Minecraft:Far Lands (Java Edition)/Up to Infdev 20100325-1640: Difference between revisions
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During the [[Minecraft:Java Edition Indev|Indev]] phase, the '''[[Minecraft:Far Lands (Java Edition)|Far Lands]]''' make their first appearance as a result of terrain noise generators overflowing at distances beyond the world border at the time. They are only accessible through modifying the game and offsetting the terrain to large amounts due to limited world sizes. | |||
The first true occurance of the Far Lands without any modification to the game and terrain occurred in [[Minecraft:Java Edition Infdev 20100227-1414|Infdev 20100227-1414]] at a distance of 33.55 million blocks, though visibly distinct from its later iterations. | |||
==Indev 0.31 20100124-2134 to Indev 20100223== | |||
In Indev, prior to infinite worlds being added, terrain only generated out to a finite distance before stopping. However, by modifying the game to offset the terrain by extreme amounts, certain noise generators do actually end up overflowing, far past the intended limits players are limited to in Indev. Code first introduced in [[Minecraft:Indev 0.31 20100124-2134]] or earlier{{verify|This is the earliest version that is archived with the Mth.floor function responsible for the overflows. There may be earlier versions with this dating back to Indev 20100110.}} Thus, this can be considered the first true appearance of the Far Lands. | |||
===Summary=== | |||
These sets of Far Lands only appear when terrain offset is set to extreme amounts, due to the limited world sizes of Indev. | |||
{| class="wikitable" | |||
!Coordinates | |||
!Effects | |||
! Image (if available) | |||
|- | |||
| X/Z: ±933,688,542 | |||
| | |||
* The noise generator for the [[Minecraft:Island]] world type responsible for carbing floating islands overflows, resulting in stripes of air alternating within the terrain. | |||
* This only happens on this specific world setting. | |||
| [[File:Indev floating island carver overflow.png|thumb|right|240px]] | |||
|- | |||
| X/Z: ±1,651,910,498 | |||
| | |||
* Noise generator for terrain overflows, causing the Far Lands to generate as an alternating pattern of stone and air interspersed. | |||
* At the Z axis only, terrain immediately becomes flat or cuts off into an ocean instead due to a calculation difference. | |||
| [[File:Indev first far lands.png|thumb|240px|Indev first terrain overflow, starting at X: 1,651,910,497]][[File:Indev first far lands Z axis.png|thumb|240px|Ditto, but Z: 1,651,910,497, cutting off into ocean immediately]] | |||
|- | |||
| X/Z: ±2,147,483,647 (±2<sup>31</sup>−1) | |||
| | |||
* The 32-bit integer limit. | |||
* Another noise overflow occurs, causing another set of Far Lands to generate, practically indistguishable from the first one. | |||
|[[File:Indev second far lands.png|thumb|right|240px]] | |||
|- | |||
| X/Z: ±4,294,967,294 | |||
| | |||
* A third overflow occurs, causing another set of Far Lands to generate, practically indistguishable from the first two. | |||
|[[File:Indev third far lands.png|thumb|right|240px]] | |||
|} | |||
==Infdev 20100227-1414 to Infdev 20100325-1640== | |||
[[File:Eyc0bj7pr4w51.jpg|thumb|The Far Lands as they appeared in Infdev 20100227-1433.]] | [[File:Eyc0bj7pr4w51.jpg|thumb|The Far Lands as they appeared in Infdev 20100227-1433.]] | ||
In the [[Minecraft:Java Edition Infdev 20100227-1414|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. | |||
=== Structure === | |||
== Structure == | |||
What actually happens is, if the height limit is removed via mods, at that distance, the terrain rises to the 32-bit integer limit at Y: 2,147,483,647. The terrain on the top is near-normal but very flattened. However, due to the world height being set at 128 blocks, this never is seen normally and the terrain is cut off at that point still made out of stone, resulting in the unique appearance of the Far Lands during this time period. | What actually happens is, if the height limit is removed via mods, at that distance, the terrain rises to the 32-bit integer limit at Y: 2,147,483,647. The terrain on the top is near-normal but very flattened. However, due to the world height being set at 128 blocks, this never is seen normally and the terrain is cut off at that point still made out of stone, resulting in the unique appearance of the Far Lands during this time period. | ||
| Line 11: | Line 50: | ||
While occurring at exactly a power of two, this is not a [[Minecraft:Java Edition hard limits|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. | While occurring at exactly a power of two, this is not a [[Minecraft:Java Edition hard limits|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 == | === Effects === | ||
=== Distance effects === | ==== Distance effects ==== | ||
{{Main|Java Edition distance effects}} | {{Main|Java Edition distance effects}} | ||
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. | 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. | ||
=== Intentional limits === | ==== Intentional limits ==== | ||
{{main|World boundary}} | {{main|World boundary}} | ||
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. | 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. | ||
== Summary == | === Summary === | ||
{| class="wikitable" | {| class="wikitable" | ||
!Coordinates | !Coordinates | ||
| Line 59: | Line 98: | ||
| | | | ||
* The 64-bit limit and the farthest the Far Lands generate. At this point, terrain stops generating and only void continues outward. | * The 64-bit limit and the farthest the Far Lands generate. At this point, terrain stops generating and only void continues outward. | ||
| | |[[File:Infdev 20100227 Far Lands 64-bit end.png|thumb|right|240px|The end of the Far Lands at the 64-bit limit]] | ||
|- | |- | ||
|} | |} | ||
| Line 65: | Line 104: | ||
== History == | == History == | ||
{{HistoryTable | {{HistoryTable | ||
|{{HistoryLine|java indev}} | |||
|{{HistoryLine||0.31 20100124-2134|The first confirmed appearance of the Far Lands due to noise overflow. They do not occur normally in-game due to world sizes being limited. Only by modifying the game and offsetting terrain by extreme amounts can they be generated.}} | |||
|{{HistoryLine|java infdev}} | |{{HistoryLine|java infdev}} | ||
|{{HistoryLine||20100227-1414|The Far | |{{HistoryLine||20100227-1414|The Far Lands generate unintentionally due to an overflow in the terrain generator. As such, this is the first instance where they truely appear without any modifications to the game.}} | ||
|{{HistoryLine||20100313|A world boundary has been added at +/-32,000,000 blocks. The Far Lands can no longer be seen without modifying the game.}} | |{{HistoryLine||20100313|A world boundary has been added at +/-32,000,000 blocks. The Far Lands can no longer be seen without modifying the game.}} | ||
|{{HistoryLine||20100320|Reimplemented [[Minecraft:Ore (feature)|ores]], which can generate in the Far Lands.}} | |{{HistoryLine||20100320|Reimplemented [[Minecraft:Ore (feature)|ores]], which can generate in the Far Lands.}} | ||
Latest revision as of 11:12, 24 October 2026
During the Indev phase, the Far Lands make their first appearance as a result of terrain noise generators overflowing at distances beyond the world border at the time. They are only accessible through modifying the game and offsetting the terrain to large amounts due to limited world sizes.
The first true occurance of the Far Lands without any modification to the game and terrain occurred in Infdev 20100227-1414 at a distance of 33.55 million blocks, though visibly distinct from its later iterations.
Indev 0.31 20100124-2134 to Indev 20100223
In Indev, prior to infinite worlds being added, terrain only generated out to a finite distance before stopping. However, by modifying the game to offset the terrain by extreme amounts, certain noise generators do actually end up overflowing, far past the intended limits players are limited to in Indev. Code first introduced in Minecraft:Indev 0.31 20100124-2134 or earlierTemplate:Verify Thus, this can be considered the first true appearance of the Far Lands.
Summary
These sets of Far Lands only appear when terrain offset is set to extreme amounts, due to the limited world sizes of Indev.
| Coordinates | Effects | Image (if available) |
|---|---|---|
| X/Z: ±933,688,542 |
|
|
| X/Z: ±1,651,910,498 |
|
|
| X/Z: ±2,147,483,647 (±231−1) |
|
|
| X/Z: ±4,294,967,294 |
|
Infdev 20100227-1414 to Infdev 20100325-1640
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.
Structure
What actually happens is, if the height limit is removed via mods, at that distance, the terrain rises to the 32-bit integer limit at Y: 2,147,483,647. The terrain on the top is near-normal but very flattened. However, due to the world height being set at 128 blocks, this never is seen normally and the terrain is cut off at that point still made out of stone, resulting in the unique appearance of the Far Lands during this time period.
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
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.
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.
Summary
| Coordinates | Effects | Image (if available) |
|---|---|---|
| Up to 32-bit distance limit (X/Z: < ±2,147,483,647) | ||
| X/Z: ±33,554,432 (±225) |
|
|
| X/Z: ±268,435,456 (±228) |
|
|
| X/Z: ±2,147,483,519 X/Z: ±2,147,483,647 (±231−1) |
|
|
| Up to 64-bit distance limit (X/Z: < ±9,223,372,036,854,775,807) | ||
| X/Z: ±4,175,663,232 |
|
|
| X/Z: ±9,223,372,036,854,775,807 (±263−1) |
|
|
History
Gallery
Infdev 20100227
The Far Lands in this version are difficult to observe due to many distance effects and blocks becoming non-solid at this distance.
-
The Far Lands generating with a strip of grass on the inner edge.
-
The point where the Far Lands flatten and lose their notched edge.
Infdev 20100313 through 20100325-1640
The Far Lands are no longer able to be viewed without modifying the game, due to the addition of a world barrier at +/- 32,000,000 blocks away from spawn. Most of the distance effects present in Minecraft:Infdev 20100227 have been fixed, so the player is able to walk around and interact with the terrain with little to no issue.
-
Infdev 313 Farlands
-
The 320 Far Lands with ores spotted throughout.
-
The 325 Far Lands with a cave carving through them.
-
The 321 Far Lands with a Minecraft:brick pyramid in the distance.