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Minecraft:Far Lands (Java Edition)/After Beta 1.8: Difference between revisions

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{{seealso|Far Lands (Java Edition)/Infdev 20100327 to Beta 1.7.3}}
{{Disclaimer}}
{{exclusive|Java}}
{{exclusive|Java}}
[[File:Farlands1116.png|thumb|right|The Far Lands as they appear in modern versions of {{JE}}, at the new limit of 1.8087 septillion (10<sup>24</sup>) blocks out. This cannot be accessed without extensive modding.]]
The '''[[Minecraft:Far Lands (Java Edition)|Far Lands]]''' were a terrain bug that occurred in versions of {{MC}} up to Beta 1.7.3. They were caused by errors in the math that governs terrain generation, resulting in abnormal structures resembling excessively stretched-out terrain. They were fixed in [[Minecraft:Java Edition Beta 1.8 Pre-release|Beta 1.8 Pre-release]], and moved far beyond the boundary to X/Z: 1,808,764,368,955,220,466,364,897. Reaching this distance is impossible without extensive modding. In addition, most of the [[Minecraft:Java Edition distance effects|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. Prior to the removal of the first iteration of [[Minecraft:Custom]] worlds, it was possible to force the Far Lands to generate by setting the Coordinate Scale to extreme high values.


The Far Lands were a terrain bug that occurred in versions of {{MC}} up to Beta 1.7.3. They were caused by errors in the math that governs terrain generation, resulting in abnormal structures resembling excessively stretched-out terrain.


The X/Z [[Minecraft:Java Edition Far Lands/Pre-Beta 1.8|Far Lands]] were fixed in [[Minecraft:Java Edition Beta 1.8 Pre-release|Beta 1.8 Pre-release]], so they do not exist without modifications to Minecraft. In addition, most of the [[Minecraft:Java Edition distance effects|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.


It is possible to force the X/Z Far Lands to generate in a Custom World when setting the Coordinate Scale to extreme high values.
== Explanation ==


== Technical ==
The Far Lands were a terrain generation bug that occurred at ±12,550,824 along the X and Z-axes prior to Beta 1.8, as well as the Y-axis (technically) before Java 1.13. The Far Lands generated because of an integer overflow error within Minecraft. The [[Minecraft:noise generator]] that draws Minecraft's height map increases by 171.103 for every block, causing an integer overflow at approximately ±12,550,824 (sometimes ±12,550,821.) Multiplying the aforementioned numbers results in the 32-bit signed integer max value, which when overflowed, results in an extreme noise seed.
The Far Lands were a terrain generation bug that occurred at ±12,550,824 along the X and Z-axes prior to Beta 1.8, as well as the Y-axis (technically) before Java 1.13.


The Far Lands generate because of an integer overflow error within Minecraft. The [[Minecraft:noise generator]] that draws Minecraft's height map increases by 171.103 for every block, causing an integer overflow at approximately ±12,550,824 (sometimes ±12,550,821.) Multiplying the aforementioned numbers results in the 32-bit signed integer max value, which when overflowed, results in an extreme noise seed.
In [[Minecraft:Beta 1.8]], as part of changes to terrain generation, the <code>PerlinNoise.java</code> file within the source code of ''Minecraft'' was fixed to prevent overflow in 32-bit integers: <code>return p_75407_</code> was instead changed to <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.


== Location ==
== Location ==
[[File:Far Lands in 1.8.1.png|thumb|Far Lands generating in 1.8.1]]
{{Disclaimer|section=1}}
On the X and Z axis, the Far Lands and Farther Lands initiate as they did in Beta 1.7 and below (±12,550,824), with an identical chance of offset at positive positions. However, due to the new height limits and new world generation, they are actually 256 blocks tall, instead of 128. And the Far Lands look more rounded. There is a world border at the 32-bit integer limit (2,147,483,647), which crashes the game upon approaching (likely due to an integer overflow when casting the player's position to a 32-bit integer).
[[File:Far Lands in 1.8.1.png|thumb|Far Lands generating in 1.8.1 with the patch removed]]
[[File:Farlands In 1.20 Using Mods To Disable The Patch.png|thumb|The Far Lands in 1.20 with a very different structure, also generated with the patch removed]]
If the modulo patch is undone, on the X and Z axis, the Far Lands and Farther Lands initiate as they did in Beta 1.7 and below (±12,550,824), with an identical chance of offset at positive positions. However, due to the new height limits and new world generation, they are actually  
318 (post-1.18) or 256 blocks high. On the Y-axis, the Far Lands initiate at around twice the former number, which is therefore ±25,101,648. The Farther Lands also generate at ±2,008,131,840 on the Y-axis, however, they cannot be generated without lowering the selector noise period.


Any attempt to quit the game near the 32-bit integer limit also results in crashing.
The new position due to the modulo patch is at X/Z: 1,808,764,368,955,220,466,364,897, or 1.808 septillion (1.808×10<sup>24</sup>). As such, this makes them impossible to view in vanilla gameplay, due to imposed limitations and how ''Minecraft'' is designed.
 
On the Y-axis, the Far Lands initiate at around twice the former number, which is therefore ±25,101,648.
[[File:Fl 1.11.2int overload.png|alt=200 Blocks from the 32-bit integer limit where world rendering glitches out. At 2,147,483,520, the game crashes.|thumb|The World at the 32-bit integer limit.]]
The Farther Lands also generate at ±2,008,131,840 on the Y-axis, however, they cannot be generated without lowering the selector noise period.
 
The location of the 64-bit variant of the Far Lands depends of the game version. In versions between Beta 1.8 and 1.6.4 inclusive, they start at 59 quadrillion blocks. In versions 1.7.2 through 1.13.2, they start at 53.9 quadrillion blocks due to a small change in the coordinate scale, that is not noticeable for 32-bit overflowing. The Far Lands in positive coordinates don't begin exactly after {{frac|2<sup>63</sup>|171.103}} blocks due to the remainder of the overflow. The Far lands in negative coordinates have a remainder of 2<sup>32</sup>, as a result, they begin exactly after {{frac|2<sup>63</sup>|171.103}} blocks. In versions 1.14{{check version}} and later they start at 1.8 septillion blocks, due to a change in that version that takes the noise coordinate and divides it by 2<sup>25</sup>.


== Structure ==
== Structure ==
The edge Far Lands and corner Far Lands, as well as their Farther variations, generate relatively identically to their pre-Beta 1.8 counterparts, but utilizing the entire height limit, causing them to generate all the way up to y=256 until they reach the sky Far Lands at y=+25,101,648 (and equivalently the ground Far Lands at y=-25,101,648). Since the 21w06a snapshot and until 1.18.1, however, The Far Lands are thinner and more geometrical, with a cross-section made of perpendicular lines and rectangles.
{{Disclaimer|section=1}}
 
Whether enabled by simply removing the modulo patch or going to the new location where they generate,The edge Far Lands and corner Far Lands, as well as their Farther variations, generate relatively identically to their pre-Beta 1.8 counterparts, but utilizing the entire height limit. In versions prior to [[Minecraft:Java Edition 1.7.2|1.7.2]], they remained capped at y=128 despite the change in world height; afterwards, they will generate up to y=256, and up to y=318 in [[Minecraft:Java Edition 1.18.2]] onwards. By modding the world height to continue indefinitely, they can continue up until they reach the sky Far Lands at y=+25,101,648 (and equivalently the ground Far Lands at y=-25,101,648).
As of 1.18.2, they appear as a giant wall of stone with caves in them.


=== Far Lands ===
=== Far Lands ===
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=== Depth noise Far Lands ===
=== Depth noise Far Lands ===
Like low/high and selector noise which respectively control the Far and Farther Lands, depth noise can be made to overflow at a given position. By default, it overflows at 42,949,672.96 blocks. Due to the Far Lands initiating before it, the overflow in depth noise is effectively impossible to see. However, if depth noise is made to overflow before tradition far lands, achievable by pushing the far lands farther out than this distance or moving the depth noise far lands closer, the effects can be seen immediately as it overflows, the terrain jumps up a few blocks. Terrain after this point is slightly more boring than before due to depth noise controlling subtle variation, which no longer exists after the overflow due to it almost always being at the max possible value. Every so often, very long "rifts" characteristic of depth noise far lands can be seen, which extend for extremely long. These rifts end once they hit the point twice the distance of the first overflow, and rifts as a whole past this point do not seem to be able to come into existence. Rifts have also only been noted on the positive X axis and are yet to be found on the Z axis.
Like low/high and selector noise which respectively control the Far and Farther Lands, depth noise can be made to overflow at a given position. By default, it overflows at 42,949,672.96 blocks. Due to the Far Lands initiating before it, the overflow in depth noise is effectively impossible to see. However, if depth noise is made to overflow before tradition far lands, achievable by pushing the far lands farther out than this distance or moving the depth noise far lands closer, the effects can be seen immediately as it overflows, the terrain jumps up a few blocks. Terrain after this point is slightly more boring than before due to depth noise controlling subtle variation, which no longer exists after the overflow due to it almost always being at the max possible value. Every so often, very long "rifts" characteristic of depth noise far lands can be seen, which extend for extremely long. These rifts end once they hit the point twice the distance of the first overflow, and rifts as a whole past this point do not seem to be able to come into existence. Rifts have also only been noted on the positive X axis and are yet to be found on the Z axis.
[[File:First Stage of Degrading.png|thumb|The start of the edge fringelands in an early version of Minecraft]]


=== The Fringe Lands ===
===Dimensions===
The Fringe Lands are a stage of terrain breakdown where the Far Lands begin to break down at extremely high distances. Unlike Bedrock Edition and pre-b1.8, in modern versions they do not generate with any skygrid artifacts without additional modification to the game's code. The X axis breaks down at about 8.6 quindecillion blocks, earlier than the Z axis at about 9.17 quindecillion blocks for a currently unknown reason, resulting in one 2D stripe of worldgen surrounding by an infinite ocean if X&Z noise scale is set high enough.
==== The End ====
The End was implemented after the Far Lands were removed, meaning that the End Far Lands never generated naturally.
 
<gallery>
PCFarEnd.png|The edge Far Lands on Java Edition.
PCCornerEnd.png|The corner Far Lands on Java Edition.
PCFarMap.png|A map created in the corner Far Lands on Java Edition.
18FarEnd.png|The edge Far Lands on Java Edition before 1.9.
18CornerEnd.png|The corner Far Lands on Java Edition before 1.9.
18FarMap.png|A map created in the corner Far Lands on Java Edition before 1.9.
Endcityfarlands.png|An end city in the Far Lands.
Endendgefartherlands.png|The Farther Lands in the End.
Endfartherlands.png|The Corner Farther Lands in the End.
</gallery>
 
==Summary==
The Far Lands were never actually removed from the game in Beta 1.8. Rather, what ''was'' fixed was integers and noise values overflowing at the 32-bit limit, and thus putting the new start way beyond the boundaries of a normal ''Minecraft'' world. As such, by patching the game to reverse this change, or by using a BigInteger mod, the Far Lands can be brought back. However, their location, makeup and progression depends entirely on the version and/or method used. If the game is modded to simply undo the modulo patch that fixed the original Far Lands, then they will generate at their original starting point of X/Z: ±12,550,821. More recent versions will have the very early Infdev-like generation of the Far Lands rather than the classic structure. The limit to how much of the Far Lands will generate is dependent on what mods and/or version is being used. If only the patch is reversed, then it will vary due to various vanilla features throughout different versions that affected the edge of the world.
 
The only way to see the new location of the Far Lands is by using a BigInteger mod that does not patch the fix. 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. The only versions known to correctly have a mod to do so is [[Minecraft:Java Edition 1.20.1|1.20.1]], [[Minecraft:Java Edition 1.20.4|1.20.4]] and [[Minecraft:Java Edition 1.21.4|1.21.4]].{{note|BigInteger mods exist for versions [[Minecraft:Java Edition 1.3.2|1.3.2]] and [[Minecraft:Java Edition 1.12.2]], but these do not contain the modulo patch or are incorrectly patched, resulting in a false starting position for the Far Lands. The "decay" stages listed in the table are accurate even in these modified versions, though very little documentation exists so far of the Far Lands structure in versions after the [[Minecraft:Java Edition 1.18.2]] change.}}


==== Corner Fringe Lands ====
===Beta 1.8 to 1.18.1===
The Corner Fringe Lands appear much earlier than the regular Fringe Lands, at around 40.5 septillion blocks on both axes.
{| class="wikitable"
!Coordinates
!Effects
! Image (if available)
|-
| X/Z: ±{{abbr|1.808×10<sup>24</sup>|1,808,764,368,955,220,466,364,897}}
|
* The Far Lands begin generating at this distance due to the breakdown of the "modulo" patch, causing noise values to overflow like pre-Beta 1.8.
* The exact composition will vary depending on the version used; the infamous "sponge"-like structure occurs in all versions prior to [[Minecraft:Java Edition 1.18|1.18]], the thinner "room"-like rectangular structure in 1.18 and [[Minecraft:Java Edition 1.18.1|1.18.1]], and in 1.18.2 and above, they generate with the Infdev-like solid wall.
**Regardless of the structure, they will appear very stretched out and lack the normal type of terrain normally associated with the Far Lands, due to many other terrain generator features haven broken down by this point. This is why the appearance differs drastically between versions without the modulo patch and those with the patch.
|[[File:Modern Far Lands start.png|thumb|240px|The Far Lands generating at the new limit in [[Java Edition 1.20.1|1.20.1]] with the solid wall structure]]
|-
| ~X/Z: ±{{abbr|7–9×10<sup>48</sup>|7,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 to 9,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000}}
|
* The Far Lands begin degrading into thinner slices due to the decay process, in four stages at the aforementioned distances. However, there are no comb-like artifacts nor dotted lines of terrain generation, as lerp failure, which was responsible for these artifacts, was fixed in [[Minecraft:Beta 1.9-pre2]].
* Additionally, the starting points for each stage is extremely variable and will differ by seed, so an exact distance cannot be stated. However, it is known that it begins within this range.
|
|-
| X/Z: ±~{{abbr|1.5–2×10<sup>49</sup>|15,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 to 20,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000}}
|
* The Far Lands end completely at this point, though the end point is different on each axis, as they continue until at least 20 quindecillion on the Z axis. This marks the end of ''Minecraft'' terrain generation, unless extensive modding on top of this patches the noise overflow and Far Lands.
* As stated before, the end point is inconsistent due to how the decay works and does not result in a specific point each time, and will vary by seed.
|[[File:Fringe Lands end.png|thumb|right|240px]]
|}


==== Fringe Farther Lands ====
===Since 1.18.2===
The Fringe Farther Lands appear between 2.5 duodecillion and 10 duodecillion blocks out. Also after the Z Fringe Farther Lands completely broke down, a skygrid can generate.
Beginning in [[Minecraft:Java Edition 1.18.2|1.18.2]], slight modifications to the way the noise generator works resulted in the Far Lands taking on a much more flatter shape, resulting in the near-solid wall composition that currently exists to this day. However, this change inadvertently resulted in a majority of the Far Lands being removed past 10<sup>27</sup>.


==== Vertex Fringe Lands ====
{| class="wikitable"
This type of fringe lands only appears if you set the noise multiplier of all three axis to 1 quadrillion. The vertex fringe lands degrade into skygrid at the much earlier coordinate of 100 quadrillion blocks, and this coordinate does indeed vary.
!Coordinates
!Effects
! Image (if available)
|-
| style="color: #000033; background: #D3D3D3" | X/Z: ±{{abbr|2.4317×10<sup>27</sup>|2,431,799,127,616,978,452,662,452,220}}
|
* Starting in [[Minecraft:Java Edition 1.18.2|1.18.2]], the Far Lands abruptly end at this point and give way to an endless ocean of [[Minecraft:water]] and/or [[Minecraft:lava]]. This, as well as the lack of bedrock floor is due to <code>NoiseRouter</code> failing and rolling over to "NaN", though [[Minecraft:aquifers]] still generate. As such, this is the end of modern ''Minecraft'' terrain generation.
|[[File:Modern Far Lands cutoff.png|thumb|240px|The end of the modern Far Lands in 1.20.1 at 2.42 octillion blocks, giving way to endless lava oceans and suspended [[aquifers]]]]
|-
| style="color: #000033; background: #D3D3D3" | ?
|
* At even larger distances, even aquifers seem to begin failing to generate, leaving only an ocean of water or lava afterwards.
**This is most notable and observed when teleporting to the previous degradation points mentioned before.
| [[File:Endless ocean at extreme large distances.png|thumb|240px|Endless ocean mixed with lava at extreme distances.]]
|}


== Effects ==
== Effects ==
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{{main|Java Edition hard limits}}
{{main|Java Edition hard limits}}
In vanilla Minecraft 1.14, the lighting system breaks beyond 2<sup>25</sup> (X/Z ±33,554,432)<ref>{{bug|MC-194878}}</ref> (though this distance is available only via editing source codes), however, it isn't like what would happen beyond X/Z=32,000,000 in older versions. Instead, everything abruptly becomes absolutely dark and ignores light sources. By pressing F3, it shows that the sky light level is 0, thus [[Minecraft:Undead|undead mobs]] do not burn when exposed to the sky. The chunks, however, are still solid and block physics still function. Night Vision can help to counteract the visual darkness; it is currently unknown whether the [[Minecraft:Conduit Power]] effect works or not.
In vanilla Minecraft 1.14, the lighting system breaks beyond 2<sup>25</sup> (X/Z ±33,554,432)<ref>{{bug|MC-194878}}</ref> (though this distance is available only via editing source codes), however, it isn't like what would happen beyond X/Z=32,000,000 in older versions. Instead, everything abruptly becomes absolutely dark and ignores light sources. By pressing F3, it shows that the sky light level is 0, thus [[Minecraft:Undead|undead mobs]] do not burn when exposed to the sky. The chunks, however, are still solid and block physics still function. Night Vision can help to counteract the visual darkness; it is currently unknown whether the [[Minecraft:Conduit Power]] effect works or not.
== Explanation ==
{{main|Java Edition Far Lands/Pre-Beta 1.8#Cause}}
The Far Lands happen for much the same reason as they used to. As 64-bit overflowing has not been patched, its breaking can be calculated by replacing 2<sup>31</sup> in calculations with 2<sup>63</sup>. A table of useful values are as follows.
{{:Noise generator/Tables/Terrain}}
== Vanilla ==
In Custom World Type worlds, by setting the coordinate scale very high it is possible to generate Far Lands-like formations in Vanilla Minecraft. The only form of recognizable farlands however is a form of selector noise failure resembling a wider form of the farther lands.


== History ==
== History ==
{{HistoryTable
{{HistoryTable
|{{HistoryLine|java beta}}
|{{HistoryLine|java beta}}
|{{HistoryLine||1.8|dev=Pre-release|Fixed 32-bit overflow of noise functions. The Far Lands can no longer generate within world boundary without modification to the game.}}
|{{HistoryLine||1.8|dev=Pre-release|Fixed 32-bit overflow of noise functions. The Far Lands can no longer generate within world boundary without modification to the game, as the Far Lands now begin at ~1.8 septillion blocks.}}
|{{HistoryLine|java}}
|{{HistoryLine|java}}
|{{HistoryLine||1.2.1|dev=12w07a|The height limit has been increased to 256 blocks, and as such trees and structures are able to generate above the Far Lands.}}
|{{HistoryLine||1.2.1|dev=12w07a|The height limit has been increased to 256 blocks, and as such trees and structures are able to generate above the Far Lands.}}
Line 112: Line 152:
|{{HistoryLine||1.8|dev=14w17a|Added [[Minecraft:Old Customized|customized]] world generation. This made it possible to create the Sky and Ground Far Lands without mods.}}
|{{HistoryLine||1.8|dev=14w17a|Added [[Minecraft:Old Customized|customized]] world generation. This made it possible to create the Sky and Ground Far Lands without mods.}}
|{{HistoryLine||1.13|dev=18w06a|Removed customized worlds. The Sky and Ground Far Lands can no longer be created without mods.}}
|{{HistoryLine||1.13|dev=18w06a|Removed customized worlds. The Sky and Ground Far Lands can no longer be created without mods.}}
|{{HistoryLine||?|The Far Lands now begin at ~1.8 septillion blocks instead of ~53.9 quadrillion blocks due to world generation changes.{{check version}}}}
|{{HistoryLine||1.17|dev=21w06a|The Far Lands now appear much thinner than before, with the Edge Far Lands now containing strips of terrain at various widths connecting via right angles.<br>It is also now possible to (with a modification) manipulate the Y Scale to allow the Sky and Ground Far Lands to generate.}}
|{{HistoryLine||1.17|dev=21w06a|The Far Lands now appear much thinner than before, with the Edge Far Lands now containing strips of terrain at various widths connecting via right angles.<br>It is also now possible to (with a modification) manipulate the Y Scale to allow the Sky and Ground Far Lands to generate.}}
|{{HistoryLine|||dev=21w15a|The Far Lands now look like the Beta Far Lands again as the Noise caves are disabled.}}
|{{HistoryLine|||dev=21w15a|The Far Lands now look like the Beta Far Lands again as the Noise caves are disabled.}}
Line 118: Line 157:
|{{HistoryLine||1.18.2|dev=Pre-release 2|The Far Lands generate a mostly flat wall on their faces, with shallow recesses shaped like the 21w06a Far Lands. The terrain in the Far Lands appears somewhat normal, albeit at a high altitude. The endless tunnels are notably missing.}}
|{{HistoryLine||1.18.2|dev=Pre-release 2|The Far Lands generate a mostly flat wall on their faces, with shallow recesses shaped like the 21w06a Far Lands. The terrain in the Far Lands appears somewhat normal, albeit at a high altitude. The endless tunnels are notably missing.}}
}}
}}
<gallery>
Bedrock Java Far Lands 1.jpg|Post-1.2 Java Edition Far Lands loaded in Bedrock Edition.
Bedrock Java Far Lands 2.jpg|Another angle.
</gallery>


== Trivia ==
== Trivia ==
Line 127: Line 162:
In [[Minecraft:Super Smash Bros. Ultimate]], the "Classic Mode" route for Steve and Alex is titled "Journey to the Far Lands", in which the player faces off against other Super Smash Bros. fighters, all resembling mobs that appear in Minecraft.
In [[Minecraft:Super Smash Bros. Ultimate]], the "Classic Mode" route for Steve and Alex is titled "Journey to the Far Lands", in which the player faces off against other Super Smash Bros. fighters, all resembling mobs that appear in Minecraft.


=== The End ===
== Gallery ==
The End was implemented after the Far Lands were removed, meaning that the End Far Lands never generated naturally.
=== Screenshots ===
 
<gallery>
<gallery>
PCFarEnd.png|The edge Far Lands on Java Edition.
Farlands113.png|Edge Far Lands in [[Minecraft:Java Edition 1.20.1]] at 1.8 septillion blocks
PCCornerEnd.png|The corner Far Lands on Java Edition.
Farlands111.png|Corner Farlands at 1.8 septillion blocks
PCFarMap.png|A map created in the corner Far Lands on Java Edition.
Farlands1116.png|Far Lands in [[Minecraft:Java Edition 1.21.8]] using ultimate scaler [[Minecraft:mod]]
18FarEnd.png|The edge Far Lands on Java Edition before 1.9.
Nether Roof Farlands.png|The Nether roof Far Lands in 1.21.8
18CornerEnd.png|The corner Far Lands on Java Edition before 1.9.
Nether Roof Farlands .png|The Nether Far Lands in 1.21.8
18FarMap.png|A map created in the corner Far Lands on Java Edition before 1.9.
End Ring Farlands.png|The End Far Lands at 1.8 septillion blocks (End ring glitch is present).
Endcityfarlands.png|An end city in the Far Lands.
End Far Lands.png|End Far Lands in 1.21.8
Endendgefartherlands.png|The Farther Lands in the End.
Endless ocean at extreme large distances.png|Endless [[Minecraft:ocean]] at extreme large distances
Endfartherlands.png|The Corner Farther Lands in the End.
Bedrockless ocean.png|[[Minecraft:Bedrock]]less water/lava ocean at extreme large distances
Far Lands 1.17.png|The Far Lands in [[Minecraft:Java Edition 1.17]], enabled using mods.
Sky Edge Far Lands.png|The Sky and Edge Far Lands colliding, discovered using mods. The terrain changes because there are now 2 axises overflowing.
</gallery>
</gallery>
== Notes ==
<references group="note"/>


== References ==
== References ==

Latest revision as of 11:10, 29 July 2026

Template:Disclaimer Template:Exclusive

File:Farlands1116.png
The Far Lands as they appear in modern versions of Template:JE, at the new limit of 1.8087 septillion (1024) blocks out. This cannot be accessed without extensive modding.

The Far Lands were a terrain bug that occurred in versions of Template:MC up to Beta 1.7.3. They were caused by errors in the math that governs terrain generation, resulting in abnormal structures resembling excessively stretched-out terrain. They were fixed in Beta 1.8 Pre-release, and moved far beyond the boundary to X/Z: 1,808,764,368,955,220,466,364,897. Reaching this distance is impossible without extensive modding. 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. Prior to the removal of the first iteration of Minecraft:Custom worlds, it was possible to force the Far Lands to generate by setting the Coordinate Scale to extreme high values.


Explanation

The Far Lands were a terrain generation bug that occurred at ±12,550,824 along the X and Z-axes prior to Beta 1.8, as well as the Y-axis (technically) before Java 1.13. The Far Lands generated because of an integer overflow error within Minecraft. The Minecraft:noise generator that draws Minecraft's height map increases by 171.103 for every block, causing an integer overflow at approximately ±12,550,824 (sometimes ±12,550,821.) Multiplying the aforementioned numbers results in the 32-bit signed integer max value, which when overflowed, results in an extreme noise seed.

In Minecraft:Beta 1.8, as part of changes to terrain generation, the PerlinNoise.java file within the source code of Minecraft was fixed to prevent overflow in 32-bit integers: return p_75407_ was instead changed to 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.

Location

Template:Disclaimer

File:Far Lands in 1.8.1.png
Far Lands generating in 1.8.1 with the patch removed
File:Farlands In 1.20 Using Mods To Disable The Patch.png
The Far Lands in 1.20 with a very different structure, also generated with the patch removed

If the modulo patch is undone, on the X and Z axis, the Far Lands and Farther Lands initiate as they did in Beta 1.7 and below (±12,550,824), with an identical chance of offset at positive positions. However, due to the new height limits and new world generation, they are actually 318 (post-1.18) or 256 blocks high. On the Y-axis, the Far Lands initiate at around twice the former number, which is therefore ±25,101,648. The Farther Lands also generate at ±2,008,131,840 on the Y-axis, however, they cannot be generated without lowering the selector noise period.

The new position due to the modulo patch is at X/Z: 1,808,764,368,955,220,466,364,897, or 1.808 septillion (1.808×1024). As such, this makes them impossible to view in vanilla gameplay, due to imposed limitations and how Minecraft is designed.

Structure

Template:Disclaimer Whether enabled by simply removing the modulo patch or going to the new location where they generate,The edge Far Lands and corner Far Lands, as well as their Farther variations, generate relatively identically to their pre-Beta 1.8 counterparts, but utilizing the entire height limit. In versions prior to 1.7.2, they remained capped at y=128 despite the change in world height; afterwards, they will generate up to y=256, and up to y=318 in Minecraft:Java Edition 1.18.2 onwards. By modding the world height to continue indefinitely, they can continue up until they reach the sky Far Lands at y=+25,101,648 (and equivalently the ground Far Lands at y=-25,101,648).

Far Lands

Sky Far Lands

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File:Far lands on Y.png
The Far Lands generating on an unmodded modern custom world, before 1.13. A high coordinate scale was also used to generate this, resulting in repetitive terrain.

The Far Lands generate at positive values of the Y-axis past y=25,101,648. Minecraft:Monoliths generate up to this point if the player can get them to generate.

Setting the Height Scale extremely high can generate the Far Lands in the sky up to the height limit.

This is possible in Vanilla.

Vertex Far Lands

When the Sky or Ground Far Lands meet with the vanilla Corner Far Lands, many interesting terrain features can be sighted. The content of these intersections appears to vary throughout worlds, with some being completely blank, some completely solid, and some generating like regular Far Lands material. In some cases, diagonal patterns with large absent chunks generate.<ref>Template:Ytl</ref>

Depth noise Far Lands

Like low/high and selector noise which respectively control the Far and Farther Lands, depth noise can be made to overflow at a given position. By default, it overflows at 42,949,672.96 blocks. Due to the Far Lands initiating before it, the overflow in depth noise is effectively impossible to see. However, if depth noise is made to overflow before tradition far lands, achievable by pushing the far lands farther out than this distance or moving the depth noise far lands closer, the effects can be seen immediately as it overflows, the terrain jumps up a few blocks. Terrain after this point is slightly more boring than before due to depth noise controlling subtle variation, which no longer exists after the overflow due to it almost always being at the max possible value. Every so often, very long "rifts" characteristic of depth noise far lands can be seen, which extend for extremely long. These rifts end once they hit the point twice the distance of the first overflow, and rifts as a whole past this point do not seem to be able to come into existence. Rifts have also only been noted on the positive X axis and are yet to be found on the Z axis.

Dimensions

The End

The End was implemented after the Far Lands were removed, meaning that the End Far Lands never generated naturally.

Summary

The Far Lands were never actually removed from the game in Beta 1.8. Rather, what was fixed was integers and noise values overflowing at the 32-bit limit, and thus putting the new start way beyond the boundaries of a normal Minecraft world. As such, by patching the game to reverse this change, or by using a BigInteger mod, the Far Lands can be brought back. However, their location, makeup and progression depends entirely on the version and/or method used. If the game is modded to simply undo the modulo patch that fixed the original Far Lands, then they will generate at their original starting point of X/Z: ±12,550,821. More recent versions will have the very early Infdev-like generation of the Far Lands rather than the classic structure. The limit to how much of the Far Lands will generate is dependent on what mods and/or version is being used. If only the patch is reversed, then it will vary due to various vanilla features throughout different versions that affected the edge of the world.

The only way to see the new location of the Far Lands is by using a BigInteger mod that does not patch the fix. 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. The only versions known to correctly have a mod to do so is 1.20.1, 1.20.4 and 1.21.4.Template:Note

Beta 1.8 to 1.18.1

Coordinates Effects Image (if available)
X/Z: ±Template:Abbr
  • The Far Lands begin generating at this distance due to the breakdown of the "modulo" patch, causing noise values to overflow like pre-Beta 1.8.
  • The exact composition will vary depending on the version used; the infamous "sponge"-like structure occurs in all versions prior to 1.18, the thinner "room"-like rectangular structure in 1.18 and 1.18.1, and in 1.18.2 and above, they generate with the Infdev-like solid wall.
    • Regardless of the structure, they will appear very stretched out and lack the normal type of terrain normally associated with the Far Lands, due to many other terrain generator features haven broken down by this point. This is why the appearance differs drastically between versions without the modulo patch and those with the patch.
File:Modern Far Lands start.png
The Far Lands generating at the new limit in 1.20.1 with the solid wall structure
~X/Z: ±Template:Abbr
  • The Far Lands begin degrading into thinner slices due to the decay process, in four stages at the aforementioned distances. However, there are no comb-like artifacts nor dotted lines of terrain generation, as lerp failure, which was responsible for these artifacts, was fixed in Minecraft:Beta 1.9-pre2.
  • Additionally, the starting points for each stage is extremely variable and will differ by seed, so an exact distance cannot be stated. However, it is known that it begins within this range.
X/Z: ±~Template:Abbr
  • The Far Lands end completely at this point, though the end point is different on each axis, as they continue until at least 20 quindecillion on the Z axis. This marks the end of Minecraft terrain generation, unless extensive modding on top of this patches the noise overflow and Far Lands.
  • As stated before, the end point is inconsistent due to how the decay works and does not result in a specific point each time, and will vary by seed.
File:Fringe Lands end.png

Since 1.18.2

Beginning in 1.18.2, slight modifications to the way the noise generator works resulted in the Far Lands taking on a much more flatter shape, resulting in the near-solid wall composition that currently exists to this day. However, this change inadvertently resulted in a majority of the Far Lands being removed past 1027.

Coordinates Effects Image (if available)
X/Z: ±Template:Abbr
  • Starting in 1.18.2, the Far Lands abruptly end at this point and give way to an endless ocean of Minecraft:water and/or Minecraft:lava. This, as well as the lack of bedrock floor is due to NoiseRouter failing and rolling over to "NaN", though Minecraft:aquifers still generate. As such, this is the end of modern Minecraft terrain generation.
File:Modern Far Lands cutoff.png
The end of the modern Far Lands in 1.20.1 at 2.42 octillion blocks, giving way to endless lava oceans and suspended aquifers
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  • At even larger distances, even aquifers seem to begin failing to generate, leaving only an ocean of water or lava afterwards.
    • This is most notable and observed when teleporting to the previous degradation points mentioned before.
File:Endless ocean at extreme large distances.png
Endless ocean mixed with lava at extreme distances.

Effects

While completely unrelated to terrain, these effects occur coincidentally with Far Lands due to their shared extreme distances and are worth noting as a result.

Floating-point precision errors with entities and particles

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Even in modern versions of Minecraft, the floating-point precision errors still exist, but only with translucent block rendering, natural snow generation and snowfall at extreme heights.

Darkness

Template:Main In vanilla Minecraft 1.14, the lighting system breaks beyond 225 (X/Z ±33,554,432)<ref>Template:Bug</ref> (though this distance is available only via editing source codes), however, it isn't like what would happen beyond X/Z=32,000,000 in older versions. Instead, everything abruptly becomes absolutely dark and ignores light sources. By pressing F3, it shows that the sky light level is 0, thus undead mobs do not burn when exposed to the sky. The chunks, however, are still solid and block physics still function. Night Vision can help to counteract the visual darkness; it is currently unknown whether the Minecraft:Conduit Power effect works or not.

History

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Trivia

In Super Smash Bros. Ultimate

In Minecraft:Super Smash Bros. Ultimate, the "Classic Mode" route for Steve and Alex is titled "Journey to the Far Lands", in which the player faces off against other Super Smash Bros. fighters, all resembling mobs that appear in Minecraft.

Gallery

Screenshots

Notes

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References

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Navigation

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