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

From SAS Gaming Wiki
Revision as of 11:07, 28 July 2026 by SyncBot (talk | contribs) (Sync: updated from Minecraft)

Template:Disclaimer Template:Exclusive

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

The Far Lands were a terrain bug that occurred in versions of Template:MC up to Beta 1.7.3. They were caused by errors in the math that governs terrain generation, resulting in abnormal structures resembling excessively stretched-out terrain. They were fixed in Beta 1.8 Pre-release, and moved far beyond the boundary to X/Z: 1,808,764,368,955,220,466,364,897. Reaching this distance is impossible without extensive modding. In addition, most of the distance effects were fixed. The Y Far Lands (aka the Sky and Ground Far Lands) were overlooked, but were fixed in 1.13 with the world generation rewrite. Prior to the removal of the first iteration of Minecraft:Custom worlds, it was possible to force the Far Lands to generate by setting the Coordinate Scale to extreme high values.


Explanation

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

In Minecraft:Beta 1.8, as part of changes to terrain generation, the PerlinNoise.java file within the source code of Minecraft was fixed to prevent overflow in 32-bit integers: return p_75407_ was instead changed to return p_75407_ - (double)Mth.lfloor(p_75407_ / 3.3554432E7D + 0.5D) * 3.3554432E7D. Referred to as the "modulo" patch (Template:Fraction), it essentially prevents the noise generator from suffering integers overflowing by clamping the input before being passed. It also allows for the terrain to "wrap around" and continue generating normally even at high distances. However it is still prone to failing at extremely high values; once a reaches approximately 263 (the 64-bit integer limit), it fails, resulting in the noise quickly accumulating to overflow and the Far Lands generating at X/Z: 1,808,764,368,955,220,466,364,897. Reaching this distance is impossible without a BigInteger mod that does not undo this patch.

Location

Template:Disclaimer

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

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

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

Structure

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

Far Lands

Sky Far Lands

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.

Summary

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

The only way to see the new location of the Far Lands is by using a BigInteger mod that does not patch the fix. Only modern versions of Minecraft have managed to produced this, as any 64-bit mod incorrectly undoes the patch and then converts coordinates to 64-bit, resulting in a starting point that is not true to vanilla Minecraft. The only versions known to correctly have a mod to do so is 1.20.1, 1.20.4 and 1.21.4.Template:Note

Beta 1.8 to 1.18.1

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

Since 1.18.2

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

Coordinates Effects Image (if available)
X/Z: ±Template:Abbr
  • Starting in 1.18.2, the Far Lands abruptly stop completely 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", As such, this is the end of modern Minecraft terrain generation.
File:Endless ocean at extreme large distances.png
Endless ocean mixed with lava at extreme distances.

Effects

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

Floating-point precision errors with entities and particles

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

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

History

Template:HistoryTable

Trivia

In Super Smash Bros. Ultimate

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

Gallery

Screenshots

Notes

<references group="note"/>

References

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Navigation

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