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    Distant lands

    Distant lands Distant lands

    Comparison between the Earths before and after the X / Z coordinate 12,550,821.

    Distant lands Distant lands

    The "corner" of the Outlands, all X / Z coordinates 12,550,821 / 12,550,821.



    Distant lands Distant lands

    The Distant Lands reachable in the Nether.

    HR Distant lands it is an area that forms the "edge" of the "infinite" map. The distance between the center of the Minecraft map and the beginning of the Distant Lands, 12,550,820 meters, is approximately 31% of the circumference of the Earth calculated at the Equator. When the player manages to reach the distant lands, they will notice an excessive delay and the map will be distorted significantly. According to Notch this distortion could be fixed, but since it is highly unlikely that someone will reach the Far Lands without the help of some cheater, he has stated that he will not fix this defect, also because he greatly appreciates the idea of ​​a mysterious world located beyond a certain distance. [1]

    Summary

    How to access

    Getting to distant lands without using an external program is extremely difficult (or at least requires a disproportionate amount of time) - no less than 820 hours of walking in a straight line from the center of the map. However, it is possible to use a level.dat editor or just use the / teleport command. It is not possible for the player to spawn near the Outlands due to the extreme distance.



    The boundary between the normal map and the Outlands (defined by the beginning of the terrain distortions) occurs at the X / Z coordinate of ± 12,550,821.

    The physical limit beyond which the fragments are overwritten is in the X / Z coordinate ± 34,359,738,368, equal to approximately 25% of the distance between the Earth and the sun which, if exceeded, will be thrown out of the world followed by the message "Disconnected from the server: illegal position and the key to return to the main menu". At the X / Z coordinate ± 2,147,483,648, (1/16 of the above distance), the position of objects, creature path search, and other variables encoded as 32-bit integers will overflow and behave strangely, with the consequence of blocking Minecraft most of the time. Long before reaching these areas, however, it is already possible to observe many strange things in the generation of the map, in the physics of the blocks and in the update of the map according to the precise position of the player.

    At the X / Z coordinate ± 1,798 ∙ 10 308 the player position, represented by a double precision floating point number, will overflow.

    As already mentioned, using the / teleport command it is possible to reach the Far Lands. After pressing the key assigned to the chat (by default T) to open the console style input window, using the command "teleport" (or its abbreviation, tp) followed by the X, Y and Z coordinates of the player You can reach any destiny.

    For example:


    • To get to distant lands (el mur) try "t 12550820 140 0". Make sure the flight is enabled or the damage is disabled; otherwise you will end up under the bedrock layer and die in any game mode.
    • To get to the Far Corner Lands (the intersection of the "walls"), try "t 12550820 140 12550820". As before, make sure you are protected from falls.

    Unfortunately, there will be excessive lag and less powerful computers will surely crash immediately after teleporting. Opening the single player command console will allow faster rendering of Far Lands, as well as opening the menu (esc key).


    Geography of distant lands

    Both areas of the Outlands feature extremely anomalous terrain, although the two areas are remarkably different. In both cases, all areas below sea level, except for the caves, are completely flooded. The structure of the Outlands depends on the seed used in the map generation, although the general characteristics remain the same. Beyond the X / Z coordinate ± 32.000.000 it will no longer be possible to find trees, there will be no mob growth and the lighting will stop working. This value is a preset limit in the Minecraft source code.

    The Outlands will continue to spawn biomes, but they will be indistinguishable from each other, except for the color of the grass. Desert biomes will be covered in sand and alpine biomes will be covered in snow, excluding the top of the map (there is no more space for snow cover at that level). The generation of trees will behave in a generally normal way, but they can only be found in the higher areas due to the need for grass.


    Ores can be found at their respective maximum heights just like in the normal world. Unfortunately, due to the flooding, it is extremely difficult, if not impossible, to extract any mineral other than coal. In the solid areas of the Outlands it is still possible to find normal caverns, but their size will be very limited. Along with the caves it is possible to find lakes, springs of water or lava and dungeons (extremely rare) or villages.

    Much of the open space in the two areas is shrouded in darkness, so aggressive creatures are widespread, making the Outlands an extremely dangerous place. This is especially true for Far Lands Corners due to its layered structure. In flooded areas it is possible to find a large quantity of squid. You can overcome the maximum available distance by going to the Nether, reaching the limit, building another portal, and since one step in the Nether equals eight on the Surface, you will find yourself for a few seconds in a discolored area and can disturb the game. For more information on this topic: https://www.youtube.com/watch?v=Wgg3oOSSt7c


    In the nether

    The far lands of the Nether behave like normal lands on the far side. They consist mainly of Netherrack with traces of soul sand. Blocks of glowstone are found in coral-like structures like the rest of the Nether. The Netherrack and higher states are still present, as well as the lava ocean (at coordinate Y 31). The Far Lands of the Nether are identical to their Suêrfocoe counterparts: layers of terrain stacked together, with all levels 31 and below submerged in lava.

    In the Nether, the delay that characterizes the normal Outlands is not present.

    Effects of distant lands

    Distant lands Distant lands

    The most notable effect in the Outlands, where the map takes longer to adjust to the player's movements.

    There are many consequences that can be seen after traveling millions of blocks from the center of the map. The first consists of a choppy animation of the environment, not directly tied to the Outlands in terms of errors in the precision with which floating point variables are processed. This phenomenon is also observable from the X / Z coordinate ± 500.000. Players will observe a sharp drop in frame rate and noticeable CPU activity, which will continue until Minecraft is completely frozen. This will not happen in the case of games on multiplayer servers.

    As the player progresses further and further into the Outlands, the effect will worsen to the point of making the game absolutely unplayable. At the X / Z coordinate ± 32.000.000 [2], the block physics stops working correctly. The lighting no longer works and the blocks, although present, are no longer solid. If the player tries to walk on them, they will begin to plummet into the void. For this reason, it is impossible to get close to the X / Z coordinates ± 34,359,738,368 (the position where the chunks will start to overwrite the old ones, permanently ending the generation of all chunks in the world you are playing in) or ± 2,147,483,648 (the end of chunk generation on 32-bit processors) without the help of mods or editors. Exceeding a certain X / Z coordinate limit, the map renderer will stop working or take an enormous amount of time and computing resources to function properly. At this point, the only way to exit Minecraft is by using the task manager.

    To all this is added, as can be seen in some screenshots, the strange falling behavior of sand and gravel. Only a quarter of the blocks respond correctly to gravity. This depends on the errors in the precision of the floating point variables, parameters on which the fall and the position of the sand and gravel depend.

    The climate is not altered by distant lands, but by the soil on which it acts. The lightning bolts that hit the surface at the top of the map are invisible and will not cause fires. The particle effects created by rain are black instead of blue. Snow does not accumulate due to lack of space. These effects do not occur exclusively in the Outlands, but at any point located on the upper edge of the map.

    Previous versions of Minecraft

    For various reasons, little is known about Far Lands in previous versions of Minecraft; They had no official name, few suspected of their existence and even fewer tried and revealed it. When Notch mentioned them on his blog [1], giving them what is now his official name, gamers took an interest in the matter.

    In the Infdev version, although the Outlands were present, many of their particular effects were missing. There was no lag and beyond the X / Z coordinate ± 32,000,000, the blocks were simply no longer rendered. Walking over the edge had the only consequence of permanently locking the player in position, from which it was no longer possible to move. [3] [4]

    It has been confirmed that in Alpha v1.1.2, blocks stopped rendering after X / Z coordinate ± 32,000,000, as in previous versions of Infdev. It is not known in which version the "ghost block" effect first manifested itself.

    Further down in the Far Lands

    When you teleport 100.000.000 meters, you notice that the ground "moves by itself." Teleporting close to the 32-bit limit, the most notable effects are:

    • Black sky, black clouds that are "guided" by the player's movement;
    • When it rains, the drops that pass through the clouds do not "disappear" inside them, but pass over them, in a clearly visible way (it almost seems that the clouds are ghost entities), in addition the rain is beige.
    • Only some faces of the blocks are visible, sometimes only one face is visible, regardless of the player's position.
    • Fragments spawn regardless of where the player looks, for example, some Fragments disappear and reappear depending on the position the player is looking from;
    • Given the dark sky, at those coordinates the lighting does not work properly and the area is shrouded in darkness;
    • Bad chunks are not generated;
    • The sky is completely black at night.

    Some of these events only happen at night, during the day the opposite is true.

    Curiosities

    • The far corner lands spawn hostile creatures at a significantly faster rate than normal chunks, due to the expanse of areas shrouded in total darkness. On the land, it is very likely that this rate is reaching its maximum value, since the stacked terrain functions as a "tower" of generation of mafias.
    • Similarly, placing flashlights to illuminate dark areas (especially in the corners) will result in the rapid appearance of passive mobs.
    • The area at the top of the Far Lands Corners tends to be poorly lit during transitions from day to night. The cause of this is that the calculation of solar illumination does not work correctly when a fragment is completely in the coordinate Y 127.
    • Even traveling in the Nether it takes no less than 102 hours of walking in a straight line to reach the distant lands.
    • Entering a Portal that targets the distant lands of either world will inevitably collapse Minecraft.
    • The average composition of the far side lands is: 36% stone, 25% air, 23% water, 10% earth / grass, 2% base stone, 4% other. (Based on the analysis of a generic 16x16 fragment)
    • The average composition of the far corner lands is: 40% stone, 16% air, 28% water, 10% earth / grass, 2% base stone, and 4% other. (Based on the analysis of a generic 16x16 fragment)
    • YouTube user Kurtjmac, (found here) is one of the few players trying to reach the distant lands without the aid of mods. He is also one of the few who is documenting the "complete" journey. On June 5, 2011, he opened the website farlandsorbust.com to give more information about his company. A lot of weird things have happened already, like weird terrain formations, the compass that randomly changes direction, and your base camp doubling (A case of shard duplication? Similar to Yogscast. Documented at the end of this video; & feature = channel_video_title). ** Spoiler ** It turns out that since Kurt copied his world to make a downloadable copy of it, he "duplicated" his world, regenerating the fragments he passed through.
    • If with a command block, in a super flat world, you try to reach distant lands, we will be catapulted into a normal world.
    • In MCEdit, an editor, highlighting a desired area will be very difficult, because the selection frame appears significantly distorted. It is possible to build more than 32 million meters with MCEdit, but as mentioned, blocks of more than 32 million meters are not solid, so even the creation will not be solid, even if it is created with MCEdit.
    • In the famous Aether Mod, the "Gruyere Wall" is more like a series of very large tunnels or holes, sometimes connected to each other. It must be said that these tunnels are much wider than in the normal Outlands.
    • Tommaso Checchi, the developer of Pocket Edition, posted a photo of himself, at the position of X: 30.000.000. In this area there is a scratched and distorted terrain, baptized by Tommaso as "Tierras de Rayas". AX / Z: 700,000 starts the "shake" effect and the game becomes unplayable slowly, with some crashes. In X / Z: 900.000 crashes are more frequent. In fact, the playable area in Minecraft: Pocket Edition is quite a bit smaller than that of the PC version.
    • During 1.8 snapshots it is possible to teleport to impossible heights using the / tp command. Little by little as you go up, some errors are frequent, for example the irregular cyclical change of the RAM used (which slows down if you go up even more), the impossibility of moving on the Y axis (only some positions) and the sky which can have just one color or three different colors, which can be three different parts of the day in Minecraft. The only positive part of these "Very Empty Lands" is that the lag is (almost) totally absent, given the high altitude, there are no chunks or mobs spawning nearby. [Error MC-55419 in bug tracker]

    How to spawn the Outlands in a Major World Beta 1.8 release

    Short notice: it is recommended to use more advanced versions such as 1.4, 1.5, 1.6, 1.7, 1.8.

      • NOTE **: THE GUIDE IS NOT UPDATED TO THE CURRENT VERSION (Minecraft 1.12, July 2017), SO IT IS BETTER TO USE THE ABOVE RECOMMENDED VERSIONS.
    • Create a world with one of the versions listed above and rename it as you wish.
    • As soon as you've generated, type chat "/ tp 12550820 130 0" to go to Stack or "/ tp 12550820 130 12550820" to go to the corners. Of course, you can replace 12550820 with a number between the latter and 29999999. Make sure you have creative mode. If you want to see distant lands from the front profile, go down to Y: 70 and subtract 20 from the X coordinate (or Z, or entrembe, depending on where you want to go), and hope you hit the ground without dying.
    • As soon as you get to those coordinates, walk straight for a couple of seconds and then stop. This is to ensure that it will hit Y: 127 (exactly above the Outlands) with zero fall damage. Stay still at Y: 130 (or Y: 70 if you want to see them from the front).
    • Close the game and reopen the launcher.
    • Select a version prior to Beta 1.7.3.
    • As soon as you have entered the game, take the world you were using. Don't worry if it says it needs to be converted, the Outlands will appear anyway.
    • You will find yourself in the Far Lands area. If you've had an unfortunate tp and you're dead, go back to step 2. If not, enjoy a few seconds in the Outlands. Keep in mind that you will end up in Survival mode, so be careful.
    • Press Esc, save the world and exit the game.
    • Choose the version you used at the beginning and start the game.
    • Select the world you used to do all of this and wait for the map to convert. Again, don't worry, the Outlands are spawned the same way you saved before exiting the game. If they don't show up, you probably go straight out without letting the world save.
    • You will have the Outlands in your world. The delay is reduced, almost absent, but only the errors of the version you use will be present, not the beta errors.

    Enjoy the Outlands!

    • Distant lands

      Bird's-eye view of the upper face of the corner of the Far Lands, or "Stack."

    • Distant lands

      The middle level of the Outlands corner using a mod for visibility.

    • Distant lands

      The lower level of the corner of the Outlands using a mod for visibility.

    • Distant lands

      Top view of the Distant Lands wall.

    • Distant lands

      Inside the wall of the distant lands before 32,000,000, where there are no trees, no mob, and no lighting.

    • Distant lands

      The ocean on the wall of the Far Lands.

    • Distant lands

      A fountain of stretched water.

    • Distant lands

      An expanded lava fountain.

    • Distant lands

      An incredible view of the Far Lands.

    • Distant lands

      A desert biome in the Outlands.

    • Distant lands

      A section from the corner of the Outlands, showing the 3 different layers.

    • Distant lands

      Bird's-eye view of the corner of the Far Lands.

    • Distant lands

      "La Pila" with X / Z ± 32.000.000 blocks. Above you can see the top layer.

    • Distant lands

      The Far Lands in the Infdev version.

    • Distant lands

      The Far Lands in the Infdev version.

    • Distant lands

      "La Pila" in the Infdev version.

    • Distant lands

      Bird's-eye view of the "Pila" in the Infdev version.

    • Distant lands

      The edge of the world in the Infdev version.

    • Distant lands

      The edge of the world in the Infdev version from the third person view.

    • Distant lands

      Town spawned on the edge of the Outlands.

    • Distant lands

      Trees appeared near the edge of Distant Lands whose leaves have been stopped by the edge. Seen this way, trees can look strange.

    • Distant lands

      A mushroom island made without mushrooms or giant mushrooms.

    • Distant lands

      The edge of the Outlands at the X coordinates of 2,147,483,420 (note the low frame rate).

    • Distant lands

      The Far Lands in version 1.5 seen from Beta 1.7.

    Outlinks

    1. ↑ 1,0 1,1 http://notch.tumblr.com/post/3746989361/terrain-generation-part-1
    2. ↑ http://www.youtube.com/watch?v=5bGm2-YpzXE
    3. ↑ http://www.youtube.com/watch?v=7Yj6qV3xTtE
    4. ↑ http://www.youtube.com/watch?v=M1JtvFNr4vg

    Generated structures and terrain characteristics

    View at: Template:Generated structures/content [editar]

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