924,359,301,325,212,109,680,894,587,089,802,536,146,698,256}}
| style="color: white; background: #8B0000" | X/Z: ±34,359,738,368 (±2<sup>35</sup>)
|
* 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.
|
|
* The hard limit for any player to reach within ''Minecraft'', since the game will always instantly crash at this point and if attempting to telport beyond this.
* Much like <code>blockpos</code>, chunks will start "looping" at this point, attempting to take from a negative output. While made completely unobservable due to blocks also being 32-bit integers, exceeding this limit should cause chunks from the exact opposite overflow point to begin loading. Doubling distance again will put the player in the equivalent position to (0,0), and once more will appear at the overflow point once more. As a result, this is the end of ''Minecraft''.
* As soon as this limit is approached, the game freezes and crashes due to chunks being overwritten, resulting in an '''Out of memory''' screen. However, in some cases, the player may be able to move past this limit for a few seconds before ''Minecraft'' crashes. A chunk is 16×16 blocks, and 34,359,738,368 = 2,147,483,648×16, so the chunk coordinates are 32-bit integers as well. If you were around 160 blocks away, that would crash and the game will remain unresponsive until the player force quits.
|[[File:ChunkEndOverwrite.png|thumb|240px|The game at X: 34,359,738,079. The game has crashed due to the chunks being overwritten, which occurs 289 blocks from here. As soon as this limit is approached, Minecraft crashes.]]
|}
|}


Beyond this point, it remains the same, and how far the bedrock ocean generates until 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>
Using an external program to edit player position, such as Cheat Engine, the highest one can  is X/Z ±~1.7977×10<sup>308</sup>, the maximum signed integer for Java before the coordinates roll over to "Infinity" and crash the game. Because world renderer fails at the 32-bit limit in this instance, going this far will still leave only an empty sky as the deterioration effects occur beyond this limit and would be unviewable.
=====Further distances=====
{{Disclaimer|section=1}}
{{main|Far Lands (Java Edition)/Further distances by modding}}
Going further requires a BigInt mod specifically configured to not alter the original terrain and noise values - as of 2026, the BigInt mod known as "MCBig Legacy" for [[Minecraft:Beta 1.7.3]] is the only mod known to correctly do this. Whether or not this can be considered vanilla (since distance effects also end up patched) is up for debate. What is interesting is that when done, new distance effects akin to those from {{BE}} begin manifesting themselves at extremely large distances. The difference is because {{JE}} was coded using Java rather then Bedrock's C++, meaning that in the former, the same effects visible in vanilla ''Bedrock'' gameplay (and [[Minecraft:Far Lands (Bedrock Edition)|its Far Lands]] up until their removal in [[Minecraft:Bedrock Edition 1.17.30]]) end up happening much further out, and thus do not occur within the maximum range attainable in vanilla {{JE}}.


=== Post-Beta 1.8 ===
=== Post-Beta 1.8 ===
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== See also ==
== See also ==
* [[Minecraft:Tutorial: Far Lands]] – How to get to the Far Lands and avoid lag.
* [[Minecraft:Tutorial: Far Lands]] – How to get to the Far Lands and avoid lag.
== Notes ==
<references group="note"/>


== References ==
== References ==

Latest revision as of 11:02, 23 July 2026

Template:Wip Template:Exclusive Template:Outdated

File:Far Lands.png
Comparison of land before and after X/Z of ±12,550,821.
File:Corner Far Lands.png
The "corner" of the Far Lands, at ±12,550,821 on both X and Z axes, creating the corner Far Lands.

The Far Lands<ref>https://web.archive.org/web/20110322154638/http://notch.tumblr.com/post/3746989361/terrain-generation-part-1</ref> were a terrain generation bug Template:In that happened 12,550,821 to 12,550,824 blocks from the player's spawn. They essentially formed the "edge" of an "infinite" world.

They were patched in Minecraft:Beta 1.8 to be located way beyond vanilla boundaries of the game, inaccessible unless modded back in by reversing the change or using mods to travel to extreme distances.

Location

Original

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 1.17.30 or Java Edition before 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.

Modern versions

Due to changes within the games code relating to terrain generation, since Beta 1.8, the Far Lands now spawn at X/Z: ± 1,808,764,368,955,220,466,364,897, far beyond the normal bounds of vanilla gameplay and most computers without extensive modding.

Cause

Pre-Beta 1.8

Template:Cleanup The terrain is generated based on 16 octaves of Template:W, 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:

  1. Casting to a 32-bit integer, where Java rounds toward zero and handles overflow by picking the closest representable value;
  2. Subtracting one if the integer is greater than the original input, to always round down;
  3. Subtracting that integer from the original input to get a remainder in the interval [0, 1) suitable for interpolation.

It covers an interval of [−231, 231) 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, 231 ≈ 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 231−1 (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 −232. This value is then adjusted by ((6x−15)x+10)x3 for quintic interpolation. Even one block in at the positive end, this is already around 1011. The negative end starts all the way around −1049. 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.

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.

Beta 1.8 onwards

The Far Lands were "fixed" by taking the remainder of the input from above divided by 224, preventing the overflow at 32-bit integers. By removing these instructions, the Far Lands can be returned to current versions of the game.<ref name="reddit explanation">Template:Reddit</ref>

Codewise, what was changed was changing this line of code within the PerlinNoise.java file within the source code of Minecraft: return p_75407_ replaced by return p_75407_ - (double)Mth.lfloor(p_75407_ / 3.3554432E7D + 0.5D) * 3.3554432E7D. Referred to as the "modulo" patch (Template:Fraction), it essentially prevents the noise generator from suffering integers overflowing by clamping the input before being passed. It also allows for the terrain to "wrap around" and continue generating normally even at high distances. However it is still prone to failing at extremely high values; once a reaches approximately 263 (the 64-bit integer limit), it fails, resulting in the noise quickly accumulating to overflow and the Far Lands generating at X/Z: 1,808,764,368,955,220,466,364,897. Reaching this distance is impossible without a BigInteger mod that does not undo this patch.

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:biomes, 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:Ores 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:caves still generate but are limited and small. Along with the caves, Minecraft:dungeons (which are extremely rare) and Minecraft:lakes 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:mobs 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.

Types of Far Lands

Combination types

A world with Far Lands can be divided into multiple parts depending on how many axes one given noise generator is overflowing on at a given time at that position. In the diagrams below, normal terrain where nothing is overflowing is marked in gray, one overflow in light blue, two overflows in magenta and three overflows in lime. This can be extended to an arbitrary whole number of dimensions, although there are currently no modifications that allow for 4D or above terrain generation.

Facial cuboid / Edge Far Lands

The most commonly depicted form, this is the result of an overflow on only one axis. It's known as the edge Far Lands or the loop. In this form, it generates long spongy-like holes on the walls of Far Lands.

On a 2D plane, there are four different overflows possible, corresponding to the four edges of a rectangle. In 3D space, there are six different overflows possible, corresponding to the faces of a cuboid.

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)

Edge cuboid / Corner Far Lands

These are the result of an overflow on two axes. It's known as the corner Far Lands or the stack. In this form, layers of terrain stack on top of another repeatedly until it reaches the Minecraft:height limit.

On a 2D plane, four cases of this are possible, corresponding to the vertices of a rectangle. In 3D space, there are twelve such possible intersections, corresponding to the edges of a cuboid.

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:ores 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/grass, 2% Minecraft:bedrock, and 4% others. (Based on a 14×14 Minecraft:chunk selection)

Farther Lands

Template:Conjecture 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.

Biome fill noise overflows

The depth of the surface block corresponding to each biome is determined by a noise generator known as biome fill noise. Biome fill noise increments by 0.0625 units each block, or 1 unit every chunk, and thus overflows at or around X/Z ±34,359,738,368. Overflowing is not visible without either extensive modding or manipulating the noise scale, as the overflow occurs well beyond the block render limit (±2,147,483,647) and coincides almost exactly with the chunk overwrite limit.

The biome fill noise overflow generates long strips of stone, with grass in between. The stone layers generate only stone. On the grass strips, the dirt actually extends down all the bedrock floor.

In modern versions, simplex noise is used for the fill noise instead of Perlin noise; as a result, the overflow now causes the fill depth to stay constant rather than being variable.

Sand/gravel noise overflows

These noise generators existed before Minecraft:Beta 1.8 and determined whether beaches used sand or gravel as their material. They overflow after ±68,719,476,736 blocks. After overflow, the terrain has stripes of sand/gravel that are clearly visible.

Deprecated

Old heightmap noise overflows

Used for terrain generation before inf-20100327, it overflows at X/Z ±33,554,432. After overflow the entire terrain is made of stone, up to the height limit.

Island carver noise overflows

Used in Indev versions for the Floating world type. Due to the limited terrain size the noise breaks far beyond the world boundary.

Modern structure (1.18.2 onwards)

Evolution

Minecraft:Infdev 20100227 to Minecraft:Infdev 20100325-1640

File:Eyc0bj7pr4w51.jpg
The Far Lands as they appeared in Infdev 20100227-1433.

In the February 27th build of Infdev, all generation past 33,554,432 blocks would be solid stone, extending vertically from the bottom of the world to the height limit, continuing out to the 32-bit limit. These are the first truly visible appearance of the Far Lands, although very visually distinct from convention.

This stone wall may not always start at exactly 33,554,432 blocks out - it is not uncommon to see a rough, repetitive boundary at this point, visually resembling the ridges of a radiator or the fins of a heat sink, in a similar way to how the usual Far Lands can generate a few blocks earlier. On some seeds, the Far Lands don't have any rough appearance but are rather just smooth. Sometimes Far Lands on one axis can be smooth while on the other axis they're rough.

While occurring at exactly a power of two, this is not a hard limit, but rather due to the Minecraft:noise generator settings for these versions themselves also being a power of two, returning this overflow point in the calculations can lead to lag or even a crash on the game.

Effects

Distance effects

Template:Main

Walking to these Far Lands is impossible in normal gameplay as the game becomes unplayable well before this point due to a variety of distance effects. Even if a player could overcome the distance effects, beyond 16,777,216 blocks away blocks stop being solid (however, swimming in water is still possible), preventing the player from traveling any further.

  • X/Z: 512 - Clouds stop rendering.
  • X/Z: -512 / 1,024 - The skybox stops rendering.
  • X/Z: 2,048 - The first noticeable jitter begins, with the hitbox appearing to flicker slightly around blocks.
  • X/Z: 16,384 - First noticeable world rendering issue begins, with the borders of chunks beginning to become visible and the chunks appearing to shake slightly.
  • X/Z: 32,768 - The world rendering bug present in Infdev 624 through Beta 1.7.3 begins to manifest, with the hitbox being slightly offset from the blocks.
  • X/Z: 65,536 - Particles begin to lose precision, appearing more blocky and stretched.
  • X/Z: 131,072 - Hitbox outline begins to deform and shake visually.
  • X/Z: >1,048,576 - The world rendering fails when looking at certain angles, causing the screen to flicker. It becomes very noticeable beyond X/Z: 2,000,000.
  • X/Z: 16,777,216 - Blocks stop being solid, causing the player to fall into the void. However, the player can still swim through water.
  • X/Z: 268,435,456 - The gaps between chunks start to become multiple blocks long, making the world look like stripes on one axis and a grid pattern on both axis.
  • X/Z: 2,147,483,647 - The world stops generating terrain and the map appears blank from here on out with only the Sun and Moon.
  • X/Z: 1.7976931348623157e+308 - The player's position, represented by double precision floating point arithmetic, overflows to Infinity, causing a total breakdown of gameplay.
Intentional limits

Template:Main In versions after Minecraft:Infdev 20100313, a world boundary was added at X/Z: ±32,000,000. After the boundary at X/Z ±32,000,000 blocks, the terrain no longer generates, and only air blocks that have the same textures as the surrounding terrain generate.

Minecraft:Infdev 20100327 to Beta 1.7.3

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

Template:Main

File:World rendering precision loss.gif
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

Template:Main 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
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
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.

Summary

The tables below provide a simplified version of what happens with the Far Lands as one goes further out. The furthest one can go out without extensive modding is the 32-bit integer limits for terrain and chunks before the game crashes.

Coordinates Effects Image (if available)
Within vanilla boundaries
X/Z: ±12,550,824
  • The Far Lands begin generating beyond this point due to noise overflow within the terrain generator.
File:Edge Far Lands.png
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 (and the only point where it can be interacted with like in normal gameplay), continuing up until the 32-bit limit.
File:Farlands Trees.png
Trees generating past 32,000,000 at X=268,435,456 along with normal terrain stretching only a few chunks.
X/Z: ±32,000,000
  • In versions from Minecraft:Infdev 20100327 to Minecraft:Alpha v1.1.2_01, terrain simply stops generating at this point, and going beyond this limit results in the player getting stuck and unable to move.
  • Starting from Minecraft:Alpha v1.2.0, terrain still generates after this point, but blocks are no longer solid (and dubbed "fake chunks"), resulting in the player falling through into Minecraft:the Void. Further travel requires flying via mods.
    • Additionally, lighting stops working, and Minecraft:mobs stop spawning.
  • This is an intended boundary set in the game, instead of resulting from noise selection overflow or precision errors.
File:InfdevFarEnd.png
Terrain stops generating at X/Z 32,000,000 in older versions during Infdev
File:Lighting stops functioning.png
Fake chunks begin generating at X/Z 32,000,000, and lighting no longer works
Game-breaking effects / up to 32-bit integer limitsTemplate:Note
X/Z: ±268,435,456 (±228)
  • Beyond this point, frustum culling has degraded due to precision loss to a point where the map begins having severe issues appearing depending on the viewing angle of the player. This results in the Far Lands beginning to flicker, and continues to the 32-bit integer limit.
File:Broken world rendering, b1.7.3.png
The terrain of the Far Lands begins flickering at high distances due to world rendering breaking down
X/Z: ±1,004,065,924
  • Selector Noise overflows, causing the Farther Lands to begin generating, which are much less detailed and thinner then the original Far Lands.
File:Corner Farther Lands.png
X/Z: ±2,147,483,647 (±231−1)
  • The 32-bit integer limit, and the maximum the Far Lands will generate, due to blockpos within Minecraft:chunk formatting breaking completely, crashing the game. This marks the end of terrain generation in vanilla Minecraft. This is due to two reasons, together resulting in nothing generating beyond this point:
    • The client is attempting to load a chunk from the opposite end of the map relative to the player's axis due to the array within blockpos overflowing into a net negative value. As such, it cannot generate terrain blocks beyond this. As soon as the player approaches the limit, the game attempts to generate this invalid chunk and instantly fails to do so, resulting in the game locking up.<ref>https://youtu.be/FTMzUhIW3oc?si=gJNWLJ398YboGf8K&t=99</ref>
    • Frustum culling, already severely degraded due to precision loss and the cause of flickering terrain, breaks entirely and, conjoined with the blockpos overflow, simply ceases to render any more terrain beyond this.
File:FarLandsEnd.png
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.
File:FarLandsEndNether.png
The end of the Far Lands in the Nether at around the same point.
X/Z: ±34,359,738,368 (±235)
  • The hard limit for any player to reach within Minecraft, since the game will always instantly crash at this point and if attempting to telport beyond this.
  • Much like blockpos, chunks will start "looping" at this point, attempting to take from a negative output. While made completely unobservable due to blocks also being 32-bit integers, exceeding this limit should cause chunks from the exact opposite overflow point to begin loading. Doubling distance again will put the player in the equivalent position to (0,0), and once more will appear at the overflow point once more. As a result, this is the end of Minecraft.
  • As soon as this limit is approached, the game freezes and crashes due to chunks being overwritten, resulting in an Out of memory screen. However, in some cases, the player may be able to move past this limit for a few seconds before Minecraft crashes. A chunk is 16×16 blocks, and 34,359,738,368 = 2,147,483,648×16, so the chunk coordinates are 32-bit integers as well. If you were around 160 blocks away, that would crash and the game will remain unresponsive until the player force quits.
File:ChunkEndOverwrite.png
The game at X: 34,359,738,079. The game has crashed due to the chunks being overwritten, which occurs 289 blocks from here. As soon as this limit is approached, Minecraft crashes.

Using an external program to edit player position, such as Cheat Engine, the highest one can is X/Z ±~1.7977×10308, the maximum signed integer for Java before the coordinates roll over to "Infinity" and crash the game. Because world renderer fails at the 32-bit limit in this instance, going this far will still leave only an empty sky as the deterioration effects occur beyond this limit and would be unviewable.

Further distances

Template:Disclaimer Template:Main Going further requires a BigInt mod specifically configured to not alter the original terrain and noise values - as of 2026, the BigInt mod known as "MCBig Legacy" for Minecraft:Beta 1.7.3 is the only mod known to correctly do this. Whether or not this can be considered vanilla (since distance effects also end up patched) is up for debate. What is interesting is that when done, new distance effects akin to those from Template:BE begin manifesting themselves at extremely large distances. The difference is because Template:JE was coded using Java rather then Bedrock's C++, meaning that in the former, the same effects visible in vanilla Bedrock gameplay (and its Far Lands up until their removal in Minecraft:Bedrock Edition 1.17.30) end up happening much further out, and thus do not occur within the maximum range attainable in vanilla Template:JE.

Post-Beta 1.8

File:Modern Far Lands start.png
The Far Lands generating in a modern version of Minecraft at 1.8 septillion blocks out.

The X/Z Far Lands were fixed in Beta 1.8 Pre-release, so they do not exist without modifications to Minecraft, generating at over 1.8 septillion blocks out. In addition, most of the distance effects were fixed. The Y Far Lands (aka the Sky and Ground Far Lands) were overlooked, but were fixed in 1.13 with the world generation rewrite.

The only way to see the new location of the Far Lands is by using a BigInteger mod that does not reverse the modulo patch. Only modern versions of Minecraft have managed to produced this, as any 64-bit mod incorrectly undoes the patch and then converts coordinates to 64-bit, resulting in a starting point that is not true to vanilla Minecraft.

  1. REDIRECT Template:PG/-

History

Template:HistoryTable

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>Template:Tweet</ref>
  • One of the random Minecraft:splashes 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

Generation

Old versions

In other media

Minecraft: Story Mode

See also

Notes

<references group="note"/>

References

<references/>

Navigation

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