Every Minecraft Far Lands, Ever.
The Far Lands are a phenomenon of Minecraft world generation that occur 12 and a half million blocks away from spawn. There’s the Far Lands, the Farther Lands, the Fartherer Lands… and the Farthest Lands, along with corner variations for all of them, and they all occur for distinctly different, but similar reasons.
The Far Lands haven’t always looked like this though. If we remove the fix that got rid of the Far Lands in Minecraft Java Beta 1.8, and use the Cubic Chunks mod to remove the games depth and height limits entirely, we can encounter the Sky Far Lands, the Void Far Lands,
And every combination within. We’ll get to that. This already seems like quite a lot, and well… it is… but that’s what I’m here for. Later on I’ll explain why the Far Lands happen, but for now, let’s get started with the first Far Lands.
We need to rewind the clocks all the way back to February 27th, 2010. This is the very first version of Minecraft to have infinite terrain generation, but as you can see, this terrain is a lot more basic than what we have today. If you were to try and travel to
The Far Lands in this version, you would encounter a wide array of visual glitches not all that dissimilar to what I showed off in this video. But thanks to a mod provided by RVH, we can just get rid of these problems so I can get on with the video. Minecraft’s
First ever Far Lands appear over 33.5 million blocks away from the spawn point. These Stone Wall Far Lands have a little bit of variation from world to world. They can generate as a solid wall, they can have these spikes that oscillate every 4 blocks,
Or the whole thing can be recessed by 4 blocks, giving way to a thin, but very long chasm going all the way down to the bottom of the world. Once you go past these initial 4 blocks, the whole thing is one big solid never ending field of stone,
And the corner Far Lands within this version are also just stone. This specific version of Minecraft has no cave or ore generation, but the two versions of InfDev that came right after this did re-introduce those elements, and that does affect how the Far Lands look. It’s kinda weird.
Two weeks later on March 27th, Minecraft’s terrain generation would fundamentally change from the classic style of old, to an all new world generation system. But this is not the terrain of Minecraft Alpha. This terrain generation had a much thicker hill structure, and it had a Far
Lands shape entirely unique to it. This was also the version of Minecraft that moved the Far Lands from 33.55 million down to 12.55 million blocks. The next major change to Far Lands terrain happened on April 20th, 2010, and gave it the shape that I know you’re all familiar with.
I want to start off this section with something that I’ve never properly explained before. Why are the Far Lands shaped like this? Well, I finally understand it, so let’s break it down. The Minecraft overworld surface is dominantly shaped using a pair of 2d perlin noise maps
Called “low noise” and “high noise”. These are then blended together using a third noise map called “selector noise”, with its purpose being to JUST to blend the other two together. I feel like this is intuitively difficult to understand, so let’s see it visually. In front of us is
A “from the side” two dimensional slice of a Minecraft world. To make this as easy as possible, let’s crank up the factor, or scale slider on both of them. Heh, it already kind of looks like the Far Lands. Now, watch what happens when I change the period slider for either of them,
Which is stretching and squeezing that noise-map. Now, it’s visually obvious that there are two noise-maps, because it’s easy to tell them apart. Okay, let’s keep one of them stretched, one of them squeezed, and then change the offset slider for “selector” noise. Now can
You see what’s going on? Selector noise takes both of them, and blends them together. As you might have intutively gathered, the shape of the Far Lands happen when this factor scale goes wildly out of control within the range of a single Minecraft block. But, why?
Do you remember this image from earlier? It’s a noise-map with a bunch of arrows on top of it. But these arrows are how the noise map itself forms. The arrows start out as points on a grid, and the underlying math determines where they point. On average, they point towards areas
Of “more white”. White means land, black means air, and a perfect gray is where that transition happens. Well, deep within Minecraft’s code lies an equation that aids in smoothing it out a little. And part of how that equation is formed is by taking any given terrain coordinate,
With its decimal point, minus that same terrain coordinate, but with the decimal rounded off. This is ALWAYS supposed to equal a value between 0 and 1. But there’s a problem. This left number is a floating point number, which effectively has no limit, and this right number is an integer,
Which maxes out at 2.147 billion. When this value maxes out, it doe not change anymore. So then, what happens if you were to do this minus this? You would get a number that is much higher than 1. And when that happens, the scale of Minecraft’s terrain, does, this.
Yeah, when Minecraft’s terrain exceeds 12.55 million blocks, that first equation is able to escape the safe zone of 0 to 1, which then gets raised to the power of 5, and it causes the scale of Minecraft’s terrain noise to become effectively infinite, at least within the boundaries of a
Minecraft world. Next question. Why are the Far Lands tunnel shaped? Simple. The equation that calculates Minecraft’s final noise map gets locked to a static, unchanging value along your direction of travel, so, it no longer even really resembles a noise-map, and only changes along the
Axis perpendicular to the Far Lands. Since this value doesn’t change as you travel deeper into the Far Lands, we get tunnels. But what happens when both the x and z coordinates exceed 12.55 million blocks? Well, as I’m sure you’re all familiar with, we get, the corner Far Lands.
Welcome to the Stack. The Corner Far Lands. A scene perhaps more mysterious than the Edge Far Lands. How do we even go about explaining why these are shaped the way that they are? Well, if you’ve kept up with me thus far, it’s quite simple. Within the corner Far Lands,
The low and high noise maps are frozen in a fixed state, but selector noise is not. To make this as easy as possible to understand, I’m gonna take a shortcut. When Minecraft’s selector noise breaks 1.004 billion blocks out, this is what the terrain will look like when the blending it provides no longer
Occurs at all. Minecraft is just made up of never-ending, never changing flat layers. Let’s use this specific layer at the end of the Corner Far Lands as an example. To my left, the layer is just never ending and flat, and to my right, that very same layer is still there,
But it’s all broken up, and that’s solely because of selector noise. Whenever a distinct layer drops down, or cuts off, whether that be like this, or the plateau like hills, that is selector noise doing its thing, and that is why the Stack takes on the shape that it does.
In order to move on with this Far Lands iceberg, we need to back up. Remember before when I mentioned that Minecraft’s selector noise, the one that blends things together, breaks at 1.004 billion blocks. Welcome to the Farther Lands, the next tier of this iceberg. Just as the low
And high noise breaking causes the Far Lands, the next noise map to break in this chain of insanity is the selector noise, meaning, the low and high noise can no longer be blended together anymore. But, why 1 billion blocks out? Well, just as those two increased at a
Frequency of 171.103 per block, selector noise only increases by 2.138 per block, so, here we are. The Farther Lands are the last unique set that we can witness within the boundaries of a Minecraft world… or at least, that’s what they want you to think.
Minecraft in its unmodified form has two world-gen limitations that WE need to break in order to go further down this iceberg. The first is the height and depth limit. Long story short, Minecraft world chunks for versions 1.2 through 1.17 are 16 by 16 by 256 blocks,
And are horizontally stitched together as the world generates. This works just fine for the limitations that we just covered… but what about the limitations that occur vertically? 256 blocks of height is just not gonna cut it anymore. Thankfully,
There exists a mod that changes Minecraft’s world chunks to generate instead as 16 block cubes, and allows for them to be stitched together both horizontally, and now, vertically, without limitation. While Minecraft’s low and high noise break at 12.55 million blocks horizontally, they
Break at double that distance vertically, making way for the Sky Far Lands, and the Void Far Lands. This is where the Far Lands iceberg begins to lose sunlight. One key item to note is that the entrance to these Far Lands are not visibly stretched like they are for the Edge
Far Lands, and the reason for that lies in where these Far Lands occur. They’re twice as far away, meaning that the low and high noise scale at half the frequency vertically, meaning, the Edge Far Lands stretch vertically, and these new ones do not. If your brain isn’t as fried as mine was
Researching this video, then you may have already realized that if we can have a Far and Farther Lands, that means we also have to have vertical variations for both of those as well. Here’s some more food for thought. What happens if you’re in the Corner Far Lands, and you move vertically all
The way through the Void Far Lands and into the Void Farther Lands. Well, you would be in the Corner Far Void Farther Lands. I don’t know how else to describe it, but I do know how to show
It. This tesseract looking thing is a 3D outline representation of the entire Far Lands stack. The inner glowstone portion is meant to represent Minecraft’s normal terrain. When we enter this green bit, that’s me representing the Edge Far Lands. If I go up a layer, Edge Sky Far Lands.
One more up? Edge Far Sky Farther Lands. Okay, okay, this is getting out of hand. WHAT DO YOU MEAN THERE ARE TWO SETS OF FAR LANDS BEYOND THIS? The FARTHERER AND FARTHEST LANDS? So, here we are, at the last two set of Far Lands that we can witness within the
Boundaries of a 32-bit Minecraft world. In order to actually get to them, we’re gonna have to use 1.12’s customized worlds feature, because these Far Lands actually appear so far away that they are multiple quadrillions of blocks away, which is far beyond our 2.147 billion limit. The Fartherer
And Farthest Lands appear at the location where low and high noise maps break, but instead at their 64-bit equivalent distances. If we take the highest 64 bit number, and divide it by the highest 32-bit number, and then multiply that by where the Far and Farther Lands are, that is where
The Fartherer and Farthest Lands will respectively appear. Whether or not these Far Lands would be noticeable in-game if you could even travel to those coordinates without mods is a matter of debate, and unfortunately, it’s difficult for me to really explain what exactly is going on here.
That’s where this whole discussion kinda falls apart, and also changes in scope. If I wanted to continue on from this point on, I would need to use a pretty game-changing mod that allows for us to travel beyond Minecraft’s 32-bit limit, and into the 64-bit range of coordinates, but I have
A personal reservation with that. This mod really is game-changing. It radically alters Minecraft’s code so much to even allow for world generation out that far. Opening up that Pandora’s Box, and diving into all of those limitations would honestly have to be its own video. For now,
Given that we’ve hit our theoretical limit for the time being, let’s take yet another dive into the bowels of insanity, and check out a bunch of Far Lands variations that I haven’t really given the spotlight all that much up to this point. If you’ve enjoyed this video,
Please consider subscribing, because that’ll do it for my commentary, for now. I hope you all enjoyed this video, my name is AntVenom, and I bid you all farewell. Thanks so much for watching.
This is the deepest dive into the Minecraft Far Lands I’ve ever done! 😉
» Experiments Playlist – https://www.youtube.com/playlist?list=PLR50dP3MW9ZW8FdncbqReMHbWgVPmUHF4
» Get 25% Off a Minecraft Server – http://mcph.to/AntVenom
The Far Lands are a phenomenon of Minecraft world generation that occur 12 and a half million blocks away from spawn. There’s the Minecraft Far Lands, the Minecraft Farther Lands, the Minecraft Fartherer Lands… and the Minecraft Farthest Lands, along with corner variations for all of them, and they all occur for distinctly different, but similar reasons. Today, we’re gonna check them out!
RVH’s InfDev 2010-03-13 Mod
» https://github.com/rvhproductions/files/raw/main/rvh-minecraft-mods/inf-313-chatcommands/inf-313-chatcommands-new-2.0.1.zip
Co-Writer
» Furx
MUSIC
» YouTube Audio Library (Air Hockey Saloon, Far The Days Come)
» Epidemic Sound (Back to Business, Pumping Veins, Hard Heart, Partners in Crime, Mars Adventure, Drowned Night)
50 Comments
First
now we wait for this to work in certain version of vanilla minecraft just like those tetris true killscreen hangup then that red level of out of bounds memory
It would be great if you make a video on all the farlands on all different minecraft editions.
My brain exploded
…Aaaand then someone discovers even farther…er…er… lands. If Ant's reaction to Farthest lands was this explosive…
Oh god.
* HELLO [antivenom]!!!
I Really Do Believe The Far Lands Should've Just Been Made Into A Feature. Maybe Just Shrink The Minimum Distance You Need To Travel To 50k And Have Options In World Creation To Remove Or Move The Farlands Either Closer Or Further From Spawn. Or It Could Generate Right Outside The 30m Block Border As A Little Easter Egg You Can See, But Not Interact With.
You know, looking at it now, the farmlands kinda reminds me of something called "nuclear pasta"… Look it up, it's a fun little thing…
Minecraft's farlands is one of the reasons why I love algorithms and math in programming.
Fascinating how algorithms for world generation can sometimes do crazy things when it reaches some kind of limit or unexpected condition.
So, how long until somebody starts an SMP series set in the corner Farlands?
We gotta see some of these with distant horizons, if possible
443th
Where can I find the noise map adjustment mod he used for this video
Why not make a video about the Fringelands?
Yay new video explaining all the far lands
…i find it interesting that the view counter basically has 1 view per second
i could watch a several hour long video about this stuff its just so fascinating to me. also the yelling part is hilarious
Imagine walking to the Far Lands in Minecraft, then realizing it's just an endless void of glitchiness 😂
What about Bedrock's Stripe Lands? Where do those come from?
Ive been missing the far lands videos.
This was a very informative and entertaining video
Nice education on the Far Lands, Void Far Lands, and Sky Far Lands. I’ve been curious about them for years.
It would be nice to have a mod that made the Far Lands it's own dimension.
totaly off topic – I added "Hobby Horsing" to Minecraft – just saying 😀
Minecraft never fails to make me existential.
football. Minecraft
This feels like an existential video, it's so far out of reach for a normal player that someone without cheats or mods could never comprehend it.
Youre right, this is a lot and om scared. Taking me thru this vid isnt enough, pls hold my hand too
I'm curious to know how this would look in the Nether and the End dimension. I can just only imagine End Sky Farlands.
So for those wondering: You can actually generate the Sky Far Lands in a vanilla world. If you take the Y-Scale for the noise map and multiply it by an extremly high value you can actualy see them in-game! So it is a true thing that doesn't require the cubic chunks mod and that's just insane.
i like to call them:
minecrafts backrooms
hey Ant! you gotta see what happens to the back of the farlands if you generate them, and join the world with a version after 1.18 (chunk-blending) without any farlands mod. I've seen it and it looks fabulous! (best effect is if you generate them with a mod for a newer versions due to the hight limit being 256, maybe you'll be able to go even higher and see how it looks) I'd definitely love to see a Video about that! 🙂
i dont understand anything in this video, but i love it.
Even though it's all pre-calculated, I still get the same feeling of dread and wonder that I do when learning about deep space.
Very well researched video!
I wonder which other games has somewhat similar things that break them 😀
Also. When's next? 😀
This video is absolutely incredible
FIRST
SOYLENT!
Great Video! I like your explanation. I really liked the use of music during the math sections and when you showed the graph blowing up.
Thank you, AntVenom
tristan the oofer actually made a video about whats further using mods
Yoo antvenom, it’s actually my birthday today! Thanks for the upload bro!
Awesome
I love these
I'm sorry if that has been answered in a previous video, but is this also possible in the Nether as well as The End dimensions?
Why no nether far lands ❓
Okay, so now that we know why the Far Lands used to happen, what's the reason for why they don't happen nowadays anymore? Did the devs just increase the value storage sizes and/or requirements for the worldgen noises until those went well beyond the vanilla world border or did they do something else?
You have already explained all i have seen all your videos. 😉
just another day on the farlands channel
ds
This needs an award 🥇