Java Edition:Far Lands

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Warning: Game Crash 
This feature can crash the game. Perform at your own risk.

From Infdev 20100227-1414 to Beta 1.7.3, the Far Lands could naturally generate. This terrain generation results in many blocks being placed at Y=127, which is discontinued until 12w07a (a 1.2.1 snapshot), which increased the world height to 256. Note that the Far Lands can only save in Infdev 20100327 and above without the usage of mods to allow for saving.

Warning

The Far Lands occur at extreme distances from the worlds center (0,0) as a result of floating point precision loss. These distance issues effect many other functionalities of the game. Many distance issues are visual, such as an offset between the player and blocks, shaking and jittering of hitboxes, and even the skybox and clouds disappearing. For a list of all distance related effects, please visit the distance effects and historical distance effects pages.

Obtaining

Default Generation

The Far Lands are an phenomenon that occurs past ~12,550,821 blocks from the worlds center (0,0). The Far Lands appear as a swiss cheese like structure that extends from bedrock to the world height limit. In the Overworld, water will fill all blocks below sea level (Y=63). In the Nether, lava will fill all blocks below the lava sea level (Y=31).

Infdev 20100313 added a world border at 32,000,000 from 0,0. All blocks beyond this border are non-solid and will not be saved by the game. In Infdev 20100420, the Far Lands are vertically stretched.

Chunk Population

In the versions that the Far Lands generate, chunks are generated in two distinct stages. The first is the terrain stage, which will generate the terrain shape and caves of a chunk. This stage occurs whenever a chunk is first created by the game. The second stage is population. This stage only occurs when a 2x2 grid of chunks is loaded. When this occurs, the north west chunk will populate, placing features (e.g. trees, ore, dungeons, structures) in the 16x16 area centered in the 32x32 block area formed by the four chunks. This process creates a one chunk wide border of unpopulated chunks on the south and west edges of any generated chunks. After the Far Lands no longer are generated, these unpopulated chunks may be populated in later versions up to 1.13[test], which can place newer features into the Far Lands terrain.

These newer features can be generated where normally it would not be possible, such as on the top of the Far Lands.

Custom Generation

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This section is a work in progress. 
Please help in the creation of this article by expanding or improving it.
To do: Test if the Far Lands can generate from any of the games custom generations: mcw:Old Customized, mcw:Custom, and/or mcw:Custom world generation

Travel

There are several methods of traveling to the Far Lands. The simplest, but slowest method is simply to walk there. The Nether can be used to move eight times faster in Alpha v1.2.0 singleplayer or Beta 1.6.3 Test Build 3 multiplayer and above, but at the cost of having to traverse much more dangerous terrain and mobs. To travel in a much more reasonable amount of time, a fast travel method can be used. These are a collection of bugs that allow for extremely fast travel, usually due to coordinate multiplication bugs. The player can also travel to the Far Lands in a newer version and downgrade into versions where the Far Lands generate.

Gallery

Chunk Population

All images detailed here used chunk population and are not possible in versions when The Far Lands generated alone. However, all images can be replicated in vanilla survival.

Combos

See also

References

  1. 1.0 1.1 1.2 1.3 1.4 All dark places have been artificially lit for purposes of better view.