Far Lands

The Far Lands in Java Edition
| Generates in existing chunks |
No |
|---|
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The far lands[1] were a terrain generation bug and a hard world boundary that appeared when the noise generators responsible for creating the shape of terrain stopped functioning properly due to an integer overflow. This resulted in massive, spongy walls of terrain appearing around 12,550,821 blocks from the world spawn. They appeared as if they had been pulled and stretched apart, with layers of stone, dirt, and other blocks forming bizarre and fragmented formations.[2]
The insides of Far Lands were long dark tunnels, featuring sharp edges and extreme landscapes. Mobs might spawn in there, with monsters being the most common. The top and corners of the Far Lands are mostly flat, filled with trees and occasionally villages. Reaching further at 1,004,065,811 blocks, the noise generators would break down again and produce even more stretched terrain, these often being called the "Farther Lands".
The Far Lands were fixed later on Beta 1.8 Pre-release, and an intentional world border was placed more than twice as far as the former hard boundary on Java Edition 1.8, but they still retain a legacy as one of the franchise's most famous glitches, even being referenced in other official games such as Minecraft: Story Mode and Super Smash Bros. Ultimate.
The Far Lands technically still exist in the game, however, they are far beyond the world border.[needs testing]
By edition
Java Edition
Bedrock Edition
General information
What the Far Lands are not
Due to many occurrences at high distance being lumped together with each other, confusion often arises as to what is related to or caused by the Far Lands, and what is not. The following is a list of things which are commonly misattributed to being a product, effect or even type of the Far Lands, despite not being so.
Precision loss errors are not caused by the Far Lands
The position where the world appears to render is considerably offset at the point where the Far Lands begin in Java Edition Beta 1.7.3 and earlier, with a magnitude of one block, with the player appearing to be at the edges and corners of blocks at all times.
However, this is purely a floating-point bug, and exists whether or not the Far Lands themselves do. This can be demonstrated by the following:
- Noticing that the precision loss is a gradual change, which increases at each power of 2. This is in stark contrast to the Far Lands, which happen immediately due to integer overflow.
- Backporting a Superflat world (with flat terrain where the Far Lands would be) from 1.1 to Beta 1.7.3, and noticing that the effect persists in said version, proving that it's clearly not linked to terrain. While Far Lands chunks still generate outside of what superflat chunks were generated in 1.1, these still are unrelated.
- Modding the game can be done to either patch out this precision loss issue or the Far Lands individually. This proves their existence to be completely independent.
- Generating the Far Lands in any version between the March 27 and June 18 builds of Infdev inclusive. Whereas the Far Lands clearly generate in these versions, the precision loss bug was first introduced in the June 24th build.
This is also true of every other precision loss bug, especially those which were not fixed in Beta 1.8 and persisted into later versions after the Far Lands were removed in said version, demonstrating that they are two completely different things which are associated with each other due to happening at high distances.
The Stripe Lands are not a type of Far Lands
The Stripe Lands, a mostly Bedrock Edition-exclusive phenomenon which can be seen in Java Edition only through extensive modding, are another example of floating-point precision loss, and are not a terrain bug.
Fake chunks are not caused by the Far Lands
"Fake" chunks at the world boundary are another anomaly that happens at high distances. Occurring considerably past the Far Lands' beginning, they are commonly said to be a "part" or "layer" of the Far Lands. While they are among the interesting effects which can be experienced when moving high distances from the world origin, their occurrence is a distinct phenomenon, and, to an extent, actually intended. This is further reinforced by them being at a rather round number (32 million), rather than the seemingly overall arbitrary 12,550,824 of the Far Lands, or power-of-two values such as 16,777,216 where precision loss worsens.
Hard limits are not caused by the Far Lands
While the Far Lands themselves are technically a hard limit due to arising from integer overflow, they are treated solely as a terrain phenomenon, and the game still functions fine with them. Integer overflows in other cases such as player position are much more dangerous and much harder to reach, and are considered separately.
Types of Far Lands
The Far Lands comprise a very, very wide array of terrain generation bugs. The effects vary depending on which noise generator breaks (for traditional Far Lands, "low noise" and "high noise" are jointly responsible), as well as the player's distance on each axis (the "Edge Far Lands" refer to when noise breaks on only one axis, the "Corner Far Lands" on two, and the "Vertex Far Lands" on three).
Other noise generators are capable of breaking down. Selector noise, a noise generator which determines whether low noise or high noise is used at a given position in the world, breaks down 80 times further than low and high noise by default, giving rise to what is known as the "Farther Lands".
A full list of Java Edition noise generators known to break down and give rise to their own unique effects is as follows. Note that it assumes that the X and Z axes are identical, and ignores the Y axis; in many cases, the Y axis has a different value from the X and Z axes, whereas in other cases the noise generator is entirely 2D.
| Noise generator | Breaks down at... (32-bit) |
Version range | Notes | |
|---|---|---|---|---|
| First | Last | |||
| Low noise | 12,550,824 | inf-20100327 | present[n 1] | Jointly responsible for the Far Lands |
| High noise | ||||
| Selector noise | 1,004,065,924 | inf-20100327 | present[n 1] | Responsible for the Farther Lands |
| Depth noise | 42,949,672 | [more information needed] | present[n 1] | Causes the terrain to rise up several blocks. "Stretching effects" are rare. Impossible to see unless made to start before low and high noise overflow. |
| Scale noise | 7,662,742,722 | [more information needed] | Beta 1.7.3 | Superseded by biome-based terrain height in Beta 1.8. |
| Classic world noise | 33,554,432 | [more information needed] | inf-20100325 | Causes the famous "stone wall" of Infdev. |
| Island carver noise | 933,688,542 | [more information needed] | in-20100223 | Used to create Floating maps in Indev. Due to their limited world size, this breaks far beyond what can generate. |
| Soil depth | 34,359,738,368 | [more information needed] | present[n 1] | Causes large regions of exposed stone in earlier versions, or gravel in later versions. |
| Sand beaches | 68,719,476,736 | [more information needed] | Beta 1.7.3 | Determines whether beaches use sand or not. In the Nether, this controls soul sand. |
| Gravel beaches | 68,719,476,736 | [more information needed] | Beta 1.7.3 | Determines whether beaches use gravel or not. Also exists in the Nether for gravel. |
Walking to the Far Lands
Walking to the Far Lands is the time-consuming challenge involving a terrestrial journey 12.5M blocks out of spawn. The most common version used is b1.7.3 as this is the last version to contain the Far Lands and has the conveniences such as beds that some previous versions don't have.
Over 30 players have attempted the feat legitimately, with about 1/3 completing the journey, 1/3 currently walking (as of October 2023) and 1/3 having gone inactive (including one real life death, TinfoilChef). The first player to complete the journey (without using the Nether as a means of shortcut) was KilloCrazyMan between 2019-20. Notch awarded him $6,000 through two separate donations. The most famous is Far Lands or Bust with KurtJMac, through which he helped raise over $500,000 for various charities over the course of 14 years.[3] KurtJMac completed his journey to the Far Lands on October 4th, 2025.
Time-wise, the walking (not sprinting) speed is 4.3 blocks per second. Walking for 6 hours per day is equal to 21,600 seconds, giving a travelled distance of 92,880 blocks every day. Walking to the 12.5M Far Lands would take just under 136 days at this pace.
Furthermore, two people, Xelanater and qSav, have reached the Nether Far Lands legitimately.[3]
History
Java Edition
| Java Edition Infdev | Severity | ||
|---|---|---|---|
| 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. | Negative | |
| 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. | Neutral | |
| 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 | Severity | ||
| 1.6 | Test Build 3 | The Far Lands ceiling is unchanged as Beta 1.6 eliminates ability to normally place blocks at Y of 127. | Negative |
| 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. | Positive |
| Java Edition | Severity | ||
| 1.2.1 | 12w07a | The height limit has been increased to 256, and as such the Far Lands now generate to that height. | Neutral |
| 1.8 | 14w17a | Added customized world generation. This made it possible to create the Sky and Void Far Lands without mods. | Positive |
| 1.13 | 18w06a | Removed customized worlds. The Sky and Void Far Lands can no longer be created without mods. | Negative |
| 1.14 possibly? | The Far Lands now begin at ~1.8 septillion blocks instead of ~53 quadrillion blocks due to world generation changes.[is this the correct version?] | Positive | |
Bedrock Edition
| Pocket Edition Alpha | Severity | ||
|---|---|---|---|
| v0.9.0 | build 1 | This version is the first appearance of the Far Lands. | Negative |
| v0.16.0 | build 1 | Access to high coordinates or the Far Lands without modifying the game or world files is feasible, due to the addition of the /tp command.
|
Positive |
| Bedrock Edition | Severity | ||
| 1.2.0 | beta 1.2.0.2 | The Skygrid no longer generates. | Positive |
| 1.2.10 | The Skygrid now generates again. | Negative | |
| 1.16.30 | beta 1.16.20.50 | The Far Lands generation has changed - the Skygrid no longer generates on the Overworld, but still generates in the Nether and the End. | Positive |
| 1.16.100 | The Far Lands layout has reverted to its prior form. | Negative | |
| 1.16.220 | beta 1.16.220.50 | 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 the Far lands can generate to the height limit. Any world that was created before 1.16.220.50 won't generate monoliths. | Neutral |
| 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 generates in the Overworld again. | Negative | |
| 1.17.30 | beta 1.17.20.20 | Like in Java Edition Beta 1.8, the Far Lands, 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 ±12,550,821 for the most part changes to normal terrain and generates normally (Until 53.9 Quadrillion where the Far Lands begin in 1.17.30, beta 1.17.20.20 and onwards). | Positive |
| However, 3D distortion, The Stripe Lands, non-solid blocks and other distance effects still occur. | Negative | ||
Trivia
- In Bedrock Edition, the Far Lands were first introduced with the infinite terrain generation in 0.9.0 alpha, and were removed in 1.17.30 (beta 1.17.20.20).
Gallery
Screenshots
-
What the Far Lands would look like in Java Edition Alpha v1.1.2_01, recreated in Java Edition 1.21.5 using a mod and resource pack. -
The isometric view of the Far Lands in Java Edition Alpha 1.0.15. -
The Far Lands seen in Winter type world in Java Edition Alpha 1.0.4. -
The Far Lands in Java Edition Beta 1.7.3. -
The Far Lands in Java Edition Beta 1.7.3 recreated using mods. -
The Far Lands' edge in Java Edition Infdev. -
The Far Lands on mesa biome in Pocket Edition Alpha. -
The Far Lands in Java Edition 1.17, enabled using mods. -
The Corner Far Lands in Infdev-20100327. The vertical noise scale was equal to the horizontal noise scale.
In other media
-
The Farlander in what appears to be the Far Lands. -
Soren looking at the Far Lands. -
The entrance to The Maze and Ivor's Cottage in the Far Lands.
References
- ↑ "/v/ is petitioning me to change the name from "Endermen" to "Farlanders". How about we just rename the "far lands" to "the end" instead? ;D" – @notch (Markus Persson) on X (formerly Twitter), July 30, 2011
- ↑ "Terrain generation, Part 1" (Archive) by Markus Persson – The Word of Notch, March 9, 2011.
- ↑ a b The Far Lands Walkers 2 | COMPLETE LIST 2023 [30+ players] – Premium Minecraft Blog
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