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

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[[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.]]
The '''Far Lands'''<ref>https://web.archive.org/web/20110322154638/http://notch.tumblr.com/post/3746989361/terrain-generation-part-1</ref> (also spelled Farlands) are a terrain generation bug {{in|Java}}. The original Far Lands occurred starting from 12,550,821&ndash;12,550,824 blocks from the world origin (0,0). They essentially formed the "edge" of an "infinite" world.
The '''Far Lands'''<ref>https://web.archive.org/web/20110322154638/http://notch.tumblr.com/post/3746989361/terrain-generation-part-1</ref> are a terrain generation bug {{in|Java}}. The original Far Lands occurred starting from 12,550,821&ndash;12,550,824 blocks from the world origin (0,0). 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. They were readded in [[Minecraft:Java Edition 26.3|26.3]] under a [[Minecraft:debug property]].
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. They were readded in [[Minecraft:Java Edition 26.3|26.3]] under a [[Minecraft:debug property]].
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The initial Far Lands set occurs between 12,550,821 and 12,550,824 on the positive X and Z axes, and always -12,550,824 on the negative. Putting the numbers together, a standard Minecraft map in Bedrock Edition prior to [[Minecraft:Bedrock Edition 1.17.30|1.17.30]] or Java Edition before [[Minecraft:Java Edition Beta 1.8|Beta 1.8]], is about 25,101,642 blocks wide along the X axes and 25,101,650 wide along the Z axes. For comparison, the equatorial circumference of the Earth is about 40,075,000 meters.
The initial Far Lands set occurs between 12,550,821 and 12,550,824 on the positive X and Z axes, and always -12,550,824 on the negative. Putting the numbers together, a standard Minecraft map in Bedrock Edition prior to [[Minecraft:Bedrock Edition 1.17.30|1.17.30]] or Java Edition before [[Minecraft:Java Edition Beta 1.8|Beta 1.8]], is about 25,101,642 blocks wide along the X axes and 25,101,650 wide along the Z axes. For comparison, the equatorial circumference of the Earth is about 40,075,000 meters.


Due to changes within the games code relating to terrain generation, since Beta 1.8 and later 1.14.4, 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.
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 ==
== Cause ==
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# Subtracting that integer from the original input to get a remainder in the interval [0, 1) suitable for interpolation.
# Subtracting that integer from the original input to get a remainder in the interval [0, 1) suitable for interpolation.


It covers an interval of [−2<sup>31</sup>, 2<sup>31</sup>] without causing any problems. The problem is that many of the octaves cover a scale much smaller than a block, with up to 171.103 noise units per block. Indeed, 2<sup>31</sup> ≈ 171.103×12,550,824.053. Thus, the effects of the Far Lands start 12,550,824 blocks away from the center of the Minecraft world. Once this value is exceeded, the integer is always 2<sup>31</sup>−1 (2,147,483,647), picking the same noise values on that axis every time. This is the reason for the long unchanging tunnels in the Edge Far Lands, and plains in the Corner Far Lands.
It covers an interval of [−2<sup>31</sup>, 2<sup>31</sup>) without causing any problems. The problem is that many of the octaves cover a scale much smaller than a block, with up to 171.103 noise units per block. Indeed, 2<sup>31</sup> ≈ 171.103×12,550,824.053. Thus, the effects of the Far Lands start 12,550,824 blocks away from the center of the Minecraft world. Once this value is exceeded, the integer is always 2<sup>31</sup>−1 (2,147,483,647), picking the same noise values on that axis every time. This is the reason for the long unchanging tunnels in the Edge Far Lands, and plains in the Corner Far Lands.


The Farther Lands are caused by an overflow in [[Minecraft:selector noise]], as opposed to the low and high noise that cause the initial set of Far Lands to generate; while selector noise does repeat more often than low and high noise, only half as many octaves are used, causing them to overflow much further out.
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.
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===== <span class="anchor" id="Edge"></span><span class="anchor" id="Loop"></span>Facial cuboid / Edge Far Lands =====
===== <span class="anchor" id="Edge"></span><span class="anchor" id="Loop"></span>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''', the '''loop''', or the '''Tunnel Lands'''. In this form, it generates long spongy-like holes on the walls of 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.
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.
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File:Map of the Edge Far Lands.png|A [[Minecraft:map]] created near the Far Lands.
File:Map of the Edge Far Lands.png|A [[Minecraft:map]] created near the Far Lands.
File:Corner Farlands on a map.png|A map created near the Corner Far Lands.
File:Corner Farlands on a map.png|A map created near the Corner Far Lands.
File:Cross-section of the Edge Far Lands.png|A cross-section of the Far Lands shows that all large [[Minecraft:cave]]s below sea-level are flooded.
File:Cross-section of the Edge Far Lands.png|A section of the Far Lands shows that all large [[Minecraft:cave]]s below sea-level are flooded.
File:Far Lands Cartograph.png|A cartograph of the Far Lands.
File:Far Lands Cartograph.png|A cartograph of the Far Lands.
File:Far Lands Isometric Preview Alpha 1.0.15.png|An isometric preview of the Far Lands.
File:Far Lands Isometric Preview Alpha 1.0.15.png|An isometric preview of the Far Lands.
</gallery>
</gallery>


===== Selector noise overflow / Farther Lands =====
===== Farther Lands =====
{{conjecture|section=1}}
{{conjecture|section=1}}
The second set of Far Lands (henceforth called the "Farther Lands") generate when X/Z coordinates reach about ±1,004,065,924, when the selector noise overflows, which is about 80 times farther than where the first set initiates, at ±12,550,821 (this is due to the value corresponding to the "Main Noise Scale" value later found in [[Minecraft:Old Customized]] Worlds being 80 by default). The terrain is similar to the first set of Far Lands, but is more stretched out. They also have Edge and Corner types, which are described below. Sometimes you can see infinitely repeated patterns in the Corner Farther Lands, which appear as diagonal lines starting from the corner at 1,004,065,924.
The 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.
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.
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</gallery>
</gallery>


===== Biome fill noise overflow / Fartherer Lands =====
===== Biome fill noise overflows =====
{{Conjecture|section=1}}
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 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.


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</gallery>
</gallery>


===== Sand/gravel noise overflow / Farthest Lands =====
===== Sand/gravel noise overflows =====
{{Conjecture|section=1}}
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.
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====
====Deprecated====
===== Old heightmap noise overflow / Early Infdev Far Lands =====
===== Old heightmap noise overflows =====
Used for terrain generation before [[Minecraft:Java Edition Infdev 20100327|inf-20100327]], it overflows at X/Z ±33,554,432. After overflow the entire terrain rises up to the 32-bit integer limit, but is cut off by the height limit, creating a massive stone wall.
Used for terrain generation before [[Minecraft:Java Edition Infdev 20100327|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 overflow / Early Infdev Farther Lands =====
===== Island carver noise overflows =====
{{Conjecture|section=1}}
Used in Indev versions for the Floating world type. Due to the limited terrain size the noise breaks far beyond the world boundary.
Used in Indev versions for the Floating world type. Due to the limited terrain size the noise breaks far beyond the world boundary, at X/Z ±933,688,542. This is visible in Infdev as a second "layer" to the Far Lands, with terrain becoming alternating stripes of solid blocks and air.


== By era ==
== By era ==
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| X/Z: ±268,435,456 (±2<sup>28</sup>)
| X/Z: ±268,435,456 (±2<sup>28</sup>)
|
|
* 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. This only occurs in the February 27th build, as many parts were changed to not use floats for precision starting in the March 13th build. (Note: This is not related to the Far Lands.)
* 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. This only occurs in the February 27th build, as many parts were changed to not use floats for precision starting in the March 13th build.
|
|
|-
|-
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|
|
* The island carve noise generator, disabled in the early versions of Infdev, overflows, leading to the Far Lands becoming stripes of alternating stone.   
* The island carve noise generator, disabled in the early versions of Infdev, overflows, leading to the Far Lands becoming stripes of alternating stone.   
|[[File:Overflowing island noise.png|thumb|right|240px|The start of the early Infdev Farther Lands.]]
|[[File:Overflowing island noise.png|thumb|right|240px]]
|-
|-
| X/Z: ±2,147,483,647 (±2<sup>31</sup>−1)
| X/Z: ±2,147,483,647 (±2<sup>31</sup>−1)
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=== [[Minecraft:Infdev 20100327]] to [[Minecraft:Alpha v1.1.2_01]] ===
=== [[Minecraft:Infdev 20100327]] to [[Minecraft:Alpha v1.1.2_01]] ===
====Summary====
====Summary====
[[File:InfdevFarEnd.png|thumb|Terrain stops generating at X/Z 32,000,000 in older versions during Infdev.]]
[[File:InfdevFarEnd.png|thumb|Terrain stops generating at X/Z 32,000,000 in older versions during Infdev]]
With the introduction of the new noise terrain generator in [[Minecraft:Infdev 20100327]], the Far Lands took on their more familiar form, generating at X/Z: 12,550,824.  
With the introduction of the new noise terrain generator in [[Minecraft:Infdev 20100327]], the Far Lands took on their more familiar form, generating at X/Z: 12,550,824.  


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===== Distance effects =====
===== Distance effects =====
{{Main|Java Edition distance effects}}
{{Main|Java Edition distance effects}}
[[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.|thumb|width=150x150]]
[[File:World rendering precision loss.gif|frame|The most noticeable side effect of the Far Lands, where the map takes longer to update according to the player's location.]]


When travelling away from spawn, every time the distance is doubled from the center of the world, there is an issue with precision, where entities and block hitboxes (where the block should be) still match the shape of the world, but what we see (the blocks) don't. This is the side effect of <code>RenderList</code>, which is what is used for world rendering, beginning to degrade. 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.
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 is the side effect of <code>RenderList</code>, which is what is used for world rendering, beginning to degrade. 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.
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===== Dimensions =====
===== Dimensions =====
The Far Lands of [[Minecraft:the Nether]] and [[Minecraft:Sky dimension]] / [[Minecraft:The End|End]] share characteristics of the Overworld Far Lands, although with some differences.
The Far Lands of [[Minecraft:the Nether]] and [[Minecraft:Sky dimension]] share characteristics of the Overworld Far Lands, although with some differences.


====== The Nether ======
====== The Nether ======
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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).
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.  
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 Far Lands do not generate above the [[Minecraft:bedrock]] ceiling.
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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.
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 / The End ======
====== Sky Dimension ======
[[File:Sky Dimension Far Lands Edge.jpg|thumb|right|The Far Lands as seen in the [[sky dimension]].]]
[[File:Sky Dimension Far Lands Edge.jpg|thumb|right|The Far Lands as seen in the [[sky dimension]].]]
The [[Minecraft:Sky Dimension]] (later [[Minecraft:the End]]) similarly has no trademark liquid and generates no water/lava, and also no bedrock generates. They appear squashed.
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.
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.
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|  
|  
* The Far Lands begin generating beyond this point due to noise overflow within the terrain generator.
* The Far Lands begin generating beyond this point due to noise overflow within the terrain generator.
|[[File:Edge Far Lands.png|thumb|right|240px|The Far Lands.]]
|[[File:Edge Far Lands.png|thumb|right|240px]]
|-
|-
|style="color: #000033; background: #c6efcf" | X/Z: ±16,777,216–X/Z: ±2,146,959,360
|style="color: #000033; background: #c6efcf" | 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. This bug no longer occurs within vanilla bounds as of [[Minecraft:Java Edition Beta 1.8|Beta 1.8]], and as of 1.21.9 no longer occurs altogether with the removal of spawn chunks.  
* 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.  
|[[File:Farlands Trees.png|thumb|240px|Trees generating past 32,000,000 at X=268,435,456 along with normal terrain stretching only a few chunks.]]
|[[File:Farlands Trees.png|thumb|240px|Trees generating past 32,000,000 at X=268,435,456 along with normal terrain stretching only a few chunks.]]
|-
|-
| style="color: #000033; background: #c6efcf" | X/Z: ±32,000,000
| style="color: #000033; background: #c6efcf" | X/Z: ±32,000,000
|
|
* Terrain still generates after this point, but blocks are no longer solid (and dubbed "fake chunks"), resulting in the player falling through into [[Minecraft:Void|the Void]]. Further travel requires flying via mods.
* 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:mob]]s stop spawning.
**Additionally, lighting stops working, and [[Minecraft:mob]]s stop spawning.
* This is an intended boundary set in the game, instead of resulting from noise selection overflow or precision errors.
* This is an intended boundary set in the game, instead of resulting from noise selection overflow or precision errors.
|[[File:Lighting stops functioning.png|thumb|240px|Fake chunks begin generating at X/Z 32,000,000, and lighting no longer works.]]
|[[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: white; background: #000" | Game-breaking effects / up to 32-bit integer limits
! colspan="3" style="color: white; background: #000" | Game-breaking effects / up to 32-bit integer limits
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|
|
* Beyond this point, <code>RenderList</code>, a component used for world-rendering, 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.
* Beyond this point, <code>RenderList</code>, a component used for world-rendering, 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.]]
|[[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: #ffc7cf" | X/Z: ±1,004,065,924
| style="color: #000033; background: #ffc7cf" | X/Z: ±1,004,065,924
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| style="color: white; background: #8B0000" | X/Z: ±34,359,738,368 (±2<sup>35</sup>)
| style="color: white; background: #8B0000" | X/Z: ±34,359,738,368 (±2<sup>35</sup>)
|
|
* The hard limit for any player to reach within ''Minecraft'', since the game will always instantly crash at this point and if attempting to teleport beyond this. Chunks will start "looping" at this point, attempting to take from a negative output. As a result, this is the true end of vanilla ''Minecraft''.
* 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. Chunks will start "looping" at this point, attempting to take from a negative output. 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.
* As soon as this limit is approached, the game freezes and crashes due to chunks being overwritten, resulting in an '''Out of memory''' screen.
|[[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.]]
|[[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.]]
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{{Disclaimer|section=1}}
{{Disclaimer|section=1}}
{{main|Far Lands (Java Edition)/After Beta 1.8}}
{{main|Far Lands (Java Edition)/After Beta 1.8}}
[[File:Modern Far Lands start.png|thumb|240px|The patched Far Lands generating in a modern version of Minecraft at 1.8 septillion blocks out.]]
[[File:Modern Far Lands start.png|thumb|240px|The Far Lands generating in a modern version of Minecraft at 1.8 septillion blocks out.]]
The X/Z 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, generating at over 1.8 septillion blocks out. 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.
The X/Z 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, generating at over 1.8 septillion blocks out. 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.


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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>  
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>  


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.
{{clear}}
{{clear}}


=== In 26.3 (debug) ===
==== Debug property (from 26.3) ====
{{in development|java|section=y}}
{{in development|java|section=y}}


The <code>ENABLE_FARLANDS</code> [[Minecraft:debug property]] may be specified to disable the Beta 1.8 [[#"Modulo" patch|Far Lands fix]]. The traditional form of the Far Lands only appear in The Nether and The End (likely due to using the old noise generator from versions before 1.18) as multiple other factors seem to break down in the Overworld way before the Far Lands can appear there.
The <code>ENABLE_FARLANDS</code> [[Minecraft:debug property]] may be specified{{efn|Specifically <code>-DMC_DEBUG_ENABLED -DMC_DEBUG_ENABLE_FARLANDS</code> within the launcher)}} to disable the Beta 1.8 [[#"Modulo" patch|Far Lands fix]]. The traditional form of the Far Lands only appear in The Nether and The End (likely due to using the old noise generator from versions before 1.18) as multiple other factors seem to break down in the Overworld way before the Far Lands can appear there.


==== Overworld ====
===== Overworld =====
[[File:Far Lands enabled, starting point Overworld 26.3pre.png|thumb|300px|The Overworld starts to break down at 2.8 million blocks, seen here. Beyond this point, no landmasses generate.]]
[[File:Far Lands enabled, starting point Overworld 26.3pre.png|thumb|300px|The Overworld starts to break down at 2.8 million blocks, seen here. Beyond this point, no landmasses generate.]]
{{WIP|section=1}}
{{WIP|section=1}}
Line 335: Line 333:
! colspan="2" | Effects
! colspan="2" | Effects
|-
|-
|X or Z +2,812,332
|X: ±2,814,368<hr>Z: +2,814,672<hr>Z: -2,814,621
|Along the coordinate axis, vertical portions of the world randomly stop being generated (similarly to the End "rings"), resulting in striped landmasses, which become increasingly narrowed as the coordinate increase. The water at the sea level and underground lava still generate. Structures also still generate.
|Along the coordinate axis, vertical portions of the world randomly stop being generated, resulting in striped landmasses, which become increasingly narrowed as the coordinate increase. The water at the sea level and underground lava still generate. Structures also still generate.
| rowspan="2" | Corners of the world generate no landmasses.
| rowspan="2" | Corner of the world generate no landmass.
|-
|-
|X and Z ±~3,818,465{{more info|approximate value, need test}}
|X/Z: {{tooltip|±3,814,368|Due to the way of the striped landmass stop to generate randomly, it can only be approximate value.}}
|End of remaining striped landmass generation.
|End of remaining striped landmass generation. Structures continue to generate.
|-
|-
|}
|}


==== Nether and End ====
===== Nether and End =====


A list of the various breakdown stages are listed below for the Nether and End Far Lands. Due to being float-casted, similar decay and effects seen in old {{BE}} versions appear here (as those were also based on floats).{{more info|Java and Bedrock Far Lands are not exactly the same, need testing and screenshots}}<!-- This is copy-pasted from the Bedrock Edition Far Lands page, and will be improved later. -->
A list of the various breakdown stages are listed below for the Nether and End Far Lands. Due to being float-casted, similar decay and effects seen in old {{BE}} versions appear here (as those were also based on floats).


{| class="wikitable"
{| class="wikitable"
Line 389: Line 387:
! colspan="4" |Effects
! colspan="4" |Effects
|-
|-
|X or Z +12,550,821
|X/Z +12,550,821
| style="color: black; background: #cf0; text-align: center;" | A
| style="color: black; background: #cf0; text-align: center;" | A
| colspan="3" |The Far Lands generate, or more specifically, "The Loop" or the Tunnel Lands.
| colspan="3" |The Far Lands generate, or more specifically, "The Loop"
|-
|-
|X and Z +12,550,821
|X/Z +12,559,913
| style="color: white; background: #999; text-align: center;" | N
|Terrain generation stops entirely, except for certain features listed below.
| style="color: white; background: #c90; text-align: center;" | G
|Terrain becomes a skygrid.
|-
|X −12,550,824
| style="color: white; background: #999; text-align: center;" | N
| colspan="3" |Terrain generation stops entirely, except for certain features listed below.
|-
|Z −12,550,824
| style="color: white; background: #999; text-align: center;" | N
|Terrain generation stops entirely, except for certain features listed below.
| style="color: white; background: #c90; text-align: center;" | G
|Terrain becomes a skygrid.
|-
|X +12,559,913
| style="color: white; background: #0cc; text-align: center;" | B
|Some stretches of terrain stop suddenly beyond this point, marking the transition from the Tunnel Lands to the Pole Lands.
| style="color: white; background: #0cc; text-align: center;" | B
| style="color: white; background: #0cc; text-align: center;" | B
|The Far Lands start to transition from "the Loop" into the Comb Lands, where sections of land that are 3 blocks wide are missing, giving way to comb-like structures.
|The Far Lands start to transition from "the Loop" into the Comb Lands, where sections of land that are 3 blocks wide are missing, giving way to comb-like structures.
|-
|-
|X +12,560,361
|X/Z +12,560,361
| style="color: white; background: #66f; text-align: center;" | C
|The Far Lands completes the transition from the tunnel Lands to the Pole Lands.
| style="color: white; background: #66f; text-align: center;" | C
| style="color: white; background: #66f; text-align: center;" | C
|The terrain suddenly changes to have more comb-like structures.
|The terrain suddenly changes to have more comb-like structures.
|-
|-
|X +12,561,029
|X/Z +12,561,029
| style="color: white; background: #c0f; text-align: center;" | D
| style="color: white; background: #c0f; text-align: center;" | D
| colspan="3" |The Strip Lands generate, which consists mostly of 1D and 2D panels of land.
| colspan="3" |The Strip Lands generate, which consists mostly of 1D and 2D panels of land.
|-
|-
|Z +12,561,029
|X/Z +12,562,277
| style="color: white; background: #c0f; text-align: center;" | D
|Some stretches of terrain stop suddenly beyond this point, as the Far Lands start to transition from the Tunnel Lands to the Pole lands.
| style="color: white; background: #c0f; text-align: center;" | D
|The Far Lands start to transition into the Comb Lands, farther than the X Far Lands.
|-
|X +12,562,277
| style="color: white; background: #f00; text-align: center;" | E
|The Far Lands almost disappear, although a few rare isolated blocks of terrain may generate.
| style="color: white; background: #f00; text-align: center;" | E
| style="color: white; background: #f00; text-align: center;" | E
|The terrain becomes horizontal solid or dotted lines of blocks.
|The terrain becomes horizontal solid or dotted lines of blocks.
|-
|-
|Z +12,562,277
|X/Z +12,758,545
| style="color: white; background: #f00; text-align: center;" | E
|The Z Polestrip Lands generate, which generates like the Pole Lands here, but gradually changes to the Strip Lands until nothing generates.
| style="color: white; background: #f00; text-align: center;" | E
|The Z Strip Lands generate.
|-
|X +12,758,545
| style="color: white; background: #999; text-align: center;" | N
| colspan="3" |Terrain generation stops entirely, except for certain features listed below.
|-
|Z +12,758,545
| style="color: white; background: #999; text-align: center;" | N
| style="color: white; background: #999; text-align: center;" | N
|Terrain generation stops entirely, except for certain features listed below.
|Terrain generation stops entirely, except for small [[Minecraft:end island]]s (in the End) or a pool of [[Minecraft:lava]] (in the Nether)
| style="color: white; background: #c90; text-align: center;" | G
|Terrain becomes a skygrid.
|}
|}



Revision as of 11:07, 7 September 2026

Template:Italic title

Template:Needs update Template:Msgbox

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> are a terrain generation bug Template:In. The original Far Lands occurred starting from 12,550,821–12,550,824 blocks from the world origin (0,0). 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. They were readded in 26.3 under a Minecraft:debug property.

Location

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.

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

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.

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.

By era

Minecraft:Infdev 20100227 to Minecraft: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. 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

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.

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)
X/Z: ±33,554,432
  • The Far Lands begin generating beyond this point as a solid wall of stone up to the height limit, due to noise overflow within the terrain generator.
File:Eyc0bj7pr4w51.jpg
The Far Lands as they appeared in Infdev 20100227-1433
X/Z: ±268,435,456 (±228)
  • 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. This only occurs in the February 27th build, as many parts were changed to not use floats for precision starting in the March 13th build.
X/Z: ±933,688,542
  • The island carve noise generator, disabled in the early versions of Infdev, overflows, leading to the Far Lands becoming stripes of alternating stone.
File:Overflowing island noise.png
X/Z: ±2,147,483,647 (±231−1)
  • The 32-bit integer limit. In Minecraft:Infdev 20100227-1433, this doesn't cause the game to crash as most mechanics are using floats. Terrain however simply stops generating, and only void generates outward.
File:My Project 2.jpg
The 32-bit limit in Infdev 20100227.

Minecraft:Infdev 20100327 to Minecraft:Alpha v1.1.2_01

Summary

File:InfdevFarEnd.png
Terrain stops generating at X/Z 32,000,000 in older versions during Infdev

With the introduction of the new noise terrain generator in Minecraft:Infdev 20100327, the Far Lands took on their more familiar form, generating at X/Z: 12,550,824.

However, with the introduction of the world boundary at X/Z: 32,000,000 in Minecraft:Infdev 20100313 meant to prevent players reaching that iteration of the Far Lands that were further out, the new changes in terrain generation resulted in the new Far Lands, and terrain in general simply ceasing at this point. Going past 32 million blocks simply results in the player getting stuck in mid-air, unable to move.

Distance effects

As most of the float-related distance effects were patched, this iteration did not have as much compared to other versions, and is generally the more stable one in terms of performances. However, beginning in Minecraft:Infdev 20100624, RenderList was implemented, which began causing the infamous jittering described later.

Minecraft:Alpha v1.2.0 to Beta 1.7.3

Beginning in Minecraft:Alpha v1.2.0, major changes in terrain generation resulted in the standard iteration of the Far Lands that it is most known for to appear. The world now continues generating past X/Z: 32,000,000, but are treated as "fake chunks", or more specifically returned as Minecraft:air blocks, meaning they cannot be walked on. The map continues to generate out to the 32-bit integer limit at X/Z: 2,147,483,647, before cascading effects from integers overflowing and precision issues cause terrain to cease entirely.

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 is the side effect of RenderList, which is what is used for world rendering, beginning to degrade. 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

Template:Main 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.
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
  • 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: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 limits
X/Z: ±268,435,456 (±228)
  • Beyond this point, RenderList, a component used for world-rendering, 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.
File:FarLandsEnd.png
The end of Minecraft terrain generation at the 32-bit limit of X: 2,147,483,647. World rendering stops working at this 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. Chunks will start "looping" at this point, attempting to take from a negative output. 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.
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.

Further distances

Template:Disclaimer Template:Main Going further requires a mod that increases integer and floating point number limits - as of 2026, a 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.

Beta 1.8 onwards

Template:Disclaimer Template:Main

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.

"Modulo" patch

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>

  1. REDIRECT Template:PG/-

Debug property (from 26.3)

Template:In development

The ENABLE_FARLANDS Minecraft:debug property may be specifiedTemplate:Efn to disable the Beta 1.8 Far Lands fix. The traditional form of the Far Lands only appear in The Nether and The End (likely due to using the old noise generator from versions before 1.18) as multiple other factors seem to break down in the Overworld way before the Far Lands can appear there.

Overworld
File:Far Lands enabled, starting point Overworld 26.3pre.png
The Overworld starts to break down at 2.8 million blocks, seen here. Beyond this point, no landmasses generate.

Template:WIP

The Far Lands do not generate in the Overworld – instead, the world just breaks down at 2.8 million blocks (pictured). After this point, some portion of the world generates with no landmasses from then on. This is the only effect the ENABLE_FARLANDS has in the Overworld.

Coordinates (Overworld) Effects
X: ±2,814,368
Z: +2,814,672
Z: -2,814,621
Along the coordinate axis, vertical portions of the world randomly stop being generated, resulting in striped landmasses, which become increasingly narrowed as the coordinate increase. The water at the sea level and underground lava still generate. Structures also still generate. Corner of the world generate no landmass.
X/Z: Template:Tooltip End of remaining striped landmass generation. Structures continue to generate.
Nether and End

A list of the various breakdown stages are listed below for the Nether and End Far Lands. Due to being float-casted, similar decay and effects seen in old Template:BE versions appear here (as those were also based on floats).

Types of the Far Lands
Color Code Description
A Early Edge Far Lands
N Nothingness
G Skygrid
B First degradation of the Edge Far Lands
C Second degradation of the Edge Far Lands
D Third degradation of the Edge Far Lands
E Fourth degradation of the Edge Far Lands
Coordinates (Nether and End) Effects
X/Z +12,550,821 A The Far Lands generate, or more specifically, "The Loop"
X/Z +12,559,913 B The Far Lands start to transition from "the Loop" into the Comb Lands, where sections of land that are 3 blocks wide are missing, giving way to comb-like structures.
X/Z +12,560,361 C The terrain suddenly changes to have more comb-like structures.
X/Z +12,561,029 D The Strip Lands generate, which consists mostly of 1D and 2D panels of land.
X/Z +12,562,277 E The terrain becomes horizontal solid or dotted lines of blocks.
X/Z +12,758,545 N Terrain generation stops entirely, except for small Minecraft:end islands (in the End) or a pool of Minecraft:lava (in the Nether)

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.

Gallery

Game features

Generation

Old versions

In other media

Minecraft: Story Mode

See also

References

<references/>

Navigation

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