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Minecraft:Far Lands (Java Edition)/Beta 1.8 to 26.2: Difference between revisions

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[[File:Far Lands new location in 1.12.2.png|thumb|right|The Far Lands as they appear in [[Java Edition 1.12.2]], at a distance of 53.9 quadrillion blocks out.]]
[[File:Far Lands new location in 1.12.2.png|thumb|right|The Far Lands as they appear in [[Java Edition 1.12.2]], at a distance of 53.9 quadrillion blocks out.]]
[[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.]]
[[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 53,905,378,846,979,748 blocks from spawn. Reaching this distance is impossible without extensive modding. In addition, most of the [[Minecraft:Java Edition distance effects|distance effects]] were fixed.  
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 53,905,378,859,432,512 blocks from spawn. 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 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.


Beginning in [[Minecraft:Java Edition 1.14.4|1.14.4]], additional changes to the way the fix worked pushed the Far Lands to even further distances, generating at X/Z: 1,808,764,368,955,220,466,364,897. Reaching this distance is impossible without use of BigInteger mods.
Beginning in snapshot [[Minecraft:Java Edition 18w46a|18w46a]] for [[Minecraft:Java Edition 1.14|1.14]], new changes to the way the fix worked pushed the Far Lands to even further distances, generating at X/Z: 1,808,764,368,955,220,466,364,897. Reaching this distance is impossible without use of BigInteger mods.


== Background ==
== Background ==
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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 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.
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 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.


==Beta 1.8 to 1.14.3==
==Beta 1.8 to 1.13.2==
===Explanation===
===Explanation===
In [[Minecraft:Beta 1.8]], as part of changes to terrain generation, the following code, referred to as the '''"modulo" patch''', was added within the <code>NoiseGeneratorOctave.java</code> file:
In [[Minecraft:Beta 1.8]], as part of changes to terrain generation, the following code, referred to as the '''"modulo" patch''', was added within the <code>NoiseGeneratorOctave.java</code> file:
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</syntaxhighlight>
</syntaxhighlight>


This was present in every following version, including Beta 1.8, up to [[Minecraft:Java Edition 1.14.3|1.14.3]]. 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. By removing everything from <code>long var23</code> to the last <code>(double)var25;</code>, the patch is undone, and the Far Lands can be moved back within vanilla boundaries at their original locations.  
This was present in every following version, including Beta 1.8, up to [[Minecraft:Java Edition 1.13.2|1.13.2]] (or more specifically [[Minecraft:Java Edition 18w45a|18w45a]] during 1.14's development). 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. By removing everything from <code>long var23</code> to the last <code>(double)var25;</code>, the patch is undone, and the Far Lands can be moved back within vanilla boundaries at their original locations.


=== Location ===
=== Location ===


The new position due to the modulo patch is at X/Z: 53,905,378,846,979,748. As such, this makes them impossible to view in vanilla gameplay, due to imposed limitations and how ''Minecraft'' is designed.
The new position due to the modulo patch is at X/Z: 53,905,378,859,432,512. As such, this makes them impossible to view in vanilla gameplay, due to imposed limitations and how ''Minecraft'' is designed.


=== Structure ===
=== Structure ===
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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 64-bit or 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. 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 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 64-bit or 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. 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 locations of the Far Lands is by using a 64-bit mod or BigInteger mod. Such mods must also modify the Sample Offset to longs or BigIntegers, as the default values will terrain to loop from the other end of the map at approximately 2<sup>33</sup> blocks for every 2<sup>34</sup> blocks afterward; this prevents the Far Lands from appearing at their new locations as the modulo fix will never end up breaking down. Because of this, enabling the Far Lands to appear at their new location will also allow them to gradually deteoriate at extreme distances, and can considered a new stage of these Far Lands, unlike versions prior to Beta 1.8
The only way to see the new locations of the Far Lands is by using a 64-bit mod or BigInteger mod. Such mods must also modify the Sample Offset to longs or BigIntegers, as the default values will terrain to loop from the other end of the map at approximately 2<sup>33</sup> blocks for every 2<sup>34</sup> blocks afterward; this prevents the Far Lands from appearing at their new locations as the modulo fix will never end up breaking down. Because of this, enabling the Far Lands to appear at their new location will also allow them to gradually deteoriate at extreme distances, and can considered a new stage of these Far Lands, unlike versions prior to Beta 1.8.


If a 64-bit mod is used, the [[Minecraft:Java Edition distance effects|distance effects]] will continue to progress as one goes further; while the BigInteger mods end up patching these.
If a 64-bit mod is used, the [[Minecraft:Java Edition distance effects|distance effects]] will continue to progress as one goes further; while the BigInteger mods end up patching these.
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! Image (if avaliable)
! Image (if avaliable)
|-
|-
| X/Z: -53,905,378,846,979,744<hr>X/Z: 53,905,378,859,432,512<br>{{efn|X/Z: -53,905,379,846,882,785 and X/Z: 53,905,379,859,335,561 in [[Minecraft:Java Edition 1.7.2]] to [[Minecraft:Java Edition 1.14.3]]}}
| X/Z: -53,905,378,846,979,744<hr>X/Z: 53,905,378,859,432,512<br>{{efn|X/Z: -53,905,379,846,882,785 and X/Z: 53,905,379,859,335,561 in [[Minecraft:Java Edition 1.7.2]] to [[Minecraft:Java Edition 1.13.2]]}}
|
|
* The Far Lands begin generating due to the "modulo" patch breaking down, resulting in noise value overflowing at this point. Because of the three-block offset that sometimes happened in the vanilla Far Lands, this offset is instead measured with a 12,452,760 block difference (but not a scaling of the original offset).<ref>[https://youtu.be/F8cMZA8J2Hk?t=473 breaking Minecraft's FINAL Distance Limit…], YouTube, April 1, 2021</ref>
* The Far Lands begin generating due to the "modulo" patch breaking down, resulting in noise value overflowing at this point. Because of the three-block offset that sometimes happened in the vanilla Far Lands, this offset is instead measured with a 12,452,760 block difference (but not a scaling of the original offset).<ref>[https://youtu.be/F8cMZA8J2Hk?t=473 breaking Minecraft's FINAL Distance Limit…], YouTube, April 1, 2021</ref>
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! colspan="3" style="color: white; background: #000" | BigInteger only
! colspan="3" style="color: white; background: #000" | BigInteger only
|-
|-
| X: ±{{abbr|8.1751×10<sup>48</sup>|8,175,100,408,620,645,429,587,604,206,419,312,153,467,715,321,856}}{{efn|X: ±8,175,100,560,262,429,364,215,947,281,365,501,502,932,438,220,852 in 1.7.2 to 1.14.3}}<hr>X: ±{{abbr|8.5766×10<sup>48</sup>|8,576,620,983,668,390,695,654,176,953,195,873,545,661,439,803,392}}{{efn| X: ±8,576,621,142,758,070,147,875,608,463,851,563,460,963,583,655,984 in 1.7.2 to 1.14.3}}<hr>X/Z: ±{{abbr|9.1762×10<sup>48</sup>|9,176,239,949,795,123,308,594,625,193,335,189,314,391,974,608,896}}{{efn| X: ±9,176,240,120,007,271,188,303,667,047,928,526,456,231,613,694,017 in 1.7.2 to 1.14.3}}
| X: ±{{abbr|8.1751×10<sup>48</sup>|8,175,100,408,620,645,429,587,604,206,419,312,153,467,715,321,856}}{{efn|X: ±8,175,100,560,262,429,364,215,947,281,365,501,502,932,438,220,852 in 1.7.2 to 1.13.2}}<hr>X: ±{{abbr|8.5766×10<sup>48</sup>|8,576,620,983,668,390,695,654,176,953,195,873,545,661,439,803,392}}{{efn| X: ±8,576,621,142,758,070,147,875,608,463,851,563,460,963,583,655,984 in 1.7.2 to 1.13.2}}<hr>X/Z: ±{{abbr|9.1762×10<sup>48</sup>|9,176,239,949,795,123,308,594,625,193,335,189,314,391,974,608,896}}{{efn| X: ±9,176,240,120,007,271,188,303,667,047,928,526,456,231,613,694,017 in 1.7.2 to 1.13.2}}
|
|
* The Far Lands begin degrading into thinner slices, in three 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]].
* The Far Lands begin degrading into thinner slices, in three 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]].
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|
|
|-
|-
| X: ±{{abbr|1.0299×10<sup>49</sup>|10,299,981,089,825,331,303,027,420,223,646,772,450,634,036,674,560}}{{efn| X: ±10,299,981,280,882,006,844,293,112,941,252,072,411,091,043,352,609 in 1.7.2 to 1.14.3}}<hr>Z: ±~{{abbr|2×10<sup>49</sup>|20,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000}}
| X: ±{{abbr|1.0299×10<sup>49</sup>|10,299,981,089,825,331,303,027,420,223,646,772,450,634,036,674,560}}{{efn| X: ±10,299,981,280,882,006,844,293,112,941,252,072,411,091,043,352,609 in 1.7.2 to 1.13.2}}<hr>Z: ±~{{abbr|2×10<sup>49</sup>|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.
* 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.
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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; [[Minecraft:Conduit Power]] also works to counteract the visual darkness, however it only functions when the player is underwater.
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; [[Minecraft:Conduit Power]] also works to counteract the visual darkness, however it only functions when the player is underwater.


==Release 1.14.4 to 26.2==
==Release 1.14 to 26.2==


=== Explanation ===
=== Explanation ===


In versions after 1.14.4, as part of a conversion to a packed coordinate system, the following was added to <code>PerlinNoise.java</code>:
In versions after [[Minecraft:Java Edition 1.14|1.14]], beginning with snapshot [[Minecraft:18w46a]], as part of a conversion to a packed coordinate system, the following was added to <code>PerlinNoise.java</code>:


<syntaxhighlight lang="java">
<syntaxhighlight lang="java">
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===Structure===
===Structure===
====1.14.4 to 1.17.1====
====1.14 to 1.17.1====
Despite the change in location with the fix, the general appearance of the Far Lands do not change. However, multiple other features in the terrain generator begin to break down at high distances, creating a stretched appearance.{{efn|This is theorized, as no BigInteger mod has been made for versions between 1.14.4 to 1.18.2 to verify this. However, features seen in the BigInteger mods for 1.12.2 (the decay at high distances) and 1.20.1 (stretching of terrain due to other terrain features degrading) likely happen here as well}}.
Despite the change in location with the fix, the general appearance of the Far Lands do not change. However, multiple other features in the terrain generator begin to break down at high distances, creating a stretched appearance.{{efn|This is theorized, as no BigInteger mod has been made for versions between 1.14 to 1.18.2 to verify this. However, features seen in the BigInteger mods for 1.12.2 (the decay at high distances) and 1.20.1 (stretching of terrain due to other terrain features degrading) likely happen here as well}}


Undoing the farlands patch still results in the same composition and appearance of the Far Lands as seen previously.
Undoing the farlands patch still results in the same composition and appearance of the Far Lands as seen previously.
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===Summary===
===Summary===


====1.14.4 to 1.18.1====
====1.14 to 1.18.1====
{| class="wikitable"
{| class="wikitable"
!Coordinates
!Coordinates
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|{{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||1.14.4|Changes to the modulo patch now result in the Far Lands generating at ~1.808 septillion blocks out.}}
|{{HistoryLine||1.14|dev=18w46a|Changes to the fix now result in the Far Lands generating at ~1.808 septillion blocks out.}}
|{{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.}}

Latest revision as of 11:13, 19 October 2026

Template:Italic title Template:Disclaimer

File:Far Lands new location in 1.12.2.png
The Far Lands as they appear in Java Edition 1.12.2, at a distance of 53.9 quadrillion blocks out.
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 53,905,378,859,432,512 blocks from spawn. 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.

Beginning in snapshot 18w46a for 1.14, new changes to the way the fix worked pushed the Far Lands to even further distances, generating at X/Z: 1,808,764,368,955,220,466,364,897. Reaching this distance is impossible without use of BigInteger mods.

Background

File:Far Lands in 1.8.1.png
Far Lands generating in 1.8.1 with the patch removed

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 684.412 for every four blocks, causing an integer overflow at approximately ±12,550,824 (sometimes ±12,550,821.) Multiplying the aforementioned numbers and dividing the noise scale by 4 results in the 32-bit signed integer max value, which when overflowed, results in an extreme noise seed.

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 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.

Beta 1.8 to 1.13.2

Explanation

In Minecraft:Beta 1.8, as part of changes to terrain generation, the following code, referred to as the "modulo" patch, was added within the NoiseGeneratorOctave.java file: <syntaxhighlight lang="java"> for (int var16 = 0; var16 < this.octaves; ++var16) { double var17 = (double)p_76304_2_ * var27 * p_76304_8_; double var19 = (double)p_76304_3_ * var27 * p_76304_10_; double var21 = (double)p_76304_4_ * var27 * p_76304_12_; long var23 = MathHelper.floor_double_long(var17); long var25 = MathHelper.floor_double_long(var17); var17 -= (double)var23; var21 -= (double)var25; var23 %= 16777216L; var25 %= 16777216L; var17 += (double)var23; var21 += (double)var25; this.generatorCollection[var16].populationNoiseArray(p_76304_, var17, var19, var21, p_76304_5_, p_76304_6_, p_76304_7_, p_76304_8_ * var27, p_76304_10_ * var27, p_76304_12_ * var27; var27 /= 2.0D; } return p_76304_1_; </syntaxhighlight>

This was present in every following version, including Beta 1.8, up to 1.13.2 (or more specifically 18w45a during 1.14's development). 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. By removing everything from long var23 to the last (double)var25;, the patch is undone, and the Far Lands can be moved back within vanilla boundaries at their original locations.

Location

The new position due to the modulo patch is at X/Z: 53,905,378,859,432,512. As such, this makes them impossible to view in vanilla gameplay, due to imposed limitations and how Minecraft is designed.

Structure

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. 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

Template:Outdated

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.

The positive End Far Lands start at X/Z 12,550,817 instead of 12,550,821.

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 64-bit or 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. 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 locations of the Far Lands is by using a 64-bit mod or BigInteger mod. Such mods must also modify the Sample Offset to longs or BigIntegers, as the default values will terrain to loop from the other end of the map at approximately 233 blocks for every 234 blocks afterward; this prevents the Far Lands from appearing at their new locations as the modulo fix will never end up breaking down. Because of this, enabling the Far Lands to appear at their new location will also allow them to gradually deteoriate at extreme distances, and can considered a new stage of these Far Lands, unlike versions prior to Beta 1.8.

If a 64-bit mod is used, the distance effects will continue to progress as one goes further; while the BigInteger mods end up patching these.

Coordinates Effects Image (if avaliable)
X/Z: -53,905,378,846,979,744
X/Z: 53,905,378,859,432,512
Template:Efn
  • The Far Lands begin generating due to the "modulo" patch breaking down, resulting in noise value overflowing at this point. Because of the three-block offset that sometimes happened in the vanilla Far Lands, this offset is instead measured with a 12,452,760 block difference (but not a scaling of the original offset).<ref>breaking Minecraft's FINAL Distance Limit…, YouTube, April 1, 2021</ref>
  • If a Stripe Lands fix is not enabled, the Far Lands will appear two-dimensional.
  • In 1.7.2 and later, changes to the terrain generator results in the Far Lands starting a bit later, being pushed back by a billion blocks.
File:MC-distance13.png
Without the fix
File:MC-distance12.png
With the Stripe Lands fix
X/Z: ±576,460,752,303,423,488 (±259)
  • If a 64-bit mod is used, world renderer begins to break down, causing terrain to flicker in and out, like at the 32-bit.
X/Z: ±4,312,430,307,758,379,833 (±Template:Frac×80)
  • By this point, Selector Noise has gradually broken down at this point, causing the Farther Lands to generate.
X/Z: ±9,223,372,036,854,775,807 (±263)
  • The 64-bit limit and the maximum the Far Lands will generate using a 64-bit mod, since world renderer breaks completely at this distance in this case, giving way to an endless void like in the 32-bit cases. The game will always crash when approaching this limit. Due to the effects mentioned above however, it will be almost completely invisible, if a Stripe Lands fix is not enabled.
File:64-bit limit Far Lands end.png
Empty void after rendering breaks at the 64-bit limit at X: 9,223,372,036,854,776,000.
BigInteger only
X: ±Template:AbbrTemplate:Efn
X: ±Template:AbbrTemplate:Efn
X/Z: ±Template:AbbrTemplate:Efn
  • The Far Lands begin degrading into thinner slices, in three 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.
  • In versions after 1.7.2, due to the changes in the terrain generator, these effects occur a bit later instead.
X: ±Template:AbbrTemplate:Efn
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:Far Lands 1.12 end.png

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

Template:Main

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

File:ConduitPowerCoordinatesShown.png
Conduit power working at 2,000,000,000 blocks out.

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; Minecraft:Conduit Power also works to counteract the visual darkness, however it only functions when the player is underwater.

Release 1.14 to 26.2

Explanation

In versions after 1.14, beginning with snapshot Minecraft:18w46a, as part of a conversion to a packed coordinate system, the following was added to PerlinNoise.java:

<syntaxhighlight lang="java"> public static double wrap(double p_75407_) {

     return p_75407_ - (double)Mth.lfloor(p_75407_ / 3.3554432E7D + 0.5D) * 3.3554432E7D;
     return p_75407_;
  }

</syntaxhighlight>

This function, an improved math clamp, acts simililarly to the previous fix, although as of 1.18, due to the massive terrain generation rewrite, additional mechanics were added that also work in tandem with this, the exact nature of which is poorly understood or unknown due to sparse documentation.

Overflow

This iteration of the fix is still prone to failing at extremely high values; although the way it does so is poorly understood currently, specifically in modern versions, but it does involve the 64-bit limit integer. This results in 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

File:Far Lands 1.17.png
The Far Lands in 1.17, 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

The new position due to the revised farlands 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

1.14 to 1.17.1

Despite the change in location with the fix, the general appearance of the Far Lands do not change. However, multiple other features in the terrain generator begin to break down at high distances, creating a stretched appearance.Template:Efn

Undoing the farlands patch still results in the same composition and appearance of the Far Lands as seen previously.

1.18 and 1.18.1

Due to the massive terrain generation overhaul involving Minecraft:noise caves in 1.18, for the first time since Minecraft:Infdev 20100327, the appearance of the Far Lands changed dramatically in the Overworld. 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. Additionally, they now generate up to 318 blocks tall due to the world height limit being increased, as well as extending down to Y level -64.

With the farlands fix, at 1.808 septillion blocks, the Far Lands appear stretched as mentioned above.

1.18.2 onwards

From 1.18.2 onwards, additional changes that are currently poorly understood resulted in the Far Lands generating as a massive wall, similar to pre-Infdev 20100327 versions. There are occasionally some instances of infinite tunnels but they are very sparse. Additionally, the terrain on the top of the Far Lands now looks somewhat normal but still not normal.

Summary

1.14 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 revised farlands patch.
X: ±Template:Abbr
X: ±Template:Abbr
X/Z: ±Template:Abbr
  • The Far Lands begin degrading into thinner slices in three stages at the aforementioned distances.
X: ±Template:Abbr
Z: ±~Template:Abbr
  • The Far Lands end completely at this point.

1.18.2 onwards

Coordinates Effects Image (if available)
X/Z: ±Template:Abbr
  • The Far Lands begin generating at this distance due to the breakdown of the farlands patch, causing noise values to overflow like pre-Beta 1.8.
  • They appear as a solid wall, and 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
  • 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
?
  • 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.

History

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Gallery

Screenshots

Notes

<references group="fn"/>

References

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Navigation

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