Far Lands (Java Edition)/Further distances by modding (Pre-Beta 1.8)
Minecraft Wiki article. Categories: Terrain_features, Far_Lands
This article is reproduced from Far Lands (Java Edition)/Further distances by modding (Pre-Beta 1.8) on the Minecraft Wiki. Mirrored from revision 3715642. It is licensed CC BY-NC-SA 3.0 by the Minecraft Wiki contributors — not under the Codex’s CC BY-SA 4.0, and it may not be used commercially. Edits belong upstream, not here.
The Far Lands were the point within Minecraft where the terrain generation effectively broke down due to overflow in 32-bit terrain generation. The Far Lands end in vanilla gameplay at the 32-bit integer limit, at approximately X/Z: ±2,147,483,647, with nothing else generating afterwards. By modifying the game, though, it is possible to remove the limits that normally crash the game. Whether or not this can be considered vanilla (since distance effects also end up patched) is up for debate.
Explanation
Because terrain generation in Beta 1.7.3 relied on 32-bit integers, certain aspects broke down at extreme coordinates. At X/Z: ±2,147,483,647, the 32-bit integer limit, blockpos within chunk formatting breaks completely, attempting to load a chunk from the opposite end of the map relative to the player's axis, -2,147,483,648, causing the game to instantly crash when approaching this point. This also means the game is no longer able to render any terrain at this point, because it is attempting to pull from the opposite end when trying to generate the next chunk after 231. Thus, an endless void is what remains past the point, and if viewed from the other side, the exact point of it failing can be seen, although the game instantly crashes as soon as its rendered. If this array is fixed from rolling into a negative, what results is a invisible gap within chunks along X/Z: 231, likely due to Frustum culling breaking down even further at the 32-bit integer limit (in the corners, it results in a giant X-like formation).[1]
A BigInteger mod fixes this by storing most data, including chunk formatting, in Java's BigInteger class, which has an extremely large overflow point, up to 2231 − 1. As a result, this patches most effects of the Far Lands seen in vanilla Minecraft, including the world boundary at 32 million blocks and making blocks solid. To see the effects of how the vanilla Far Lands continue without these game-breaking effects, the Perlin noise and how terrain generation itself is not altered. Due to the previous changes, this may not be considered vanilla as it technically goes beyond what vanilla Minecraft was designed to handle, just altered using a different storage to prevent crashes and certain artifacts.
What is interesting is that due to this, new distance effects akin to those from Bedrock Edition begin manifesting themselves at extremely large distances. The difference is because Java Edition was coded using Java rather then Bedrock's C++, meaning that in the former, the same effects visible in vanilla Bedrock gameplay (and its Far Lands up until their removal in Bedrock Edition 1.17.30) end up happening much further out, and thus do not occur within the maximum range attainable in vanilla Java Edition.
Effects
| Coordinates | Effects | Image (if available) |
|---|---|---|
| X/Z: ±34,359,738,368 (±235) |
|
|
| X/Z: ±9,007,199,254,740,992 (±253) |
|
|
| X/Z: ±18,014,398,509,481,984 (±254) |
|
|
| X: ±8.1751×1048 X: ±8.5766×1048 X/Z: ±9.1762×1048 X: ±1.0299×1049 |
|
|
| X/Z: ±4.119992×1049 |
|
Beyond this point, it remains the same, even up to X/Z ±~1.7977×10308 (±21024). Further distances are possible as Java’s own BigInteger class maxes out at X/Z ±~8.8081×10646456992 (2231 − 1). This is theoretically the absolute farthest one could possibly even reach as both BigInt and the coordinates would overflow, the latter rolling over to "Infinity" and crashing the game, making this the absolute maximum Minecraft can generate, even with extensive modding. However, this is an exceptionally gigantic number that any attempts using this method would almost certainly crash the game long before then. The highest distance reached using this method so far is X: ~2.5963×10157826 (2524288) by the YouTuber hypernebule, on June 8, 2026.[2]
Gallery
Decay progress (without fix)
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First stage of decay at X: ±8.1751×1048. Sides of the comb structures can be seen.
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Second stage of decay at X: ±8.5766×1048. Comb structures become more visible
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Third stage of decay at X: ±9.1762×1048. Thin pillars begin repeating much more commonly.
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Fourth stage of decay at X: 1.0299×1049. Almost nothing is visible after this point.
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The end of the Far Lands at X/Z: ±4.119992×1049, giving way to endless ocean and bedrock floor in alternating stripes. As one goes further this will eventually become invisible due to precision loss causing huge spaces between rendered blocks.
Notes
- ↑ In the MCBig Legacy mod, this can be verified by not checking the "Big Decimal Movement" option upon launch, which would fix the player position and precision loss at this distance. Verified also in 64-bit mods despite terrain itself being converted to Longs, as player movement itself is not changed.
References
- ↑ https://youtu.be/FTMzUhIW3oc?si=gJNWLJ398YboGf8K&t=99
- ↑ Going further then anyone ever has in Minecraft.. YouTube, June 8, 2026.
Navigation
Sources
- Far Lands (Java Edition)/Further distances by modding (Pre-Beta 1.8) — Minecraft Wiki, CC BY-NC-SA 3.0, revision 3715642.







