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Minecraft:Far Lands (Java Edition)/Release 1.14.4 to 26.2.1

From SAS Gaming Wiki

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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.

Changes to the way terrain is generated beginning in Minecraft:Java Edition 1.14.4 resulted in the Far Lands being pushed out to even further distances then previously configured, now generating at X/Z: 1,808,764,368,955,220,466,364,897. Reaching this distance is impossible without use of BigInteger mods.

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 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.

In versions after 1.14.4, 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 are 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: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 revised 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.

  1. REDIRECT Template:PG/-

Summary

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.
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.

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

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Gallery

Screenshots

References

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Navigation

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