Bedrock Edition Far Lands



The Far Lands are the area that form the "edge" of the "infinite" world type $$, and $$ prior to Beta 1.8.

Locatiоn
The Far Lands initiate between X/Z: ±12,550,821 and ±12,550,824 as in the Java Edition, however only on mobile devices and Nintendo Switch; in the Windows 10 and Xbox One Bedrock ports, the terrain just cuts off to reveal bedrock and ocean.

Structure
The Bedrock Edition Far Lands are different from the Java Edition Far Lands. The content of the Far Lands in the Bedrock Edition is slightly different in biomes and structure in positive coordinates. Sand and gravel do not fall from generating in Bedrock Edition. This results in relatively stable performance.

In the Windows 10 Edition, the traditional Far Lands do not generate at all, leaving bedrock, ocean, and in the Nether and End, skygrids.

In the Xbox One Bedrock port, there is nothing but oceans, bedrock and lava, and at extreme X/Z levels, Stripe Lands. Ocean ruin chests seem to spawn at sea level.

In the Bedrock Dedicated Server the Far Lands generate the same as the Xbox One Bedrock port.

The Nintendo Switch port's Far Lands appear in the same way as in the tablet port. However, if players wish to move about this version of the Far Lands, they must use a simple trick with the elytra or use ender pearls.

The Far Lands do not generate on flat worlds, due to the lack of a noise generator.

The features of the Far Lands in other Bedrock ports remain unknown.

Edge Far Lands
The Edge Far Lands initiate in an extremely similar fashion to those of the Java Edition.

Near the Corner skygrid, terrain may start to become extremely repetitive.

Despite Y level 255 being the maximum build height, the Far Lands are still cut off at Y=128, although trees still generate normally. (as the terrain generator is limited to Y=128 despite the 255 height limit)

If fossils generate here, they usually generate 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.

Nothingness
In the Far Lands with negative X coordinates, after the positive X coordinates degrade, and all the Far Lands in the Windows 10 Edition, 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 temples, have elongated foundations when generated here. Jungle temples 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, dungeons, abandoned mineshafts, and woodland mansions cannot generate here.

Mobs such as dolphins, cod, and salmon still spawn normally. Seagrass and kelp still generate on bedrock.

In the frozen ocean biome, the surface of the ocean still freezes, and icebergs can still generate. Polar bears can spawn without falling into the void.

Skygrid
In the Corner Far Lands, Far Lands with negative Z, and past the normal positive Z Far Lands, a 3D grid pattern of grass blocks appears instead of the ordinary stack/loop. Tall grass and trees generate on these blocks. This results in a perfect three-dimensional array of grass blocks levitating high above the ocean. Structures generated here follow similar rules to that of the Nothingness with some differences;
 * Ice spikes can generate very tall from sea level, reaching y-altitude 128
 * Igloos generate on y-layer 64, instead of the bedrock layer underwater.
 * Prior to Village and Pillage, villages generated here at high altitudes between 64 and 128 have very tall foundations extending from the bedrock layer.
 * After Village and Pillage, villages generated in the skygrid generate in sea level, just like in nothingness.
 * Unlike in nothingness, woodland mansions can generate in the skygrid.

Stripe Lands


The Stripe Lands are an artifact of the game's rendering and block hitbox calculation, rather than a quirk relating directly to terrain generation. The Stripe Lands starts at X/Z ±16,777,216, under the same terrain effects as Nothingness and Skygrid. The Stripe Lands are caused by an extreme example of the imprecise calculation of the hitboxes of individual blocks. While it is not fully understood, it is theorized that these mistakes in the placement of block hitboxes reaches an internal value greater than or equal to the width of one block at this point, since as the player travels away from the spawn point it becomes more and more possible to fall through blocks due to this same property as the player moves further than ±512 blocks. The risk of falling through the world is negligible until the player reaches X/Z ±4,194,304 blocks away from spawn (however, on some devices, e.g the Nintendo Switch, the player cannot stand on a block in the world beyond the beginning of any Far Lands area. This does not always occur, however).

Past X/Z: ±33,554,432 blocks are rendered as two-dimensional.

Effects
In Bedrock Edition, the playable range is smaller than that of Java Edition, because of the usage of 32-bit floating-point numbers (as opposed to 64-bit on Java Edition). At any given coordinates, attempting to move is impossible if it is too slow. At every power of 2, the minimum speed doubles. Crossing a power of 2 at a speed that becomes impossible afterward causes the player to fall through most blocks. The player continues to fall through blocks and into the void. It also becomes possible to fall through nearby blocks, though exiting and re-entering the game fixes the problem. At most coordinates, the player is unlikely to fall through the world.

The glitch that causes players to fall through the world is not fully understood. Initially, it was theorized that the coordinates at the edges and corners of blocks are "invalid", which causes players to fall through the world. This was later debunked, as it is possible to stand on the corners of blocks past X/Z ±4,194,304, where half of the coordinates would be "invalid" under the previous theory. Since falling through the world once causes the player to continue falling through nearby blocks, a new theory is that the player goes into a glitched state that breaks the collision detection algorithm; for example, the width of the player’s hitbox may change to 0.


 * The smallest observed distance of the player falling through the world is X/Z: ±512; however, the player must move extremely slow, enough to allow this to happen. Because of this, it is hypothetically possible to fall through the world at X/Z: 0.
 * The slowest method of movement (sneaking while under the effect of Slowness VI [achievable in Survival mode by using the potion of the Turtle Master II] and using an item while in a sweet berry bush that is diagonally over ice with cobwebs) becomes impossible past X/Z ±1,024.
 * Extremely minor jitteriness can be first experienced at X/Z: ±16,384.
 * At X/Z: ±32,768, it becomes impossible to sneak diagonally on soul sand that is below cobwebs while drawing back a bow; this effect eventually evolves into being unable to move diagonally at all at far more extreme coordinates.
 * At X/Z: ±131,072, some sunflowers are starting to stand out and jitteriness movement becomes smaller not smooth if the player is seen correctly even though it rarely happens.
 * At X/Z: ±262,144, jitteriness appears very small and the movement becomes no longer smooth and the sunflower becomes a little disturbance or override between the crown and the petals, causing the flowers to flicker. Occurs only on the X axis.
 * At X/Z: ±524,288, easily visible jitteriness is experienced and the further the player travels, the world gradually starts to become glitchy and unplayable. It also becomes impossible to move forward or backward while in cobwebs past this point. Many block with 3d models small render incorrectly, String may invisible, painting flickering, tripwire hook (render error), and frame flickers (Only 2 direction may experience glitch).
 * Past X/Z: ±1,048,576, the jitteriness becomes considerably unbearable, making crashes very frequent at this point on low-end devices. Many blocks with 3D models, including cacti, levers, bamboo (medium high), bottom (x2 long) and torches start to render incorrectly. Sunflowers begin to become glitched, but this occurs only on the Z axis. It becomes impossible to sneak outside the X/Z axes.
 * Past X/Z: ±2,097,152, it becomes impossible to move while sneaking and most blocks with 3D models become glitched in some form. e.g. redstone invisible, anvil boxed bottom, scaffolding invisible vertical, and more.
 * Past X/Z: ±4,194,304, Ender pearls, an elytra with fireworks, horseback, speed potions, and water are the only acceptable ways to travel from here onward.
 * Beyond X/Z: ±8,388,608, every entity less than 2 blocks high or wide, including the player, falls through blocks. "Walking" to the Far Lands is impossible in survival without using speed potions or an elytra with fireworks. Speed 8 allows players to walk past 8388608, but if they teleport past 8388608, they always fall through the world. Flying, elytra and horseback are the only ways to navigate past this point. Traveling by foot is impossible as the hitboxes of blocks have gaps. Horses, donkeys, mules, spiders, polar bears, iron golems, and ravagers are the only mobs that can stand this far out. Minecarts with chests sometimes appear in phantom chunks, but as entities, they fall into the void shortly after they are generated. Enchantment tables stop facing the player correctly.
 * Caves generated close to the Far Lands sometimes have an edgy "zipper" consistency, with sometimes only every second block being hollowed out.

The terrain errors initiate at X/Z ±12,550,821, like in Java Edition. At every power of two in the Stripe Lands, gaps between rendered blocks double. At X/Z ±1,073,741,824, blocks are 128 blocks apart and neighboring slices are invisible with a low render distance.
 * FarLandsEdge PocketEdition.jpg
 * Between X: +12,561,029 and X: +12,758,546 the Far Lands begin to take on a thinner "shredded" appearance, before fading out into either a Nothingness or Skygrid state.
 * What generates from there to the beginning of the Stripe Lands (X/Z: ±16,777,216) is just ocean, with a floor of bedrock. The bedrock generates in a pattern identical to how it normally generates underground. Biomes still exist; swamps darken the water and cold biomes generate ice on the top layer of water. Generated structures, such as villages, witch huts, and jungle temples still generate here. The large blocks of land eventually phases out to become long thin strips and eventually dotted arrays of floating blocks resembling a 1-dimensional cross-section of the skygrid. On the Z axis, instead of fading out into nothing, the terrain becomes a skygrid.
 * X/Z: ±16,777,216 The Stripe Lands begin to render. They are caused when the precision loss of the world causes 1 out of every 2 blocks to be considered "invalid". If the player manages to teleport into one of these "invalid" spaces, they would not be able to move their camera or move in any direction. It is usually impossible to teleport to these invalid areas without the use of custom server software, as teleporting by pure vanilla means rounds down the coordinates to the nearest valid value.
 * X/Z ±30,000,000 is the maximum teleportation distance; any attempt to teleport farther puts the player back at this coordinate, and using commands above 30,000,000 causes an "Unable to fill, summon, more object" error message because it is an Illegal position in the command.
 * X/Z ±31,999,872 can be reached in the overworld with the nether dimension by entering a nether portal past X/Z ±3,999,984 in the nether.
 * Beyond X/Z ±33,554,432 It becomes possible to fully visualize the floating point precision loss, as horizontal block render stops completely, making it appear like the terrain has been drawn on a canvas. Water can be viewed only from the side and becomes non-solid. Only vertical block rendering works beyond here and three out of every four blocks are considered "invalid". Using teleportation with an Ender pearl has became impossible.
 * X/Z ±67,108,864 It becomes impossible to manually travel in Survival Minecraft using elytra with fireworks. However, it is possible to teleport using chorus fruit.
 * Generated structures like villages and ice spikes may continue to generate as far up to X/Z: ±134,217,728. However, they appear two-dimensional at this distance. In the Windows 10 edition, there is no limit to how far out structures can generate and they can be seen at distances of over 2 billion blocks.
 * Beyond X/Z: ±268,435,456, teleportation using chorus fruit becomes impossible.
 * MCPEFarLandsEnd.png
 * Near X/Z: ±2,147,483,648, The integer 32-bit limit. Players crossing the 32-bit limit cause the game freezes and crashes permanently expect back to normal coordinate. However, not all devices are able to reach this point.
 * Near Y: ±8,388,608, the movement becomes abnormal and jitteriness becomes more severe and cannot even move up or down at all unless it falls to the Y position. but is normal on X / Z unless you follow it X / Z, and snowfall is very strange if the Y position is above the 23-bit.

Lоcation
The initial set of Far Lands occurs between 12,550,821 and 12,550,825 on the positive X and Z axes, and always -12,550,825 in negative. Putting the numbers together, a standard Minecraft map in Bedrock Edition or before Beta 1.8, is around 25,101,642 blocks wide along the X axes and 25,101,650 wide along the Z axes. For comparison, the equatorial circumference of Earth is about 40,075,000 meters.

Structure


Both areas of the Far Lands feature extremely strange terrain, although they are significantly different.

In both zones, any area beneath sea level, excluding regular caves, are flooded with water. The Far Lands generate biomes, but most biomes are indistinguishable except by the color of grass. Desert biomes are covered in sand and snow-covered biomes are covered with snow, excluding the very top of the map due to the height build limit. Trees generate somewhat normally, but can be found only in the upper areas of the map due to the need for grass. However, if the player opens the debug screen, it always claims that the biome is a forest.

Ores can be found up to their respective maximum heights just like in the normal world. Unfortunately, due to the flooding, everything except for coal can be extremely difficult to acquire. In the solid areas of the Far Lands, normal caves still generate but are limited and small. Along with the caves, dungeons (which are extremely rare) and lakes can be found in solid areas. Water and lava springs can be found out in the open and in caves.

Much of the open space in both areas are shrouded in darkness and thus hostile mobs run rampant, making the Far Lands as a whole incredibly dangerous. This is especially problematic in the Corner Far Lands due to its layered structure. The flooded zones have an abundance of squid.

Edge Far Lands
The boundary of the Far Lands' edge (that is, where it meets the regular map) looks like a solid wall, all the way to the top of the map (Y-coordinate 127 in Beta 1.8 and prior) that is filled with gaping holes perpendicular to the edge. These holes are extremely long, perhaps "infinite", and on the whole seem to change very little no matter how deep the player ventures. They can be blocked, either partially or completely, but such blockages are rare and temporary. This "Wall of Swiss cheese" pattern continues beneath ground level, all the way to the bottom of the map, and seems to be partially caused by a large one-dimensional distortion in the map generator's output. This area is sometimes referred to as "The Loop".

The Edge Far Lands' average block composition: 36% stone, 25% air, 23% water, 10% dirt/grass block, 2% bedrock, and 4% others. (Based on a 14×14 chunk selection)

Corner Far Lands
At a corner, when two perpendicular Edge Far Lands sections meet, the Corner Far Lands begin to generate. Unlike the infinite-length holes in the Edge Far Lands, the Corner Far Lands contains more normal terrain. This terrain is "stacked" on top of itself to create a bizarre sandwich with layers of ground and air, which gives it its nickname, "The Stack". Each layer looks like a giant floating continent, hovering over the next layer, which is shadowed.

The majority of the generated world is Corner Far Lands, as the "normal" map (before ±12,550,821 mark) makes only the center of the world, and the Edge Far Lands make only its continued sides.

The number of layers is not always the same and varies between five to seven (fusing together and splitting every so often). Layers can be grouped into three categories: Sometimes, there are extremely tall pillars of gravel that stretch from the ground to the ceiling of a layer. Likewise, some of the beaches that collapse create pillars of sand all the way down to the ground, despite there not being that much sand, to begin with. The Corner Far Lands is also prone to having near-perfect diagonal lines being carved into the ceilings or floors of layers. If traced, these lines all intersect at the corner (X/Z ±12,550,821). This seems similar to how the Edge Far Lands have a consistent pattern along lines perpendicular to their edge, but is much less pronounced.
 * Top layer: This layer exists at the absolute top of the map. Occasionally there can be a lower area that is not shadowed (this is technically a dry layer). The lower area is where a majority of the trees and passive mobs can be found, as the top layer receives almost all of the sunlight. Due to the lack of space, the area at the absolute top cannot have trees or mobs. With mods in other biomes, they are most plentiful on the top as well.
 * The top layer tends to light incorrectly in day-night transitions. This is because the sunlight calculation does not work when the entire chunk is blocked at Y-coordinate 128 in early versions.
 * Dry layers: These generate slightly flatter than normal terrain and have grass, despite the darkness. At sea level, massive floating beaches can be found, which collapse if modified. Hostile mobs' spawn rate likely approaches the maximum due to being in the shadow of the top layer. Rarely, there are holes in the top layer that allow sunlight to reach these layers. Caves that have one of these layers as their "surface" can occasionally be carved out of dirt instead of stone. These layers have cave-like ceilings made out of stone, gravel and dirt.
 * Flooded layers: Like the dry layers, these generate somewhat flat terrain, but it is comprised primarily of stone. Sand and sandstone appear down here, even down to 30 blocks below sea level. Except for coal, all the ores can be found only in these layers.

The Corner Far Lands' average block composition: 40% stone, 16% air, 28% water, 10% dirt/grass, 2% bedrock, and 4% others. (Based on a 14×14 chunk selection)

The Farther Lands
The second set of Far Lands (henceforth named the "Farther Lands") generate when X/Z coordinates reach about ±1,004,065,811 (or 623,897.614 miles), which is about 80 times farther than where the first set initiates, at ±12,550,821. The terrain is similar to the first set of Far Lands, but is more stretched out. They also have Edge and Corner types, which are described below.











The Fartherer Lands
Like the Farther Lands, at about ±80 times further from the initiation second set, the third set of Far Lands (furtherer from Far Lands, henceforth named "Fartherer Lands") generates once X/Z coordinates reach ±80,325,273,600 blocks away. Fartherer Lands generates past the chunk overwrite limit (X/Z: >±34,359,738,368) and the block rendering limit (X/Z: >±2,147,483,647), thus it is impossible to see Fartherer Lands in game without modifying the noise scale.

The Fartherer Lands, without occlusion from any previous sets of Far Lands, generates a terrain that are stretched out to the extent that they are thinner and flatter (essentially fading out to some extent) than Farther Lands, similar to Far Lands in Bedrock Edition. Due to how Fartherer Lands generates their terrain, the lands are reduced into panels, layers and strips of blocks (which was generating into some extent in Farther Lands, but exacerbated in Farther Lands). Thus, Fartherer Lands are similar structurally, but not identical with Far Lands in Bedrock Edition and Corner Farther Lands.

Unlike Farther Lands and Far Lands, Corner and Edge variations are more or less identical from each other. But once you gain enough distance from Fartherer Lands, they began to disappear from the topmost layer into bedrock layer (and disappears more slowly closer to the boundary of the Edge variations). This is confirmed in the corner variation of the Fartherer Lands. Also, Fartherer Lands appears to be different between +X/+Z, +X/-Z, -X/+Z and -X/-X coordinates, especially when it comes to the corner variations.

Far Lands (X/Z: ±12,550,821–±1,004,065,920)
Players experience extreme frame-rate drops and very high CPU usage, which continue until Minecraft freezes completely. The frame-rate drops do not occur in multiplayer servers, though the server itself lags depending on the server computer's RAM. In both single-player and multiplayer, the intense lag that is characteristic of the Far Lands is caused by massive numbers of falling sand or gravel entities. This in turn is caused (like most of the rest of the Far Lands' strange effects) by more floating-point precision errors, and worsens as the player reaches X/Z: ±32,000,000 (because after X/Z 32,000,000 blocks, the terrain no longer generates. Only air blocks that have the same textures as the surrounding terrain generate). Lightning bolts that hit surfaces at the top of the map (Y-coordinate 127) are invisible and do not cause a fire. The particles created when rain hits these surfaces are black instead of blue. Snow does not accumulate on these surfaces either (because there is no space) unless a top layer tunnel peeks out.

The Farther Lands (X/Z: ±1,004,065,920–X/Z: ±80,325,273,600)
At X/Z: ±1,004,065,920, the second set of Far Lands begins to generate, called the "Farther Lands". They generate almost 80 times further away than the Edge Far Lands. The Farther Lands are almost identical to the normal Far Lands, but this is where almost all the details that make up the Far Lands disappear and the player gets a very smooth version of the Far Lands. This is extremely apparent in the Corner Farther Lands, where the terrain almost never changes its shape.

Fartherer Lands (X/Z: ±80,325,273,600–±6,426,021,888,000)
The low and high noise generators break for a second time upon reaching the value of (2^63)-1, or around 80,325,273,600 blocks out. While this limit is too far out to see in-game (and is occluded by regular Far Lands), it can be seen through manipulating the noise generator (either in the game's code or using 1.8–1.12's custom world generator) to increase the noise period until it overflows at a conceivable distance.

Farthest Lands (X/Z: >±6,426,021,888,000)
At eighty times the distance of the Fartherer Lands, the selector noise overflows once more, marking the initiation of the Farthest Lands. These are even harder to discern from the regular Far Lands. Again, terrain generation must be manipulated to see these generate.

Previous versions


In Indev (the release of January 30, 2010), there are many limits that can be experienced when traveling beyond the world limit. If the player teleports to X/Z: 2128 in the version of Indev that pushes the player back within the map, the player is pushed from X/Z: 2128 to X/Z: 2,147,483,648 in about 5 minutes. As the player is pushed back, the sun and moon begin to render back in (Most likely at X/Z: 264) and then the game crashes at the 32-bit Integer Limit.
 * X/Z ±2,111, Blocks stop rendering.
 * X/Z ±2,560. The sky stops rendering.
 * Every power of 2 that the player goes, the hitbox of the block that the player is facing becomes more and more distorted. At X/Z ±8,388,608, the player falls through the blocks.
 * The hitbox becomes increasingly more corrupted and distorted until it disappears entirely at X/Z ±2,147,483,648.
 * The farthest distance the player can travel using this method is X/Z: 10128, though the player can go further.



On the February 27, 2010 version of Infdev, many side effects would occur as the player walked thousands or even millions of blocks away.
 * X/Z ±1,024: Sky box stops rendering. Clouds stop rendering.
 * X/Z ±2,048: Hitbox begins to subtly lose its shape.
 * X/Z: ±4,096: Footstep sounds play even if the player is not walking.
 * X/Z ±131,072: Chunks begin to shake. This effect doubles for every power of two that the player walked away from the spawn point.
 * X/Z: ±2,097,152: World stops rendering completely at certain angles.
 * X/Z ±16,777,216: Blocks are no longer solid; the player falls and hit a layer of lava.
 * X/Z ±33,554,432: The Far Lands start to generate. They look very different from the normal Far Lands as they are just a giant wall of stone blocks that go from sea level to the height limit.
 * X/Z ±2,147,483,647: Terrain disappears completely. Beyond here, the game crashes.

On the March 27, 2010 version of Infdev, terrain generation changed and the Far Lands began generating at X/Z ±12,550,820. The original shape of the Far Lands was different from Beta 1.7.3, and changed many times as the terrain generator changed. In this version, the Far Lands were more smooth and thick and had less rough edges. However, as the terrain became less thick over time, the Far Lands became more thin and sharp. Though the Far Lands existed in these versions, many of the side effects from before did not appear. However, fire particles and doors would act strangely. There was no stuttering movement, and beyond X/Z ±32,000,000, the blocks would simply not generate. Walking off the edge would cause the player to become stuck in a glitched position, unable to escape.



It has been confirmed that in Alpha v1.1.2, the blocks would not render beyond X/Z ±32,000,000, like older Infdev versions. The fake chunks started appearing in Alpha v.1.2.0

In previous versions of the game, if the player teleported as high as they possibly could, they were sent to a Y-Axis of 3.4x1038. In this zone, the player floats without a purpose, and dropped items that slide with what appears to be no friction before suddenly stop after about 20 blocks. It has been reported that the X and Z-Axis sometimes flicker randomly in this zone. The memory pie chart also sometimes randomly jumps to 100% undefined memory usage, and then disappears upon re-entering the debug menu.



Java Edition, after Beta 1.8
The X/Z Far Lands were fixed from this version, so they do not exist without modifications to Minecraft.

The Y Far Lands were not fixed, but cannot be created in Vanilla 1.13 and above.

Location
On the X and Z axes, the Far Lands and Farther Lands initiate as they did previously, with an identical chance of offset at positive positions. However, they are actually 256 blocks tall, instead of 128. There is a world border at the 32-bit integer limit.

On the Y-axis, the Far Lands initiate at around twice the former number, which is therefore ±25,101,648. Since blocks cannot exist above y=256 or below y=0 in the vanilla game, to observe the Far Lands in their natural place, mods such as the Cubic Chunks mod must be used to allow terrain to generate in such positions.

Farther Lands also generate at ±2,008,131,840 on the Y-axis, however, they cannot be generated without lowering the selector noise period.

Structure
The edge Far Lands and corner Far Lands, as well as their Farther variations, generate relatively identically to their pre-Beta 1.8 counterparts, but utilizing the entire height limit, causing them to generate all the way up to y=256, or in the case of infinitely high worlds, until they reach the sky Far Lands at y=+25,101,648 (and equivalently the void Far Lands at y=-25,101,648).

The Fartherer and Farthest Lands also still exist in vanilla worlds, but are impossible to access without using manipulated customized world presets that set noise periods ridiculously low (coordinate scale extremely high).

Sky Far Lands


The Far Lands generate at positive values of the Y-axis past y=25,101,648. Monoliths generate up to this point if the player can get them to generate.

Void Far Lands


The Far Lands generate at negative values of the Y-axis past y=-25,101,648.

These do not seem to be obtainable without using mods in the same way as the Sky Far Lands.

Since every air block outside of caves and other generated structures is replaced with water below y=63, the void Far Lands are filled with water.

Vertex Far Lands
When the Sky or Void Far Lands meet with the vanilla Corner Far Lands, many interesting terrain features can be sighted. The content of these intersections appears to vary throughout worlds, with some being completely blank, some completely solid, and some generating like regular Far Lands material. In some cases, exciting diagonal patterns with large absent chunks generate.

Floating-point precision errors with entities and particles


Even in modern versions of Minecraft, the floating-point precision errors still exist, but only with entities. Mobs spawn and move along grids, which has the cell edge length double at every power of two on the corresponding axis. They tend to move to the nearest intersection of two perpendicular lines of the grid. Other entities and particles (except items, certain entities, and particles spawned with commands) are also spawned on that grid; for example, an ignited block of TNT is "snapped" into another location on the grid.

Darkness
In vanilla Minecraft 1.14, the lighting system ceases to work beyond 2^25 (X/Z ±33,554,432) (though this distance is available only via editing source codes), however, it isn't like what would happen beyond X/Z=32,000,000 in older versions. Instead, everything abruptly becomes absolutely dark and ignores light sources. The chunks, however, are still solid and most block physics still function. Night Vision can help to counteract the visual darkness; it is currently unknown whether the Conduit Power effect works or not.

Dimensions
The Far Lands of the Nether, End, and would-be Sky Dimension share characteristics of the Overworld Far Lands, although with some differences.

The Nether


The Nether Far Lands are similar to the Overworld Far Lands, except generated with Nether terrain features, with a lava ocean at Y=31.

In the Nether, the terrible lag associated with the Overworld Far Lands does not occur; most of the Nether is already dark enough for spawns in the first place, and there are fewer gravity-affected blocks (no sand, and gravel is rare).

If a nether portal is created in the Far Lands of the Overworld, entering causes a teleportation to normal Nether, as X/Z 32,000,000, the limit at which block physics and lighting cease to function, divided by 8 (as 1 block in the nether corresponds to 8 blocks in the Overworld), is X/Z 4,000,000, within the limits of X/Z 12,550,820, where the distortion starts. Conversely, a nether portal built in the Nether Far Lands does not function, as even at the limit of 12,550,820 blocks at the beginning of the Far Lands, it would cause the player to come out at X/Z 100,406,560, far past X/Z 32,000,000. If a portal is entered beyond X/Z 4,000,000 in the Nether, it causes the game to crash. Entering a portal at exactly X/Z: 4,000,000 in the Nether teleports the player around 8-16 blocks from the 32,000,000 limit.

The Far Lands do not generate above the bedrock ceiling, even if the Far Lands are modded into a more recent version.

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
The Far Lands have never existed in the End in the Java Edition without mods since the End dimension was added after the removal of the cause of the Far Lands. Nonetheless, they are available in the Bedrock Edition. They are not of much interest, being made of almost exclusively 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.

Interestingly, if the Far Lands were modded back into the game before Java Edition 1.9, the End Far Lands would generate obsidian pillars everywhere on this landmass; end cities and chorus plants are generated as expected in more recent versions.

The End Far Lands are cut off at y=128, although structures still generate on top.

Sky Dimension
The Sky Dimension similarly has no trademark liquid and generates no water/lava, and also no bedrock generates. They appear squashed similarly to those of the End.

The Sky Dimension Far Lands appears just like the End Far Lands, but with Overworld features.

This is also the area where the player is most likely to find diamonds. In any other area, the islands do not spawn low enough for diamonds to spawn. The Sky Dimension Far Lands do spawn all the way to Y: 0, so the player can find rare ores inside the Far Lands.

Cause
The terrain is generated based on 16 octaves of Perlin noise. Each noise generator takes floating-point inputs and uses those to interpolate between noise values at whole numbers. It does so by:


 * 1) Casting to a 32-bit integer, where Java rounds toward zero and handles overflow by picking the closest representable value;
 * 2) Subtracting one if the integer is greater than the original input, to always round down;
 * 3) Subtracting that integer from the original input to get a remainder in the interval [0, 1) suitable for interpolation.

It covers an interval of [−231, 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 ≈ 171.103×12,550,824.053. Thus, the effects of 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 231−1, picking the same noise values on that axis every time. This is the reason for the long unchanging tunnels in the Edge Far Lands, and plains in the Corner Far Lands.

The Farther Lands are caused by an overflow in "selector noise", as opposed to the low and high noise that cause the initial set of Far Lands to generate; while selector noise does repeat more often than low and high noise, only half as many octaves are used, causing them to overflow much further out.

At the positive end, the remainder starts out relatively small but usually much larger than 1, and grows by 171.103 per block. At the negative end, the remainder starts at −232. This value is then adjusted by ((6x−15)x+10)x3 or in this case, ((6(12,550,824.053)−15)(12,550,824.053)+10)(12,550,824.053)3 ≈ 1.8685826 × 1036 for quintic interpolation. Even one block in at the positive end, this is already around 1011. The negative end starts all the way around −1049. 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.

It was fixed by taking the remainder of the input divided by 224. Noise repeats every 28 units anyway, so it has no side effects. However, it does prevent the overflow. By removing these instructions, the Far Lands can be returned to current versions of the game.

There are several other factors to the cause of the Far Lands, making things slightly more complicated:


 * Noise is sampled only every four blocks and linearly interpolated in between. This is why when 12,550,824 is affected by the bug, it reaches out three more blocks to 12,550,821.
 * Each noise generator picks a random offset in [0, 256) to add to its input. This usually moves the boundary under 12,550,824, starting the Far Lands at 12,550,821. With a few seeds, it might not, putting the start at 12,550,825. Very rarely, if the boundary is just barely within 12,550,824, the first couple blocks of the Far Lands might look somewhat normal. The southern and eastern Far Lands do this independently of one another. At the negative end, the Far Lands always start at block coordinate −12,550,825, with the positive edge of those blocks at −12,550,824.
 * There are actually two sets of noise generators, which are blended together based on another noise generator. This is responsible for relatively smooth alternation between two sets of tunnels or plains. Occasionally, one of the noise generators starts generating the Far Lands before the other because it uses a different offset, producing an incongruous boundary.

Issues
The world at extreme coordinates is not supported, and as such issues related to the Far Lands may not be fixed.

Trivia

 * There is a chance of walking into a "bad chunk" that has such corrupt and unreadable data that it causes huge lag spikes and possibly crash the game.
 * In Release 1.6.2 for 64-bit machines, the limit of how high up the player can teleport is +4,999,999,999,999,999 blocks high. Prior to Beta 1.8, the player could teleport up to the limit for 64-bit machines.
 * When at the Far Lands, fences either have a thin wall collision box on one side or no collision with mobs or the player.
 * Even though Beta 1.6 made it impossible to place solid blocks at layer 128, the Far Lands' flat "ceiling" still gets generated there.
 * Because of the debates over renaming endermen to "Far Landers", Notch jokingly suggested to rename the Far Lands to The End instead. This then became the name for the dimension where the ender dragon resides.
 * One of the random splashes reads: "Check out the far lands!". Ironically, the splash was added to the game after the Far Lands were fixed.
 * In the fourth episode of Minecraft: Story Mode, Jesse and his/her group visit the Far Lands, in which a secret lab is located. The character Ivor describes the Far Lands as "a happy accident", and "nature's way of keeping life interesting". The bizarre terrain is featured and observed by the characters, although understandably, the glitches associated with it aren't present.
 * On the Bedrock Edition, the seed 0 (obtainable using the seed "creashaks organzine" ) generates a skygrid in the stripe lands, allowing blocks and trees to generate in the nothingness of the stripe lands. However, due to the 2d rendering of every other block, most of the skygrid can not be seen from a certain axis.
 * On the farther lands, the terrain might become unchanged past 1 billion blocks