Pays lointains – Wiki officiel de Minecraft – Monter un serveur MineCraft

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Short summary: Cet article concerne le phénomène dans Bedrock Edition. Pour la zone au bout du monde, voir Limite mondiale. Pour la bordure mondiale personnalisable, voir Bordure mondiale. ±2,147,483,647)"/>32-bit limit (X/Z: >±2,147,483,647)[[[[modifier] At X/Z: ±2,147,483,519, blocks are no longer rendered, giving way to an empty sky. At X/Z: ±2,147,483,647 (maximum 32-bit integer), the game will very likely […]

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Pays lointains – Wiki officiel de Minecraft

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Cet article concerne le phénomène dans Bedrock Edition. Pour la zone au bout du monde, voir Limite mondiale. Pour la bordure mondiale personnalisable, voir Bordure mondiale.

±2,147,483,647)"/>32-bit limit (X/Z: >±2,147,483,647)[[[[modifier] At X/Z: ±2,147,483,519, blocks are no longer rendered, giving way to an empty sky. At X/Z: ±2,147,483,647 (maximum 32-bit integer), the game will very likely crash or the player will get stuck. However, chunks will still generate along with clouds. Fast graphics clouds are however insanely stretched. It is very dangerous to reach X/Z ±4,294,967,296 or higher, as the chances of crashing (assuming the player has 64-bit Java) are extremely high, and get higher the further the player goes.

Cloud render limit (X/Z: ±25,769,803,000–±25,769,804,000)[[[[modifier] Between X/Z: ±25,769,803,000 and X/Z: ±25,769,804,000 clouds stop rendering (Varies between maps, but they disappear somewhere in between these distances. Does not apply for fast graphics clouds). Beyond here, only the sky, sun, moon and void remain.

±9,007,199,254,740,992)"/>Stripe Lands (X/Z: >±9,007,199,254,740,992)[[[[modifier] (This limit is theoretical.) Minecraft: Java Edition uses 64-bit floating point precision for entity positions and other calculations. Most of the time, only 52 bits are dedicated to the fraction; therefore, after 2^53 blocks out, precision will break to only consider every second block, and so on.

Fartherer Lands (X/Z: ±53,905,378,846,979,747–±4,312,430,307,758,379,832)[[[[modifier] The low and high noise generators break for a second time upon reaching the value of (2^63)-1, or around 53,905,378,846,979,747 blocks out. While this limit is too far out to see in game (and will be 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.

±9,223,372,036,854,775,807)"/>64-bit limit (X/Z: >±9,223,372,036,854,775,807)[[[[modifier] The highest signed value for 64-bit machines is X/Z ±9,223,372,036,854,775,807. However, despite this being the limit any machine can go, it may not be possible (through ingame methods) to go near this point, since the vast majority of people experience instant client freeze, followed by the client crashing. In some cases, it is possible to teleport to it however this is difficult. The only way that this can work with a high consistency is if one uses Cheat Engine to edit a players position to be at this limit. If one manages to make it this far, the only things that will exist are the Sun and the sky, as shown by one user that managed to actually be out this far.

Previously, there was a theory that at this distance there would be no sun, the sky would be pitch black and the clouds would glow oddly. This has since been debunked as false.

Vertical effects (Y: <-2,147,483,647)[[[[modifier] In Beta 1.7.3, as the player falls below Y -2,147,483,647, the darkness of being in the void disappears. Instead of darkness, the void now looks like an empty world. It has a sky, a sun, and a moon, and they are all visible depending on the time of day. Despite this, the player will still receive damage from the void.

Map editors[[[[modifier] When viewing the Far Lands in a 3D Minecraft map editor, the player will encounter errors. In MCEdit, the selection cubes start to distort and the map distorts when viewing. In addition, when the player rotates their view around a selected area, blocks will not be lined up right and will change how poorly lined up they are at random, making the whole world seem to shake like crazy.

The selection box being distorted in MCEdit.

Twisting world and move player tool in MCEdit.

Previous versions[[[[modifier]

The Far Lands in Minecraft Infdev

The Corner Far Lands in Minecraft Infdev

In Indev (the release of January 30, 2010), there are many limits that can be experienced when traveling beyond the world 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 will fall 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.

If the player teleports to X/Z: 2128 in the version of Indev that pushes the player back within the map, the player will be 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.

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 will begin to shake. This effect will then double 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; player will fall 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 where 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[10]

Far Lands at 32,000,000 X/Z in Minecraft Infdev. Blocks do not render beyond X/Z 32,000,000 and if the player tried to walk past here, they would get stuck forever. The "fake chunks" did not appear until Alpha v1.2.0.

In previous versions of the game, if the player teleported as high as they possibly could, they were sent to a Y-Axis of 3.4×1038. In this zone, the player floats without a purpose, and dropped items will slide with what appears to be no friction before suddenly stopping 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.

Coordinates X/Z ±2,111 on the Indev version released January 30, 2010. Blocks no longer render past this limit.

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

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

Emplacement[[[[modifier] 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[[[[modifier] 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).[11]

Sky Far Lands[[[[modifier]

This section describes content that is no longer in the game. le Customized world type was removed in 1.13, so the Sky Far Lands can no longer be generated without mods.

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

Void Far Lands[[[[modifier]

The Far Lands generating underground on a modded world.

The Far Lands will 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[[[[modifier] 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 will generate.[12]

An intersection of three sets of Far Lands, where the Y-axis is negative.

An intersection of three sets of Far Lands, where all axes are positive.

A more extensive view of the previous scenario.

The Void Farther Lands generating below the Edge Far Lands

Floating-point precision errors with entities and particles[[[[modifier]

A command-summoned TNT's explosion at 1,500,000,000 on both X and Z axis. The white and black smoke particles spawn in two different locations and different from the location of the TNT, due to floating-point precision errors.

Even in modern versions of Minecraft, the floating-point precision errors still exist, but only with entities. Mobs will 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[[[[modifier] In vanilla Minecraft 1.14, the lighting system will cease to work beyond 2^25 (X/Z ±33,554,432) (though this distance is only available 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[[[[modifier] 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[[[[modifier]

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 will 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 will cause 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 will 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 will cause the game to crash. Entering a portal at exactly X/Z: 4,000,000 in the Nether will teleport the player around 8-16 blocks from the 32,000,000 limit.

The Far Lands will 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 will need to travel to 1,568,853 or higher to spawn in the Far Lands. Teleporting just a few blocks less will allow the player to see the beginning of the Far Lands.

La fin[[[[modifier] 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.

The edge Far Lands on Java Edition.

The corner Far Lands on Java Edition.

A map created in the corner Far Lands on Java Edition.

The edge Far Lands on Bedrock Edition.

The corner Far Lands on Bedrock Edition.

A map created in the corner Far Lands on Bedrock Edition.

The edge Far Lands on Java Edition before 1.9.

The corner Far Lands on Java Edition before 1.9.

A map created in the corner Far Lands on Java Edition before 1.9.

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

The Sky Dimension Far Lands will appear 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.

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:

Casting to a 32-bit integer, where Java rounds toward zero and handles overflow by picking the closest representable value; Subtracting one if the integer is greater than the original input, to always round down; Subtracting that integer from the original input to get a remainder in the interval[01)suitableforinterpolation[01)suitableforinterpolation[01)suitableforinterpolation[01)suitableforinterpolation

It covers an interval of[−2[−2[−2[−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 will always be 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 only passing 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 only sampled 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[0256)toaddtoitsinputThiswillusuallymovetheboundaryunder12550824startingtheFarLandsat12550821Withafewseedsitmightnotputtingthestartat12550825Veryrarelyiftheboundaryisjustbarelywithin12550824thefirstcoupleblocksoftheFarLandsmightlooksomewhatnormalThesouthernandeasternFarLandsdothisindependentlyofoneanotherAtthenegativeendtheFarLandsalwaysstartatblockcoordinate−12550825withthepositiveedgeofthoseblocksat−12550824[0256)toaddtoitsinputThiswillusuallymovetheboundaryunder12550824startingtheFarLandsat12550821Withafewseedsitmightnotputtingthestartat12550825Veryrarelyiftheboundaryisjustbarelywithin12550824thefirstcoupleblocksoftheFarLandsmightlooksomewhatnormalThesouthernandeasternFarLandsdothisindependentlyofoneanotherAtthenegativeendtheFarLandsalwaysstartatblockcoordinate−12550825withthepositiveedgeofthoseblocksat−12550824[0256)toaddtoitsinputThiswillusuallymovetheboundaryunder12550824startingtheFarLandsat12550821Withafewseedsitmightnotputtingthestartat12550825Veryrarelyiftheboundaryisjustbarelywithin12550824thefirstcoupleblocksoftheFarLandsmightlooksomewhatnormalThesouthernandeasternFarLandsdothisindependentlyofoneanotherAtthenegativeendtheFarLandsalwaysstartatblockcoordinate−12550825withthepositiveedgeofthoseblocksat−12550824[0256)toaddtoitsinputThiswillusuallymovetheboundaryunder12550824startingtheFarLandsat12550821Withafewseedsitmightnotputtingthestartat12550825Veryrarelyiftheboundaryisjustbarelywithin12550824thefirstcoupleblocksoftheFarLandsmightlooksomewhatnormalThesouthernandeasternFarLandsdothisindependentlyofoneanotherAtthenegativeendtheFarLandsalwaysstartatblockcoordinate−12550825withthepositiveedgeofthoseblocksat−12550824 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.

Histoire[[[[modifier]

Java Edition Infdev

February 27, 2010 X/Z: >16,777,216 blocks are no longer solid, allowing for the player to fall through the world and into a layer of lava. A massive wall of stone will generate at X/Z: 33,554,432 and continue till the 32-bit limit.[14]

March 27, 2010 First confirmed appearance of the Far Lands.

June 24, 2010 First confirmed floating point precision errors that lasted till Beta 1.7.3.

Java Edition Alpha

v1.2.0 ? Beyond X/Z of ±32,000,000, phantom chunks generate that can be fallen through. Previously, no blocks were rendered beyond this point, and players were stuck there if they walked past the edge.

Java Edition Beta

1,6 ? The Far Lands ceiling is unchanged as Beta 1.6 eliminates ability to normally place blocks at Y of 127.

1.8 Pre-release The Far Lands were removed, as well as the floating point precision errors (or at least for the player).

Java Edition

1.14 ? With the addition of the new lighting engine, light completely fails to work after X/Z: >33,554,432, causing everything to become dark and ignore light sources.[15]

Pocket Edition Alpha

0.9.0 build 1 First appearance of the Far Lands.

0.10.0 build 1 Chunk jittering at extreme coordinates no longer occur.

0.16.0 build 1 It is now possible to get to the Far Lands without modifying the game, due to the addition of the /tp commander.

The world at extreme coordinates is not supported, and as such issues related to the Far Lands may not be fixed.[16]

There is a chance of walking into a "bad chunk" that has such corrupt and unreadable data that it will cause 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.[17] One of the random splashes reads: "Check out the far lands!". Ironically, the splash was added to the game après 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"[18]) 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

Galerie[[[[modifier] Game Features[[[[modifier]

A view within the Far Lands.

"The Stack" at X/Z ±32,000,000. Above lies the top layer.

A bird's eye view of the top layer of the Corner Far Lands, or "The Stack".

The middle layer of the Corner Far Lands, or "The Stack", using mods for visibility.

The bottom layer of the Corner Far Lands, or "The Stack", using mods for visibility.

An overhead view of the Edge Far Lands, or "The Loop".

Inside the Edge Far Lands beyond X/Z 32,000,000, where there are no trees, mobs, or lighting.

"The ocean" within the Edge Far Lands.

A bisection of the Corner Far Lands, showing the 3 different layers.

A bird's eye view of the Far Lands' corner.

The "end of the world" as seen from the third person mode.

The Corner Far Lands in a customized world of modded Minecraft 1.12.2. At the right is an Ice Spikes biome, which has the spikes cut off due to the height limit.

Offset bugs[[[[modifier]

Cake has a hit box similar to slabs when half or less of it is eaten, but after half eaten the hitbox changes to normal.

Redstone placed near the Far Lands.

Particles are offset. String and redstone appear to be stretched out.

Piston powered on the side. The arm is stretched out, nonetheless, the hitbox is still the same.

Piston powered up. The arm renders as a full block.

Fences after X/Z=8388608 (left) and before (right). Bedrock Edition

The piston head Z-fighting with the piston brain.

Generation[[[[modifier]

A desert biome in the Far Lands.

The Nether Far Lands at X/Z of 500,000,000 with severely stretched lava.

Trees generating past 32,000,000 at X = 268,435,456 along with normal terrain stretching only a few chunks.

The Edge Far Lands meeting with the Corner Far Lands in the Nether at X value of 2,000,000,000 and Z of 12,550,820.

The end of Minecraft terrain generation at X: 2,147,483,794, about 147 blocks over the 32-bit limit. World rendering stops working at this point.

The end of Minecraft terrain generation in the Nether at X: 2,147,483,644.

The Far Lands at X: 34,359,738,079, where chunks start to become overwritten.

Same location as the previous screenshot, but the game is paused (notice the super high CPU usage).

Far Lands generating close to the origin of the world.[19]

The edge, corner and sky far lands intersecting.

The traditional 2-edge corner far lands meeting the 3-corner Far lands, which is completely solid. The cavities are from falling gravel.

Giant redstone past X/Z 1,073,741,824 which is halfway to X/Z 2,147,483,648. They generate as large as 128 blocks. Notice the trees in the background, which cannot naturally generate out this far.

Bedrock Edition[[[[modifier]

A view of the Far Lands while a player is facing them.

The terrain at X=152,556,832 in Bedrock Edition. It is impossible to move forward or backward. There is water but it is invisible.

Edge of the Far Lands in Bedrock Edition.

Mesa section of the Far Lands in Bedrock Edition.

Swamp section of the Far Lands in Bedrock Edition, with relatively normal structure in the middle.

The point in Bedrock Edition at which the Edge Far Lands begin to get more repetitive, with relatively normal structure in the middle.

The start of the Stripe Lands at X/Z ±16,777,216.

A frozen ocean biome in the Stripe Lands.

The Stripe Lands in a flat world.

Far Lands at X/Z: ±2,145,624,024, close to the physical limitations of the game. Nothing renders this far out.

The Far Lands intersection in a desert biome. The cacti render as full blocks with gaps.

A desert temple generated in midair close to the start of the skygrid.

A cave generated close to the Far Lands, with serrated-looking edge walls in front and the perfect holes in the back.

Old versions[[[[modifier]

The original enderman, originally known as a "Farlander"

The Far Lands in 1.5 from a Beta 1.7 world.

The Edge Far Lands at X-coordinate of 2,147,483,420.

Voir également[[[[modifier] Références[[[[modifier]

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