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The Far Lands[1] were a terrain generation bug in Bedrock Edition that happened 12,550,821 to 12,550,824 blocks from the player's spawn. They essentially formed the "edge" of an "infinite" world.
The Far Lands were initiated at X/Z: 12,550,821 and β12,550,824.
The Bedrock Edition Far Lands were different from the Java Edition Far Lands. The content of the Far Lands in the Bedrock Edition was slightly different in biomes and structure in positive coordinates. Sand and gravel do not fall from generating in Bedrock Edition, resulting in relatively stable performance. (Bubble columns can still cause those blocks to fall, however). The Far Lands do not generate on flat worlds, due to the lack of a noise generator.
The exact structure depended on the platform. On Realms and Bedrock Dedicated Servers, the Far Lands generated the same as on Windows 10, Xbox One, and PlayStation 4: only the nothingness generated. On mobile devices and Nintendo Switch, the Edge Far Lands would generate, depending on the coordinates. In multiplayer, the structure would depend on the platform used by the owner of the world. In Minecraft Education, what happened at the Far Lands depends on the world. Sometimes it is a skygrid, and sometimes it is a plain ocean/bedrock with different biomes. The features of the Far Lands in other Bedrock ports remain unknown.
Caves generated close to the Far Lands sometimes have an edgy "zipper" consistency, with sometimes every second block being hollowed out.
Despite Y level 256 being the maximum build height, the Far Lands were still cut off at Y=128, although trees still generated normally. (as the terrain generator is limited to Y=128 despite the 256 height limit). However, as of beta 1.16.220.50, the Far Lands could generate above Y=128 and sometimes even to the new 320 height limit.
If fossils generate here, they usually appear in mid-air without touching any block.
Warm and lukewarm ocean biomes in the Edge Far Lands appear as a "desert-like" patch, without any water in it, while normal and cold oceans generate grass blocks. Shipwrecks and underwater ruins always generate above ground, sometimes higher than 128 on the Y-axis. Buried treasure sometimes generates without touching any block.
Normally, players and any mobs that spawn fall through the blocks they touch and suffocate before hitting the void. If players are in creative mode, they will only be able to move up and down unless they use elytra and fireworks to move around, which makes it extremely hard to go to a specific area.
When trying to place blocks, it might not work in certain areas.
When players go to the nether (that is, if they managed to build the portal correctly), there will be far lands as well, and the only mobs they will find are endermen teleporting to survive the suffocation, magma cubes because they are large enough so they wonβt fall through the blocks, and ghasts, as they can fly.
There are many distinct terrain types of Edge Far Lands, listed in the table below:
| Color | Code | Description |
|---|---|---|
| A | Early Edge Far Lands | |
| N | Nothingness | |
| G | Skygrid | |
| B | First degradation of the Edge Far Lands | |
| C | Second degradation of the Edge Far Lands | |
| D | Third degradation of the Edge Far Lands | |
| E | Fourth degradation of the Edge Far Lands |
| Coordinates | Effects | |||
|---|---|---|---|---|
| Overworld (After 1.16.30) | Nether and End (All dimensions until 1.16.30) | |||
| X or Z +12,550,821 | A | The Far Lands generate, or more specifically, "The Loop" or the Tunnel Lands. | ||
| X and Z +12,550,821 | N | Terrain generation stops entirely, except for certain features listed below. | G | Terrain becomes a skygrid. |
| X β12,550,824 | N | Terrain generation stops entirely, except for certain features listed below. | ||
| Z β12,550,824 | N | Terrain generation stops entirely, except for certain features listed below. | G | Terrain becomes a skygrid. |
| X +12,559,913 | B | Some stretches of terrain stop suddenly beyond this point, marking the transition from the Tunnel Lands to the Pole Lands. | B | The Far Lands start to transition from "the Loop" into the Comb Lands, where sections of land that are 3 blocks wide are missing, giving way to comb-like structures. |
| X +12,560,361 | C | The Far Lands completes the transition from the tunnel Lands to the Pole Lands. | C | The terrain suddenly changes to have more comb-like structures. |
| X +12,561,029 | D | The Strip Lands generate, which consists mostly of 1D and 2D panels of land. | ||
| Z +12,561,029 | D | Some stretches of terrain stop suddenly beyond this point, as the Far Lands start to transition from the Tunnel Lands to the Pole lands. | D | The Far Lands start to transition into the Comb Lands, farther than the X Far Lands. |
| X +12,562,277 | E | The Far Lands almost disappear, although a few rare isolated blocks of terrain may generate. | E | The terrain becomes horizontal solid or dotted lines of blocks. |
| Z +12,562,277 | E | The Z Polestrip Lands generate, which generates like the Pole Lands here, but gradually changes to the Strip Lands until nothing generates. | E | The Z Strip Lands generate. |
| X +12,758,545 | N | Terrain generation stops entirely, except for certain features listed below. | ||
| Z +12,758,545 | N | Terrain generation stops entirely, except for certain features listed below. | G | Terrain becomes a skygrid. |
Usually, the Far Lands' appearance never seems to repeat. However, they start to become extremely repetitive and stretched horizontally, a great distance from the X or Z axis, with sections 12 blocks wide being repeated. There is a sudden change in the Far Lands terrain when the number of blocks from the axis exceeds 12,550,821 divided by a power of 2. This corresponds to when sections of the Far Lands terrain appear to recur more times. The periodicity of the Far Lands starts to become apparent at 784,426 or more blocks from the axis. Nearly perfect repeating occurs starting at around 3,137,705 blocks from the axis. Beyond 6,275,412 blocks from the axis, the sections appear to be symmetric, all the way to the Corner Far Lands. The Z Far Lands tend to look more repetitive than the X Far Lands for no apparent reason. This occurs due to floating-point precision loss with the noise coordinate, resulting in every noise coordinate being a multiple of 128. Due to the fact that the noise function used to generate terrain repeats every 256 noise units, this results in repetitive terrain. If the terrain were allowed to lose further precision before overflowing, the Edge Far Lands would resemble Java Edition's Corner Far Lands. This happens on every Bedrock Edition of the game that generates them. (i.e. mobile, Nintendo Switch)
In the Far Lands with negative X coordinates, after the positive X coordinates degrade, and all the Far Lands in the Windows 10 Edition, Xbox, PlayStation 4, the terrain stops generating entirely, resulting in there being nothing present aside from the ocean and the bedrock layer.
Certain structures are able to generate in this area. Several, such as desert pyramids, have elongated foundations when generated here. Jungle pyramids here do not have a foundation; they instead appear to float above the water. Fossils can generate underwater, but do not generate on the bedrock floor. Igloos generate underwater on the bedrock layer, replacing the bottom bedrock layer with stone bricks. Underwater ruins and shipwrecks always generate on the bedrock layer, and lava veins (with magma blocks, obsidian, and stone on top) still generate near the bedrock layer, often creating bubble columns. Buried treasure generates above water. Pillager outposts generate only the watchtower without any peripheral structure around it; however, although the pillagers fall into the void, new pillagers can spawn again and again (infinitely) in and around the watchtower. Village buildings generate on a floating platform of grass below them. Iron golems spawn without falling through the world, although they cannot move.
Desert wells, monster rooms, mineshafts, and woodland mansions cannot generate here.
Mobs such as dolphins, cod, and salmon still spawn normally. Seagrass and kelp still grow on bedrock.
In the frozen ocean biome, the surface of the ocean still freezes, and icebergs can still form. Polar bears can spawn without falling into the void.
In the Corner Far Lands, Far Lands with negative Z, and past the normal positive Z Far Lands, a 3D grid pattern of blocks appears instead of the ordinary stack/loop; what blocks there are depend on the biome. Tall grass and trees grow on these blocks. This results in a perfect three-dimensional array of grass blocks levitating high above the ocean.[2] The name is a bit misleading, since the array of blocks extends not only up to Y=128, but also down to bedrock level. Structures generated here follow similar rules to those of the Nothingness, with some differences:
Bedrock Edition uses 32-bit floating-point numbers (as opposed to 64-bit on Java Edition). At any given coordinates, even near the world origin, attempting to move is impossible if it is too slow. At every power of 2, the "minimum speed" doubles.
The player's hitbox corners are stored individually in memory (as opposed to the coordinates of the actual player in storage). If the player is at a power of 2, the hitbox corners may move at different speeds, changing the size of the hitbox. These size changes are usually negligible, but can potentially be significant. In extreme cases, the player's hitbox size reaches 0, making it possible to fall through the world.[3]
Terrain errors initiate at X/Z 12,550,821 and β12,550,824, like in Java Edition.
The Far Lands of the Nether and End share similar characteristics to the Overworld Far Lands, although with some differences. They generate more similarly to each other than to the Overworld Far Lands.
The Nether Far Lands are similar to the Overworld Far Lands, except generated with Nether terrain features, with a lava ocean at Y=31. Bastion remnants and ruined portals continue to generate. Bastions "float" on the lava, with their foundations at Y=29.[7]
The Nether can be a great way to reach the Far Lands in the Overworld, as every block in the Nether counts as 8 blocks in the Overworld. The player must travel to 1,568,853 or higher to spawn in the Far Lands. Teleporting just a few blocks less allows the player to see the beginning of the Far Lands.
The End Far Lands are made up almost exclusively of end stone and appear a bit more squashed and stretched horizontally than the Overworld Far Lands. Micro-end islands still generate inside the Far Lands, even after the latter dissipates. Since there is no signature liquid of the End, they just generate down to a dry void; similarly, there is no bedrock floor.
The End Far Lands were cut off at Y=128, although structures can still generate on top.
The positive End Far Lands started at X/Z 12,550,817 instead of 12,550,821.
The terrain effect is generated based on 16 octaves of Perlin noise. Each noise generator takes the floating-point inputs and uses those to interpolate between noise values at whole numbers. It does so by:
It covers an interval of [β231, 231) without causing any problems. The problem is that many of the octaves cover a scale much smaller than a block, with up to 171.103 noise units per block. Indeed, 231 β 171.103Γ12,550,824.053. Thus, the Far Lands start 12,550,824 blocks away from the center of the Minecraft world. Once this value is exceeded, the integer is always 231β1, thus breaking the generation algorithm.
At the positive end, the remainder starts relatively small but usually much larger than 1, and grows by 171.103 per block. At the negative end, the remainder starts at β232. This value is then adjusted by ((6xβ15)x+10)x3 for quintic interpolation. Even one block in at the positive end, this is already around 1011. The negative end starts all the way around β1049. For the Corner Far Lands, multiply the values of both edges. When interpolation (really extrapolation) is attempted with values as large as these, it produces similarly large output. That output completely dwarfs all other terms that would normally give the terrain its shape, instead effectively passing only the sign of this one noise function through.
There are several other factors contributing to the cause of the Far Lands, making things slightly more complicated:
The Far Lands break down due to the limitations of 32-bit floating point numbers. Due to the interpolator returning really large values, the values eventually exceed 2128, the largest value possible for a 32-bit float, causing parts of the terrain to stop as the equations that govern terrain generation return NaN. This is also why the negative Far Lands don't generate, as the remainder there is already greater than 232, which results in a value of way larger than 2128.
The weights for each corner value are based on the interpolator outputs on each axis multiplied together. Thus, in the Corner Far Lands, when both sets of values overflow, the extremely large values given by the interpolator formula are multiplied together, which exceeds the 32-bit float limit in about 30 blocks, hence the corner of "The Stack" leading into the skygrid.
In certain cases, one block out of every 4 on each axis is still properly generated due to the way a function that places blocks in the world works, resulting in the skygrid.
The breakdown of the Vertex Far Lands can be seen on Java Edition using a customized world preset. However, given the Edge Far Lands are so thin, the breakdown of the Edge Far Lands can't be seen.
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| 0.9.0 | build 1 | The Far Lands was first seen in this version. | |||||
| 0.16.0 | build 1 | Added /tp, which makes accessing to high coordinates or the Far Lands without modifying the game or world files feasible. | |||||
| Bedrock Edition | |||||||
| 1.2.0 | beta 1.2.0.2 | The skygrid no longer generates. | |||||
| 1.2.10 | The skygrid now generates again. | ||||||
| 1.16.30 | beta 1.16.20.50 | The Far Lands generation has changed β the skygrid no longer generates in the Overworld, but still generates in the Nether and the End. | |||||
| 1.16.100 | The Far Lands layout has been reverted to its prior form. | ||||||
| 1.16.220 | beta 1.16.220.50 | The world height limit has been increased, so the Far Lands height has been increased to average 133 and changed with it (may variants height of far lands depending of the area, seeds and coordinates). Sometimes, the Far Lands can generate monoliths after Y=128 or it can generate to the height limit. Any world previously created before 1.16.220.50 will not generate monoliths. | |||||
| 1.17.0 | beta 1.16.230.56 | Stack of terrain connected with pillars now generate on the corner of the Far Lands at positive X coordinates. | |||||
| An elevated land now generates at the negative X coordinates of the Far Lands. | |||||||
| 1.17.10 | The skygrid now generates in the Overworld again. | ||||||
| 1.17.30 | beta 1.17.20.20 | Like in Java Edition Beta 1.8, the , nothingness and the skygrid have now removed and has been pushed past the maximum signed 32-bit integer limit (or just fixed) in all dimensions, and terrain beyond X/Z Β±12,550,821 for the most part changes to normal terrain and generates normally (until 53.9 quadrillion where the begin in 1.17.30, beta 1.17.20.20 and onwards). | |||||
| However, 3D distortion, the Stripe Lands, non-solid blocks and other distance effects still occur. | |||||||
The world at excessive coordinates is not supported, and as such, certain issues related to the Far Lands may never be fixed. This is because such issues would affect only players who intentionally teleport to high coordinates, and exist as a limitation of the game engine itself.[8]
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