Seniors of the Minecraft community are familiar with the now-famous terrain-generating glitch known as The Far Lands. It is notorious for its bizarre and illogical terrain production, as well as being practically unreachable to casual gamers due to how far out the Far Lands begin to form.
These generation challenges gave rise to the Far Lands' famous and distinctive topography, which frequently seems stretched and dragged with curiously breathtaking cave systems cut out of its flat walls.
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What Were the Far Lands of Minecraft, and Why Did They Occur?
Bedrock Far Lands
While the Bedrock Edition was developed much later than most other versions, the terrain creation had its own set of challenges, which were exhibited in the Bedrock Far Lands. The Bedrock Far Lands are visually unique and totally different from the Java editions of the Far Lands, yet they share the same generation range of slightly more than 12.5 million blocks.
One of the biggest changes between the versions is that when created in Bedrock Far Lands, sand and gravel do not fall, which leads to considerably more steady performance because there are no constant gravity computations.
Java for Lands
Java Far Lands are the well-known Far Lands that most people think of when discussing Minecraft's Far Lands. According to the game version you have, there are three different Java Far Lands.
The original Far Lands may be found in earlier game iterations before Infdev 2010-03-25. This first iteration of the Far Lands is unlike any of the others. At this point, every block formed in a planet would be solid stone, spanning out to the 32-bit limit and spreading vertically from the bottom to the top.
The middle Far Lands is the version that spans the game versions from Infdev 2010-03-27 to Beta 1.7.3. This is the version of the far lands that YouTuber KilloCrazyMan managed to reach in less than nine months of walking, archived in its entirety on his channel. It is the first documented time the Far Lands have ever been reached in unmodified survival.
Far Lands is also available after Beta 1.8. It is the most disputed version of the Far Lands because, while the Far Lands may be activated by game mods, the generation faults that allow the Far Lands to appear in the basic game have been rectified.
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Why Did Far Lands Come to Be?
Minecraft at the time produced landscape by employing a noise generator, especially Perlin 3D noise. This would produce random forms that, if seen as a topographical map with different colors denoting different heights, might be utilized to determine the slope of the terrain.
However, every 171.103 pixels of the noise map serve as a substitute for one in-game block rather than every pixel. Because of this, the Far Lands occur at around 12.5 million blocks rather than the 32-bit maximum of 2.1 billion. The terrain creation method entirely broke down around 12.5 million blocks as a result of this interaction.
The 32-bit integer limit of 2,147,483,648 being divided by the unit size of 171.103 results in a distance of 12,550,824 blocks. This means that any terrain past this point will use the newly broken generation methods.
The mathematics goes much deeper, but this is a simple, simplified explanation of why the Far Lands exist in the first place. Because of this distance and apparent impossibility, they created something of a legend among the game's player community and are still warmly acknowledged to this day.
Stripe Lands are not a subset of Far Lands
Another case of floating-point precision loss and not a terrain fault is The Stripe Lands, a mostly Bedrock Edition-specific phenomenon that can only be observed in Java Edition after considerable modding.
The Far Lands Do Not Impose Hard Limitations
While the Far Lands are theoretically a hard limit owing to integer overflow, they are just handled as a terrain phenomenon, and the game still works perfectly with them. In other circumstances, such as player position, integer overflows are significantly more harmful and difficult to achieve, and are treated individually.
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