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The history of the Far Lands in Java Edition can be split into three main sections:
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.
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.
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 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.
A rarely encountered type, this is the result of an overflow on every axis. It's known as the vertex Far Lands or the abyss. This form seems to vary throughout worlds, and can only be encountered with three axes overflowing at once, which is effectively impossible in any version without mods. There are eight possible regions for this case, corresponding to the vertices of a cuboid.
Java Edition employs a variety of different noise generators for shaping several aspects of terrain. These noise generators experiencing an integer overflow is what results in a set of "Far Lands".
"Low noise" and "high noise" are two extremely similar noise generators used for generating the fundamental shape of terrain itself. As a result, if either of these overflows, the fundamental shape of terrain sees drastic changes. The simultaneous overflowing of these is what results in the conventional Far Lands generating. The overflow of low and high noise happens at X/Z ±12,550,824 blocks away from the center.
Whether low noise or high noise is used for generating terrain at a given position is determined by a third noise generator, referred to as selector noise.
Selector noise is a noise generator used to determine whether low noise or high noise is used to generate terrain at a given point. Once overflowed, where low and high noise are used becomes quite visually obvious, due to its now abrupt changes.
Depth noise is responsible for minor variations in the terrain. Since depth noise overflows within the normal Far Lands, its effects are not visible. However, if depth noise is made to overflow before low and high noise, then the terrain jumps up a few blocks. This happens at X/Z ±42,949,672 blocks away from the center of the world. After the overflow, terrain is mostly normal. However, long rifts or ridges can be seen in the terrain. These can be seen by changing depth noise scales so it overflows closer, or changing low/high noise to overflow farther away.
Scale noise overflows occur when procedural gerneration algorithms, commonly use for terrain like Minecraft's Perlin noise, exceed the maximun value allowed by their data type (e.g., 32-bit integer limit), resulting in chaotic, broken terrain generation. These overflows, often causing Far Lands-type glitches, appear around X/Z ±34,359,738,368 blocks.
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.
These noise generators existed before 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.
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.
Used in Indev versions for the Floating world type. Due to the limited terrain size the noise breaks far beyond the world boundary.
| Java Edition Infdev | |||||||
|---|---|---|---|---|---|---|---|
| 20100227-1414 | 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. | |||||||
| 20100313 | A world boundary has been added at +/-32,000,000 blocks. The Far Lands can no longer be seen without modifying the game. | ||||||
| 20100320 | Reimplemented ores, which can generate in the Far Lands. | ||||||
| 20100325-1545 | Reimplemented caves, which can carve into the Far Lands. | ||||||
| 20100327 | The rewrite of world generation caused the Far Lands to take on a more familiar form. | ||||||
| First confirmed appearance of the true Far Lands. | |||||||
| 20100611 | The shape of the Far Lands now more closely resembles what they do in Alpha/Beta, with a subtle vertical stretching. | ||||||
| Java Edition Beta | |||||||
| 1.6 | Test Build 3 | The Far Lands ceiling is unchanged as Beta 1.6 eliminates the ability to normally place blocks at Y=127. | |||||
| 1.8 | Pre-release | The Far Lands, as well as several floating point precision errors (notably the world render jitter/offset) no longer occur within vanilla bounds, effectively patching them out of the game. | |||||
| Java Edition | |||||||
| 1.2.1 | 12w07a | The height limit has been increased to 256, and as such the Far Lands now generate to that height. | |||||
| 1.8 | 14w17a | Added customized world generation, making it possible to create the Sky and Void Far Lands without mods. | |||||
| 1.13 | 18w06a | Removed customized worlds. The Sky and Void Far Lands can no longer be created without mods. | |||||
| 1.14 | 18w46a | The Far Lands now begin at ~1.8 septillion blocks instead of ~53 quadrillion blocks due to world generation changes. | |||||
| 1.21.11 | 25w46a | Added the splash "One does not simply walk to the Far Lands". | |||||
| References kurtjmac, who completed his 14-year Far Lands walk a month prior. | |||||||
| Despite the release article stating that this was disproven on 4 October 2025, it was in fact disproven over five years earlier, on 19 June 2020, by KilloCrazyMan. | |||||||
| Removed features | |||||||||||
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| Bedrock Edition |
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| MinecraftEdu |
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