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This feature is exclusive to Java Edition. 

The Far Lands (Java) were a terrain bug that occurred in versions of Minecraft up to Beta 1.7.3. They were caused by errors in the math that governs terrain generation, resulting in abnormal structures resembling excessively stretched-out terrain.

The X/Z Far Lands were fixed in Beta 1.8 Pre-release, so they do not exist without modifications to Minecraft. In addition, most of the distance effects were fixed. The Y Far Lands (aka the Sky Far Lands) were overlooked, but cannot be created in Vanilla 1.13 and above, due to the 'temporary' removal of customized world generation. The -Y Far Lands (also known as the Void Far Lands) are similar.

Technical

The Far Lands (Java Edition) were a terrain generation bug that occurred at ±12,550,824 along the X and Z-axes prior to Beta 1.8, as well as the Y-axis (technically) before Java 1.13.

The Far Lands generate because of an integer overflow error within Minecraft. The noise map that draws Minecraft's height map increases by 171.103 for every block, causing an integer overflow at approximately ±12550824 (sometimes ±12550821.) Multiplying the aforementioned numbers results in the 32-bit signed integer max value, which when overflowed, results in a negative noise seed.

Location

On the X and Z axes, the Far Lands and Farther Lands initiate as they did in Beta 1.7 and below (±12550824), with an identical chance of offset at positive positions. However, due to the new height limits, they are actually 256 blocks tall, instead of 128. There is a world border at the 32-bit integer limit (2,147,483,647), which crashes the game upon approaching.

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.

The 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

File:Edges.png

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 as seen in the case of mods, 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 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).[1]

In words with the Far Lands and Farther Lands re-enabled using mods, the Fartherer and Farthest Lands seem to either not exist (vanilla), or a temporary steep incline generates where they would usually start but drops off later (with Forge 1.12.2).

Far Lands

Sky Far Lands

This section describes content that exists only in outdated versions of Minecraft. 
The Customized world type was removed in 1.13, so the Sky Far Lands can no longer be generated without mods.
Far lands on Y

The Far Lands generating on an unmodded modern custom world, before 1.13. A high coordinate scale was also used to generate this, resulting in repetitive terrain.

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

Negativeylands

The Far Lands generating underground on a modded world.

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.[2]

Depth noise far lands

Like low/high and selector noise which respectively control the Far/Fartherer and Farther/Farthest Lands, depth noise can be made to overflow at a given position. By default, it overflows at 42,949,672.96 blocks. Due to the Far Lands initiating before it, the overflow in depth noise is effectively impossible to see. However, if depth noise is made to overflow before tradition far lands, achievable by pushing the far lands farther out than this distance or moving the depth noise far lands closer, the effects can be seen: immediately as it overflows, the terrain will jump up a few blocks. Terrain after this point is slightly more boring than before due to depth noise controlling subtle variation, which no longer exists after the overflow due to it almost always being at the max possible value. Every so often, very long "rifts" characteristic of depth noise far lands can be seen, which extend for extremely long. These rifts end once they hit the point twice the distance of the first overflow, and rifts as a whole past this point do not seem to be able to come into existence. Rifts have also only been noted on the positive X axis, and are yet to be found on the Z axis.

The Fartherer Lands

Like the Farther Lands, at about ±4,294,967,296 times further from the initiation first set, the third set of Far Lands (furtherer from Far Lands, henceforth named "Fartherer Lands", alternatively "Furtherer Lands") generates once X/Z coordinates reach ±53,905,378,846,979,747 blocks away. Fartherer Lands generates well 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 than the Farther Lands, similar to transitioning Far Lands in Bedrock Edition. Due to how Fartherer Lands generates their terrain, the lands are reduced into flat panels, cuboids and strips of blocks (which was generating into some extent in Farther Lands, but exacerbated in Fartherer Lands). Because of this, Fartherer Lands marks the end of "Swiss cheese" terrain (solid wall and infinite tunnels) of both Far Lands and the Farther Lands.[3]

Corner Fartherer Lands are differentiated from the Corner Farther Lands that the space between layers is larger than both Corner Far Lands and Corner Farther Lands, and the boundary between Edge and Corner Fartherer Lands are smooth in comparison to the boundary between Edge and Corner Farther Lands.[4][5]

The Farthest Lands

These generate 80 times farther away than the Fartherer Lands, when X/Z coordinates reach ±4,312,430,307,758,379,832 and are a result of selector noise overflowing at the 64 bit limit. Like the Fartherer Lands, it is not possible to see The Farthest Lands in game without modifying the noise scale.

Experimentation with 1.12.2 Customized worlds (by multiplying the default 684.412 noise scale with 2^32, and then with 80 to cause them to show up at the regular Far Lands distance of 12550824.023) shows minimal, but still noticeable differences between the Fartherer and Farthest Lands. From these observations, the most noticeable difference between the Fartherer Lands and the Farthest Lands is that Farthest Lands generate highly repetitive terrain (especially in the Corner Farthest Lands, where the terrain repeats itself as you move further out), similar to Bedrock Edition Edge Far Lands past X/Z +6,275,412.[6][7]

Another noticeable difference between the Fartherer Lands and the Farthest Lands is that Farthest Lands are considered to be unstable, and in some cases failed to generate, leaving only the ocean and the bedrock layer, like the Nothingness of the Bedrock Edition Far Lands.[8] For example, in a customized world preset, Farthest Lands begins to "disappear" from the topmost layer into bedrock layer (and disappears more slowly closer to the boundary of the Edge variations) as it moves away from the center of the world. Also in the same preset, the Farthest Lands appears to be different between +X/+Z, +X/-Z, -X/+Z and -X/-Z coordinates, one of which failed to generate.[9] As such, Farthest Lands stands out in comparison of previous sets of Far Lands, which generates more stable terrain.

Effects

Floating-point precision errors with entities and particles

Even in modern versions of Minecraft, the floating-point precision errors still exist, but only with translucent block rendering, natural snow generation and snowfall at extreme heights.

Darkness

In vanilla Minecraft 1.14, the lighting system ceases to work beyond 2^25 (X/Z ±33,554,432)[10] (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. By pressing F3, it shows that the sky light level is 0, thus undead mobs do not burn when exposed to the sky. The chunks, however, are still solid and 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.

History

Java Edition
1.8
{{Extension DPL}}<ul><li>[[Shulker Shell|Shulker Shell]]<br/>{{Item
| image = Shulker Shell.png
|type=
|renewable = Yes
| stackable =  Yes (64)
}}

{{about|the item that drops from the mob|the mob |Shulker|the storage block|Shulker Box}}

'''Shulker shells''' are [[item]]s dropped by [[shulker]]s that are used solely to craft [[shulker box]]es.

== Obtaining ==
=== Mob loot ===
{{IN|bedrock}}, [[shulker]]s drop 0-1 shulker shells. The maximum can be increased by 1 per level of [[Looting]], which is 0-4 shells with Looting III.

{{IN|java}}, shulkers have a 50% chance of dropping a shulker shell when killed. This is increased by 6.25% per level of [[Looting]], for a maximum of 68.75% with Looting III.

== Usage ==
=== Crafting ingredient ===
{{crafting usage}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Shulker Shell
|spritetype=item
|nameid=shulker_shell
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Shulker Shell
|spritetype=item
|nameid=shulker_shell
|id=566
|form=item
|foot=1}}

== History ==
{{History|java}}
{{History||1.11|snap=16w39a|[[File:Shulker Shell JE1 BE1.png|32px]] Added shulker shells.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 450.}}
{{History||1.14|snap=18w43a|[[File:Shulker Shell JE2 BE2.png|32px]] The texture of the shulker shell has now been changed.}}
{{History||1.17|snap=20w45a|When a shulker is hit by a shulker bullet, the shulker can spawn another shulker depending on the amount of shulkers in the area, making shulker shells [[renewable resource|renewable]].}}

{{History|pocket}}
{{History||1.0.0|snap=alpha 1.0.0.1|[[File:Shulker Shell JE1 BE1.png|32px]] Added shulker shells.
|Shulker shells currently have no purpose as [[shulker box]]es haven't been implemented yet.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Shulker shells can now be used to [[crafting|craft]] shulker boxes.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Shulker Shell JE2 BE2.png|32px]] The texture of the shulker shell has now been changed.}}
{{History||1.18.30|snap=beta 1.18.30.22|Shulkers now have a chance to spawn another shulker when hit by a shulker projectile, making shulker shells [[renewable resource|renewable]].}}

{{History|console}}
{{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|[[File:Shulker Shell JE1 BE1.png|32px]] Added shulker shells.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Shulker Shell JE2 BE2.png|32px]] The texture of the shulker shell has now been changed.}}

{{History|new 3ds}}
{{History||1.7.10|[[File:Shulker Shell JE1 BE1.png|32px]] Added shulker shells.}}
{{History|foot}}

== Issues ==
{{Issue list}}

{{Items}}

[[de:Shulkerschale]]
[[es:Caparazón de shulker]]
[[fr:Carapace de Shulker]]
[[it:Guscio di shulker]]
[[ja:シュルカーの殻]]
[[ko:셜커 껍데기]]
[[nl:Shulkerschelp]]
[[pl:Skorupa Shulkera]]
[[pt:Casco de shulker]]
[[ru:Панцирь шалкера]]
[[th:เปลือกชัลเกอร์]]
[[zh:潜影壳]]</li><li>[[Ice Bomb|Ice Bomb]]<br/>{{education feature}}
{{exclusive|bedrock|education}}
{{ItemEntity
|image=Ice Bomb.png
|renewable=No (unless [[Material Reducer]] is available)<!-- Well, CHO are everywhere in sugar and charcoal, and sodium is in cobblestone... -->
|stackable=Yes (16)
|size=Height: 0.25 Blocks<br>Width: 0.25 Blocks
}}
The '''ice bomb''' is an [[item]] that is used to freeze [[water]] into [[ice]].

== Obtaining ==

=== Lab Table ===

{| class="wikitable"
! Result
! Materials Needed
|-
!rowspan=2|{{slot|Ice Bomb}}<br>[[Ice Bomb]]
|{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}
|-
|<center>[[Compound#List_of_compounds|Sodium Acetate]] x4</center>
|}

== Usage ==

Ice bombs can be thrown by {{control|using}} them. They are affected by gravity.

Like with [[ender pearl]]s, there is a short cooldown before the player can throw another ice bomb. The cooldown is shown in the [[hotbar]] by a white overlay that shrinks before the player is able to use it again.

Ice bombs explode upon hitting most [[blocks]], including non-solid blocks, but not [[air]]. They also explode upon hitting other entities, but do not deal [[damage]], and unlike [[egg]]s and [[snowball]]s, their impact is not considered an attack and does no damage or knockback. When exploding, any [[water]] (including flowing water, but not [[waterlogged]] blocks) in a 3×3×3 cube around the ice bomb freezes into [[ice]]. Ice bombs can be used to contain and displace [[mobs]] in ice under water.

While [[endermen]] teleport away from arrows shot at them, they can be hit by ice bombs. 

Throwing an ice bomb while underwater encloses the player in ice.

{| class="wikitable"
|+Ice bomb arrangement table
!y\x
!-2
!-1
!0
!1
!2
|-
!64
|Air
|Air
|Air
|Air
|Air
|-
!63
|Air
|Air
|Ice bomb
|Air
|Air
|-
!62
!Water
!Ice
!Ice
!Ice
!Water
|-
!61
!Water
!Ice
!Ice
!Ice
!Water
|-
!60
!Water
!Water
!Water
!Water
!Water
|}

== Sounds ==
{{Sound table
|type=bedrock
|sound=Zombie breaks door.ogg
|source=hostile
|description=When an ice bomb is created by a [[lab table]]
|id=mob.wither.break_block
|volume=0.5
|pitch=1.1/1.3}}
{{Sound table
|sound=Glass dig1.ogg
|sound2=Glass dig2.ogg
|sound3=Glass dig3.ogg
|source=block
|description=When an ice bomb impacts something
|id=random.glass
|volume=1.0
|pitch=1.4/1.6
|foot=1}}

== Data values ==
=== ID ===
{{ID table
|edition=bedrock
|firstcolumnname=Ice Bomb
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Item
|spritename=ice-bomb
|spritetype=item
|nameid=ice_bomb
|id=595
|form=item
|foot=1}}
{{ID table
|edition=bedrock
|firstcolumnname=Ice Bomb
|shownumericids=y
|generatetranslationkeys=y
|displayname=Entity
|spritename=ice-bomb
|spritetype=entity
|nameid=ice_bomb
|id=106
|foot=1}}

== History ==

{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.20.1|[[File:Ice Bomb BE1.png|32px]] Added ice bombs.}}

{{History|education}}
{{History||1.0.27|[[File:Ice Bomb BE1.png|32px]] Added ice bombs.}}
{{History|foot}}

== Trivia ==

* In real life, mixing a sufficient amount of sodium acetate in water does solidify it, but creates [[wikipedia:Sodium acetate#Heating pad|hot ice]] (sodium acetate trihydrate) instead of normal ice.

{{items}}
{{entities}}
{{Education Edition}}

[[Category:Non-renewable resources]]
[[Category:Education Edition items]]
[[Category:Education Edition entities]]

[[pl:Lodowa bomba]]
[[de:Eisbombe]]
[[ja:氷の爆弾]]
[[ko:얼음 폭탄]]
[[lzh:冰丸]]
[[pt:Bomba de gelo]]
[[zh:冰弹]]</li></ul>
14w17aAdded customized world generation. This made it possible to create the Sky Far Lands, as well as the Fartherer Lands and Farthest Lands, without editing the source code.
1.13
{{Extension DPL}}<ul><li>[[:Category:Plants|Category:Plants]]<br/>All pages covering blocks of such things as tall grass and flowers.

[[Category:Blocks]]
[[Category:Items]]

[[cs:Kategorie:Rostliny]]
[[es:Categoría:Plantas]]
[[fr:Catégorie:Plante]]
[[hu:Kategória:Növények]]
[[it:Categoria:Piante]]
[[ja:カテゴリ:植物]]
[[ko:분류:식물]]
[[nl:Categorie:Planten]]
[[pl:Kategoria:Rośliny]]
[[pt:Categoria:Plantas]]
[[ru:Категория:Растения]]
[[th:หมวดหมู่:พืช]]
[[zh:Category:植物]]</li><li>[[Golden Apple|Golden Apple]]<br/>{{Distinguish|Enchanted Golden Apple}}
{{Item
| image = Golden Apple.png
| rarity = Rare
| heals = {{hunger|4}}
|effects=: {{EffectLink|Absorption}} (2:00)
: {{EffectLink|Regeneration}} II (0:05)
|renewable = Yes
|stackable = Yes (64)
}}

A '''golden apple''' is a [[food]] item that bestows beneficial effects when consumed, and is also used to cure a [[Zombie Villager|zombie villager]] under the [[Weakness]] effect into a normal [[villager]].

== Obtaining ==
=== Crafting ===
{{Crafting
|A1= Gold Ingot
|B1= Gold Ingot
|C1= Gold Ingot
|A2= Gold Ingot
|B2= Apple
|C2= Gold Ingot
|A3= Gold Ingot
|B3= Gold Ingot
|C3= Gold Ingot
|Output= Golden Apple
|type= Foodstuff
}}

=== Chest loot ===
On the base of <code>ancient_city/city_center/city_center_2</code>, a single golden apple is contained in the [[chest]]. Eating it at that location unlocks the [[piston]] doors to the [[redstone]] labs beneath.
{{LootChestItem|golden-apple}}

== Usage ==
{{see also|Tutorials/Hunger management|title1=Hunger management}}

To eat a golden apple, press and hold {{control|use}} while it is selected in the hotbar. It restores {{hunger|4}} points of hunger and 9.6 hunger [[Hunger#Mechanics|saturation]].

Unlike most foods, golden apples can be eaten when the hunger bar is full.

The golden apple provides: 
*[[Absorption]] I for 2 minutes (providing {{hp|4|absorption=1}} points of absorption health)
*[[Regeneration]] II ({{hp|1}} every 25 ticks, {{hp|2|notag=1}} × 0.4 per second) for 5 seconds (long enough to heal {{hp|4}} points of damage)

=== Curing zombie villagers ===
{{main|Zombie Villager#Curing}}

A golden apple and a [[potion of weakness]] can be used to convert a [[zombie villager]] into a regular [[villager]].

=== Horses ===
Golden apples can be used for improving the chances of taming a [[horse]] by 10%, for [[breeding]] and leading horses, and for speeding up the growth of baby horses by 4 minutes.

===Piglins===
{{EntityLink|Piglin|Piglins}} are attracted to golden apples. They run toward any golden apples on the ground, and inspect it for 6 to 8 seconds before putting it in their inventory. However, piglins do not eat golden apples (or any [[food]]).

== Sounds ==
{{Sound table/Entity/Food}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Golden Apple
|spritetype=item
|nameid=golden_apple
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Golden Apple
|spritetype=item
|nameid=golden_apple
|id=258
|form=item
|foot=1}}

== Achievements ==
{{load achievements|Zombie Doctor;Oooh, shiny!}}

== Advancements ==
{{load advancements|Zombie Doctor;Oh Shiny;A Furious Cocktail;How Did We Get Here;Husbandry;A Balanced Diet}}

== History ==
{{History|java infdev}}
{{History||February 23, 2010|link=http://www.minecraftforum.net/topic/2750582-the-secret-history-of-minecraft/|A [[player]] named JTE put a [[crafting]] recipe for golden apples as a joke at the bottom of a crafting guide she made. The recipe used [[gold ingot]]s instead of [[block of gold|gold blocks]].}}
{{History||20100227-1|[[File:Golden Apple JE1 BE1.png|32px]] Added golden apples. 
|Golden apples heal a full {{hp|20}} [[health]] points, making them the best [[food]] in the entire game. 
|Golden apples are [[crafting|crafted]] with an [[apple]] and eight [[gold block|blocks of gold]].
|However, since apples were not yet obtainable in normal gameplay, golden apples were not obtainable either.}}
{{History||20100625-2|Golden apples can now be rarely found in [[dungeon]]s, making them obtainable in normal gameplay.}}
{{History|java beta}}
{{History||1.8|snap=Pre-release|Due to the addition of [[hunger]], golden apples have been changed so that they restore {{hunger|10}}, instead of {{hp|20}} [[health]] points, but also give [[Regeneration]] for 30 seconds.
|[[Apple]]s can now be found in [[stronghold]] storeroom [[chest]]s, making golden apples craftable in normal gameplay for the first time.}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 2|Golden apples have been given 'glint' (animated purple glow) when viewed from the [[player]]'s [[inventory]], and its tooltip has now changed from the standard white to a magenta color.}}
{{History|||snap=Beta 1.9 Prerelease 3|Golden apples can now be found in the new [[stronghold]] altar [[chest]]s.}}
{{History||1.1|snap=11w48a|Golden apples are now easier to [[crafting|craft]]. Standard [[apple]]s now rarely [[drops|drop]] from oak [[leaves]], meaning that [[player]]s no longer need to venture into [[stronghold]]s/[[dungeon]]s to find one.
|As [[gold]] is also renewable via [[Zombified Piglin|zombie pigmen]], golden apples have become a [[renewable resource]].}}
{{History|||snap=release|Golden apples have been changed, so that they now restore {{hunger|4}} and give only 4 seconds of [[Regeneration]]. 
|The [[crafting]] recipe of golden apples has been modified, requiring 8 [[gold nugget]]s instead of 8 [[blocks of gold]] to craft. Although its natural spawn is rare, it is easier to obtain through crafting.}}
{{History||1.3.1|snap=12w21a|With the addition of [[enchanted golden apple]]s, which got a purple tooltip, the standard golden apple's tooltip changed to blue. However, the standard golden apple's effects remain unchanged.}}
{{History||1.4.2|snap=12w32a|Golden apples can now be fed to [[zombie villager]]s with the [[Weakness]] debuff causing them to revert to [[villager]]s after a delay of about 3 minutes.}}
{{History||1.6.1|snap=13w23a|Golden apples now use 8 [[gold ingot]]s instead of 8 [[gold nugget]]s.
|The [[Regeneration]] effect of golden apples has been slowed down.}}
{{History|||snap=13w23b|Golden apples now give the player [[Health Boost]] for 1:30 and [[Regeneration]] II for 0:10. This temporarily gives the [[player]] 4 extra base [[health]] points, and it heals a total of {{hp|4}} health points.}}
{{History|||snap=13w24b|The Health Boost effect has been replaced with [[Absorption]], lasting 1:30.}}
{{History|||snap=13w25a|Absorption from golden apples now lasts 2:00.}}
{{History|||snap=?|Golden apples can now be used to tame, breed and heal horses and donkeys.}}
{{History||1.9|snap=15w37a|The [[Regeneration]] effect from golden apples has been reduced to Regeneration I (from II in [[Java Edition 1.8]]).}}
{{History|||snap=15w43a|A single golden apple can now sometimes be found in [[igloo]] [[chest]]s.}}
{{History|||snap=15w43b|A single golden apple is now always found in igloo chests.}}
{{History|||snap=15w44a|The [[Regeneration]] effect from golden apples has been returned to Regeneration II, as it had been in [[Java Edition 1.8|1.8]].
|The average yield of golden apples from [[dungeon]] chests has been increased.
|Golden apples have been added to [[desert temple]] and [[mineshaft]] chests.}}
{{History||1.11|snap=16w39a|Golden apples are now found in the new [[woodland mansion]] chests.}}
{{History||1.13|snap=17w47a|The names and IDs have been split into golden apple and enchanted golden apple.
|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 322.}}
{{History|||snap=18w09a|Golden apples can now generate in the [[chest]]s of [[underwater ruins]].}}
{{History||1.14|snap=18w43a|[[File:Golden Apple JE2 BE2.png|32px]] The texture for golden apples has been changed.}}
{{History||1.16|snap=20w16a|Golden apples can now be found inside [[ruined portal]] chests.}}
{{History|||snap=20w18a|Golden apples are now less common in ruined portal [[chest]]s.}}
{{History||1.16.2|snap=20w30a|Golden apples are now found in [[bastion remnant]] chests.}}
{{History||1.18|snap=experimental snapshot 6|Horses, donkeys and mules now follow players holding golden apples.}}
{{History||1.19|snap=22w14a|A single golden apple may now be found in the chest at {{cd|city_center_2}} in [[Ancient City|ancient cities]].}}

{{History|pocket alpha}}
{{History||v0.12.1|snap=build 1|[[File:Golden Apple JE1 BE1.png|32px]] Added golden apples.}}
{{History|||snap=build 3|A [[crafting]] recipe has been added for golden apples.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.20.1|Golden apples can now generate in the [[chest]]s of [[underwater ruins]].}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Golden Apple JE2 BE2.png|32px]] The texture for golden apples has been changed.}}
{{History||1.16.0|snap=beta 1.16.0.57|Golden apples can now be found inside [[ruined portal]] chests.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Golden Apple JE1 BE1.png|32px]] Added golden apples.}}
{{History||xbox=TU5|Due to the addition of [[hunger]], golden apples have been changed, so that they restore {{hunger|10}} instead of {{hp|20}} health points, but also give [[Regeneration]] for 30 seconds.}}
{{History||xbox=TU19|xbone=CU7|ps=1.12|Golden apples now give extra "[[Absorption]]" health for a short period.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Golden Apple JE2 BE2.png|32px]] The texture for golden apples has been changed.}}

{{History|New 3DS}}
{{History||0.1.0|[[File:Golden Apple JE1 BE1.png|32px]] Added golden apples.}}
{{History|foot}}

== Issues ==
{{issue list}}

== Trivia ==
Prior to [[Java Edition Beta 1.8]], the golden apple outwardly restored the player's full {{hp|20}} health points; Internally however, it is set to restore over double that, at {{hp|42}} health points. This is most likely a reference to [https://en.wikipedia.org/wiki/The_Hitchhiker's_Guide_to_the_Galaxy The Hitchhiker's Guide to the Galaxy], making it restore (the meaning of) life, 42 (health points). This is far before either the [[Absorption]] or [[Health Boost]] effects, causing this reference go unnoticed.

== Gallery ==
<gallery>
File:GoldenAppleComparison.png|A comparison of the two golden apple variations.
File:Golden apple in dungen 2013.png|A golden apple found in a dungeon.
File:Notch Apple In Mansion Chest.png|An extremely rare occasion where a regular golden apple and an enchanted apple being found in the same woodland mansion chest {{in|ee}}.
File:GoldenAppleDungeonChest.png|Golden apple in a [[dungeon]] chest, prior to 1.3.1. It resembles the enchanted golden apple.
File:Golden Apple Mineshaft Loot.png|A golden apple was found in a minecart chest in an abandoned mineshaft.
</gallery>

{{Items}}

[[Category:Renewable resources]]
[[Category:Food]]

[[cs:Zlaté jablko]]
[[de:Goldener Apfel]]
[[es:Manzana dorada]]
[[fr:Pomme dorée]]
[[hu:Aranyalma]]
[[it:Mela d'oro]]
[[ja:金のリンゴ]]
[[ko:황금 사과]]
[[nl:Gouden appel]]
[[pl:Złote jabłko]]
[[pt:Maçã dourada]]
[[ru:Золотое яблоко]]
[[th:แอปเปิ้ลทอง]]
[[tr:Altın Elma]]
[[uk:Золоте яблуко]]
[[zh:金苹果]]</li></ul>
18w06aRemoved customized worlds. Thus, the Sky Far Lands, Fartherer Lands, and Farthest Lands can no longer be created without modifications.

Trivia

The End

The End was implemented after the Far Lands were removed, meaning that the End Far Lands never generated naturally. However, if the Far Lands were re-added through modifications prior to 1.9, the End Far Lands would generate. Obsidian pillars would appear throughout the Far Lands. In more recent versions, end cities and chorus trees are generated.

The Far Lands Below Bedrock Glitch

There’s a current glitch in the game you can use if you use a mod or plugin that grants god mode such as essentials plugin or mod and a plugin or mod that removes the height limit where if you go down thru the void far enough you will reach the far lands in the void


https://youtu.be/-w6okOz-iNs

References

  1. "It is also worth noting that the Far Lands terrain itself is not due to improper float casts, but rather due to integer overflow (a double value is cast to an int; the fix casts it to a long and ANDs it with 16777215 to limit the value before casting (which could also be 255 since the noise only has 256 steps)."u/TheMasterCaver on Reddit, November 5, 2018
  2. "Minecraft Stops Here. Please Turn Around!" – AntVenom on YouTube, January 20, 2018
  3. "This was done by taking mainNoiseScale X and Z and dividing it by 232 then teleporting to the usual Farther Lands location 1,004,065,920"u/DCMeGaMaxX on Reddit
  4. Corner Fartherer Lands screenshot from GitHub
  5. https://www.reddit.com/r/Minecraft/comments/fmvxni/you_can_generate_the_xz_far_lands_in_unmodded/
  6. "I used a customized preset to bring these far lands closer to spawn since they would originaly spawn 4.3 quintillion blocks away. These are called the "farthest lands" according to the wiki, and these are not removed from the game"u/DCMeGaMaxX on Reddit
  7. "F A R" – Wifies on YouTube, December 1, 2020 (at 10:25 mark)
  8. "Pretty sure if you multiply 684.412 with 232 and set that as your coordinate scale you can get the Fartherer Lands at the usual Far Lands position. The Farthest Lands are a lot more unstable though and I rarely ever get them to show up."u/MuzikBike on Reddit
  9. "WHAT HAPPENED to THIS MINECRAFT WORLD?!" – AntVenom on YouTube, February 18, 2017 (at 1:52 mark)
  10. MC-194878
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