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Minecraft:Far Lands (Java Edition)/Up to Infdev 20100325-1640

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During the Indev phase, the Far Lands make their first appearance as a result of terrain noise generators overflowing at distances beyond the world border at the time. They are only accessible through modifying the game and offsetting the terrain to large amounts due to limited world sizes.

The first true occurance of the Far Lands without any modification to the game and terrain occurred in Infdev 20100227-1414 at a distance of 33.55 million blocks, though visibly distinct from its later iterations.

Indev 0.31 20100124-2134 to Indev 20100223

In Indev, prior to infinite worlds being added, terrain only generated out to a finite distance before stopping. However, by modifying the game to offset the terrain by extreme amounts, certain noise generators do actually end up overflowing, far past the intended limits players are limited to in Indev. Code first introduced in Minecraft:Indev 0.31 20100124-2134 or earlierTemplate:Verify Thus, this can be considered the first true appearance of the Far Lands.

Summary

These sets of Far Lands only appear when terrain offset is set to extreme amounts, due to the limited world sizes of Indev.

Coordinates Effects Image (if available)
X/Z: ±933,688,542
  • The noise generator for the Minecraft:Island world type responsible for carbing floating islands overflows, resulting in stripes of air alternating within the terrain.
  • This only happens on this specific world setting.
File:Indev floating island carver overflow.png
X/Z: ±1,651,910,498
  • Noise generator for terrain overflows, causing the Far Lands to generate as an alternating pattern of stone and air interspersed.
  • At the Z axis only, terrain immediately becomes flat or cuts off into an ocean instead due to a calculation difference.
File:Indev first far lands.png
Indev first terrain overflow, starting at X: 1,651,910,497
File:Indev first far lands Z axis.png
Ditto, but Z: 1,651,910,497, cutting off into ocean immediately
X/Z: ±2,147,483,647 (±231−1)
  • The 32-bit integer limit.
  • Another noise overflow occurs, causing another set of Far Lands to generate, practically indistguishable from the first one.
File:Indev second far lands.png
X/Z: ±4,294,967,294
  • A third overflow occurs, causing another set of Far Lands to generate, practically indistguishable from the first two.
File:Indev third far lands.png

Infdev 20100227-1414 to Infdev 20100325-1640

File:Eyc0bj7pr4w51.jpg
The Far Lands as they appeared in Infdev 20100227-1433.

In the February 27th build of Infdev, all generation past 33,554,432 blocks would be solid stone, extending vertically from the bottom of the world to the height limit, continuing out to the 32-bit limit. These are the first truly visible appearance of the Far Lands, although very visually distinct from convention.

Structure

What actually happens is, if the height limit is removed via mods, at that distance, the terrain rises to the 32-bit integer limit at Y: 2,147,483,647. The terrain on the top is near-normal but very flattened. However, due to the world height being set at 128 blocks, this never is seen normally and the terrain is cut off at that point still made out of stone, resulting in the unique appearance of the Far Lands during this time period.

This stone wall may not always start at exactly 33,554,432 blocks out - it is not uncommon to see a rough, repetitive boundary at this point, visually resembling the ridges of a radiator or the fins of a heat sink, in a similar way to how the usual Far Lands can generate a few blocks earlier. On some seeds, the Far Lands don't have any rough appearance but are rather just smooth. Sometimes Far Lands on one axis can be smooth while on the other axis they're rough.

While occurring at exactly a power of two, this is not a hard limit, but rather due to the Minecraft:noise generator settings for these versions themselves also being a power of two, returning this overflow point in the calculations can lead to lag or even a crash on the game.

Effects

Distance effects

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)
Up to 32-bit distance limit (X/Z: < ±2,147,483,647)
X/Z: ±33,554,432 (±225)
  • 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:The Corner Stone Far Lands.jpg
Corner Stone Wall with one side smooth and the other side rough.
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: ±2,147,483,519
X/Z: ±2,147,483,647 (±231−1)
  • The 32-bit integer limit. Here, multiple things happen:
    • World rendering breaks 128 blocks prior to the limit, at X/Z: ±2,147,483,519. This is easier to view in Minecraft:Infdev 20100313 since chunk detachment makes it impossible to see properly in Minecraft:Infdev 20100227-1433.
      • As the player approaches this point, rendering will break initially at that chunk, before expanding outward beyond that point as one gets closer.
    • Terrain (and blocks) still continue to generate until one chunk prior, as such the player can simply walk off the map, however this doesn't cause the game to crash as most mechanics are using floats. Void generates outward from this point on.
      • However, going past the rendering limit and then attempting to cross back over it will end up freezing the game.
File:Infdev Far Lands end.png
The end of the world in Infdev 20100227-1433 at X/Z: 2,147,483,519, where world renderer breaks completely.
Up to 64-bit distance limit (X/Z: < ±9,223,372,036,854,775,807)
X/Z: ±4,175,663,232
  • At this point, the Far Lands degrades into stripes of alternating stone and air blocks, continuing out indefinitely. On the corners, this causes large 256x256 regions of ocean to generate.
    • This happens gradually on positive coordinates (not observable right away), but occurrs instantly on negative coordinates.
File:Infdev 20100227 Far Lands decay.png
X/Z: ±9,223,372,036,854,775,807 (±263−1)
  • The 64-bit limit and the farthest the Far Lands generate. At this point, terrain stops generating and only void continues outward.
File:Infdev 20100227 Far Lands 64-bit end.png
The end of the Far Lands at the 64-bit limit

History

Template:HistoryTable

Gallery

Infdev 20100227

The Far Lands in this version are difficult to observe due to many distance effects and blocks becoming non-solid at this distance.

Infdev 20100313 through 20100325-1640

The Far Lands are no longer able to be viewed without modifying the game, due to the addition of a world barrier at +/- 32,000,000 blocks away from spawn. Most of the distance effects present in Minecraft:Infdev 20100227 have been fixed, so the player is able to walk around and interact with the terrain with little to no issue.

Navigation

Template:Navbox removed features

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