Finally, after all this time someone ACTUALLY explained how and WHY the far lands generate. That visual with the cubic chunks mod helped me make sense of it the most! Awesome video.
seriously and i properly understand the math too. same with the power of 5 thing (which when it overflows 2^1024 terrain stops entirely but before a shit ton of other stuff happens)
My Bacherlor thesis was literally called 'Procedural Generation Using Perlin Noise with User Preferences', and my love and respect for Minecraft (and especially the generation) actually started with this study. And the fact that I am watching this video and see how all the studies I have done are applied in this video, it feels so rewarding
The Far Lands are genuinely one of, if not *THE* most interesting phenomenon in the history of Minecraft. Nothing really comes close in terms of how iconic, timeless and _weird_ of a ''bug'' it is. I could listen to trivia facts about these bizarre accidental creations for hours, and that's why I love Ant's channel so much.
@@Faizan29353 just make 64 bit unsigned integer, its extremely long so it will take too much time and once it overflows it automaticly sets to 0 u dont have to do anything, and if it repeats its actually kinda cool
Fun fact: The farlands also exist on the old console editions! The same exact patch for them is there, but because worlds are limited size, you can never see them if you unpatch the farlands. By forcing the scale of worldgen to be insanely small, it actually generates not only the farlands, but also the sky farlands! I have a proper override that forces the farlands to generate past a certain chunk distance from spawn. It works, but the farlands are capped to y=128. It's pretty cool how they're identical to java's, since the worldgen code is mostly 1:1 (set the biome scale to large before making the world, and then it's identical to java 1.13!).
I wonder if the 3DS edition of MC counts as Legacy edition, and if it also has the farlands 🤔 easily one of my favourite versions because of how lonely and uncanny it was. The thick fog and lack of mobs... was so disappointed when they added hostie mob spawns. Zombies ruined my island's atmosphere :(
@@Twiddle_thingsThe 3DS version is closer to Bedrock than Java. Not that it's without Far Lands - on mobile devices, you can still see them to this day, as far as I know!
@@Twiddle_things3DS edition was not developed by 4J studios, and i'm pretty sure it was even based on the bedrock codebase, so it would not count as a legacy console edition. however, this might mean the far lands could theoretically still exist on 3DS if worlds generated out far enough, but i couldn't manage to find anything on the subject in the five minutes i was willing to dedicate to this youtube comment reply. it's also possible they were patched out regardless for some reason
"hello, it's tom scott, today we're here at the 32-bit integer limit" "cave johnson here, i'm at the 32-bit integer limit. the lab boys tell me if i go any further i'll loop back to the other side of the map due to integer overflow. whatever that means"
I would certainly not be opposed to Mojang re-adding the Farlands to the game. They’re so mysterious and beautiful. Waaaay cooler than the current world border.
If I understand this video correctly, it wouldn't even be that hard to do either. Just tell Minecraft's world gen code to break itself for the last like 100k blocks out from the vanilla world border and you presumably would have this bug turned into an unintrusive, but really cool feature.
I love the part where he is yelling. You get the comedic effect of him yelling, but you don't get the earsplittingly loud increase in volume that absolutely RIPs headphone users. It's details like that which AntVenom seems to nail every single time.
Aww, I appreciate that. And yeah, I hate it when a video can't be passively enjoyed due to some kind of ear-splitting edit. To me, it's just not considerate. Volume can always be adjusted without losing the effect.
Ant there is a 1.3.2 mod that allows generation till the 1024 bit limit and lets you see all of these limits in their true positions (even the fringelands) but normally the mod uses the module patch from beta 1.8 but you can get rid of that and also merge the comb artifacts of the fringeland and other stuff but you need to install it the old way in the base luncher but i just used multimc add to jar button and you can get this mod at allam a video titled BREAKING THE (64bit number) LIMIT AGAIN@AntVenom You can also find the jvm arguments for the fringelands ,normal farlands pos and the stripelands fix and other stuff with the 64bit person generator but you can find it in a comment
I feel like having some kind of notation for different kinds of Far Lands would make naming them easier. There could be 4 levels: • 1 - Far Lands; • 2 - Farther Lands; • 3 - Fartherer Lands; • 4 - Farthest Lands. Additionally, there could be 4 designators: • E - Edge Far Lands; • T - Sky (Top) Far Lands; • B - Void (Bottom) Far Lands; • C - Corner Far Lands; -• V - Vertex Far Lands.- A pair of edge designators of the same level give the corner designator: E2E2 becomes C2. -A pair of corner and sky/void designators of the same level give the vertex designator. The void designator prepends a minus sign to the V level: C4T4 becomes V4, C4B4 becomes V−4, E4B4 stays the same.- Example usage: • E1 - Edge Far Lands; • B2 - Void Farther Lands; • E2E1 - Edge Farthest Edge Far Lands; • E1B1 - Edge Far Void Far Lands; • E2B1 - Edge Farther Void Far Lands; • E1T1 - Edge Far Sky Far Lands; • E2T1 - Edge Farther Sky Far Lands; • E2T2 - Edge Farther Sky Farther Lands; • C3 or E3E3 - Corner Fartherer Lands; • -V−1 or- C1B1 or E1E1B1 - Corner Far Void Far Lands; • -V1 or- C1T1 or E1E1T1 - Corner Far Sky Far Lands; • E1T4 - Edge Far Sky Farthest Lands.
I approve of this notation. However, I'd remove the V designator entirely, because the V designator doesn't really need to exist (V1 could be expressed as C1B1). Also, "vertex" isn't currently a part of the Farlands naming convention: if V was removed, the notation would have the benefit of having a direct correlation between notation and naming.
i still don't understand it like at its most core. Wdym by low noise or high noise? i ca understand the selector noise converging both noises but what does the low and high noises actually do?
I'm a huge worldgen geek but I've always wondered what had to happen to make the terrain go so crazy in the farlands. Thank you so much for going into the math behind this.
@@unspokencookie it was pushed beyond the world border and mojang added a feature, which makes minecraft worlds "not" generate terrain chunks beyond the world border. You can see that beyond the world border, there generates a few chunks, but after that it is just a white wall. If you know modding, then you can make the world still generate terrain chunks beyond the white wall and then you can see the farlands. Someone made one for 1.2, but it is buggy as hell
@@Alanboss777 im too late but, because the world border and the terrain generation was fixed, it will exist at 57 quadrillion, will end at 9.22 quintillion cus the generation was changed, that caused it maybe it might have been even changed to 300 quadrillion or more or less if the terrain was changed again.
Whoa... This is just fascinating to learn... This video blew my mind, just like back then, in 2017-2018, when I first started watching your Breaking Minecraft series and learning about the farlands for the first time... And I want to say thank you for bringing me into this side of Minecraft all those years ago :)
One note. Minecraft is using 3d perin noises, not 2d. Just, the higher you get, the more of it is "cut". 2D perlin noise is unable to generate things like hanging cliffs, overhangs, arches etc. because it give you no depth value, just height. Henrik Kniberg a former minecraft dev is describing it in his "Minecraft terrain generation in a nutshell" video. Another proof of that can be seen at 3:38 min of the video. Look at the "selector noise:". Below 3 variables are shown, Period, Period Y, Period Z - 2D perlin noise is taking only 2 dimensions as the input, and is returning 3rd one. 3D perlin noise on the other hand is taking 3 dimensions, and is returning 4th one. This 4th dimension is threated differently than 3rd dimension in 2d perlin noise. It doesn't show you how "high" on the 4th dimension you should generate terrain, it just show you where blocks should be, so e.g. values below 0 are air, and above or equeal to 0 are stone. World generation shown at the graph above, again at 3:38, as well as the farlands terrain is impossible to generate with just 2d perlin noise
So does Infdev use 2D perlin noise, and that's why the farlands there are just solid stone (height value is huge, so everything is "deep underground", and there are no holes because 2D perlin noise only gives a height)?
@@StarboyXL9 Its just perlin noise but in 4d. It takes 4 parameters(X, Y, Z, W), instead of 3(like 3d perlin noise), and outputs a single value. Just math, nothing magical, or unexpected here. There are some projects that use it, e.g. 4d miner
@@jozefkudrys1681 Right, but what would a Minecraft world made with 4dimensional Perlin noise look like? How would time proceed inside of the game world?
I have a mod that goes beyond the 64 bit integer limit to explore the farlands and see the ways in which the terrain falls apart at extreme distances. I love the farlands.
I always wanted someone to bring the Far Lands back - as a biome. One that only appears at significant (but still humanly achievable) distances from spawn. maybe with the Alpha grass colors and some other additions to make it feel less like a bug and more like a mythical landmass type. And probably increased enderman spawn rates.
Even though it's all pre-calculated, I still get the same feeling of dread and wonder that I do when learning about deep space. Very well researched video!
Just to be clear this is indeed what we'd call a joke, man this isnt rocket science it ain't that hard to understand I just thought it was funny throwing out numbers in the billions and doing math to understand why the *minecraft farlands* exist ahahaha
Allam A. has confirmed last year, that the Fartherer and the Farthest lands are not true FL interations, but rather structures that break down back into the Farther Lands after several thousand blocks. And there is the infinity bit mod that actually confirms that.
yep i was gonna say this. actually i think the fartherer and farthestlands actually are what that repeating terrain is in that 64 bit mod where it doesnt properly generate anymore. its also why it makes perfect sense where it starts where it does imo
I would recommend, for clarity's sake, calling the vertical far land categories as "high" and "deep" instead of "far". So the above-normal sky far lands of the topmost level would be the "Highest Sky", the level below that would be the "Higher Sky", the layer below that would be the "High Sky", and the layer just above the normal terrain generation would be just the normal "Sky Lands". Likewise, the void lands, going from outermost to innermost would be "Deepest Void", "Deeper Void", "Deep Void", and "Void", respectively. So, how you would mark the lands that were in the corner two out and three up would be the "Corner farther higher sky lands".
I honestly think the way I named them is better, because specifically naming them in this manner means there's really never any confusion. Edge Farther Sky Far Lands implies a very specific and easy to understand section of the Minecraft world. It's on either the X or Z Farther plane, and on the Far plane on the Y axis. Changing up the wording, IMO, will cause more confusion.
@@AntVenom I had a little trouble following the "Edge Fartherer Sky Far Lands" type names in the video. I think the High/Deep naming scheme that OP suggested would add extra clarity.
If you compressed the Minecraft worlds so that the distance to the far lands was just one block, the farthest lands would still be further away than the far lands are without being compressed.
I truly miss rewatching the old far land videos but THIS VIDEO has made my interest for this weird terrain generation has spiked even more.. thanks Ant Venom, this series, even if it is one is just so perfect to me.!
The void far lands being submerged in water truly gives me that "abyssal" feel. You dont gotta worry about falling forever because theres a medium to swim in... but that medium to swim in goes down forever.
you're an absolute legend in this community, im glad that i grew up with this game and i appreciate all the og youtubers. really well made vid!! -old fan
Absolutely insane video. Loved every second of it and I love how much passion and dedication you have for breaking Minecraft. I first started watching your videos back in 2011 in your original coverage of the Far Lands. It's crazy how much to this silly little block game there is. As always great video and I cannot wait for your next one! Of course don't overwork yourself/burn yourself out either. Your health matters too.
I'm curious to know how this would look in the Nether and the End dimension. I can just only imagine End Sky Farlands. So for those wondering: You can actually generate the Sky Far Lands in a vanilla world. If you take the Y-Scale for the noise map and multiply it by an extremly high value you can actualy see them in-game! So it is a true thing that doesn't require the cubic chunks mod and that's just insane.
Every overworld far lands in the video 1:31-1:58 the stone wall far lands and the corner stone far lands 2:39 the tunnel far lands 6:54 the corner far lands 8:27 the farther lands 10:06-10:08 sky far lands and void far lands 11:07 void farther lands 11:53 the fartherer and farthest far lands 13:17 some random biomes on the tunnel far lands (probably) 13:36-13:41 edge far and edge farther void far lands 13:57 corner far void far lands 14:07 the side of edge far void farther lands 14:09 void far farther lands tunnel 14:15 edge farther void far lands 14:21 edge far sky far lands 14:27 corner sky far lands 14:41 sky far farther lands outside 14:49 Edge far (right) and farther sky far lands (left) 14:55 at this point just read at the top right corner of the video
I really wish they would embrace the Farlands and add it into the game instead of removing it. It could've been a more interesting border than the one we have right now, perhaps in a normal Minecraft world they could've made it so the final 1000 blocks before the border could be Farlands that you can actually enter and interact with, and then after those 1000 you get the border we have right now. It would give players a reason to try and traverse such a long distance just like how they did long time ago and they would also play along with such a historical phenomenon. Honestly a missed opportunity in my opinion.
13:41 For as long as I have known about minecraft, the far lands phenomenon has always had me very very intrigued, and even moreso the more I dive into coding and general computer science stuff. Ant, I beg you PLEASE make that video
For a naming scheme I propose borrowing ideas from chemistry and have names like (optionally with positive/negative before X/Y/Z to specify direction): X-farlands - regular farlands on +-x Y-farlands - vertical farlands XZ-farlands - regular corner (?) farlands X-far-Z-fartherlands - regular farlands on X coordinate, fartherlands on Z coordinate X-far-Y-farthest-Z-fartherlands -regular farlands range on X, farthestlands on Y, and fartherlands on Z coordinate XYZ-farthestlands - farthestlands in all directions Etc.. Or maybe even avoid the somewhat silly farther, fartherer and farthest as names and do something like: X4Y2Z-farlands - corresponding to X-far-Y-farthest-Z-fartherlands, though that would be very uno virus what it even means when someone doesn't know such naming scheme
I apologize for being late to the party but this is absolutely fascinating thank you! I also love that we now have more answers and a better understanding of the Far Lands 😁
All those the Far Lands variations are just absolutely stunning. Like literally, I can't even say anything that describes how I'm feeling looking at them!
i love farthererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererer lands
And then there’s bedrock: a few million blocks out (I’m not sure how many exactly), the terrain generates as normal, but all entities cease to collide with blocks. From there onwards, the further you go in that direction, the more difficult it is to travel perpendicular to the farlands. At around 12.55 million blocks, you reach the farlands. I’m not sure what’s in between, but at thirty million blocks out, you can literally only move parallel to the farlands, and vertically. All blocks now appear two blocks long, and every second block doesn’t exist visually. Also it is impossible to travel beyond this point by any means, even teleportation. As for vertical farlands, I’ve never known of a mod that generates them in bedrock, but I do know that many thousand blocks up, you hit an invisible ceiling which cannot be passed by any means, even commands. And downwards, there’s an invisible floor forty blocks into the void that you can just walk around on in creative or if you survive long enough in survival. You can teleport beyond that, but I’ve never checked what happens if you keep going down there.
is there a mod that allows for the Far Lands generation to happen throughout the entire world instead of only at the edges? I feel like this could be interesting for more wild and difficult world generation
This is my favorite video you made so far in your RUclips career. It’s just insane how far the farlands truly go, and who knows, maybe there’s something else more daunting to be be discovered…
Minecraft's farlands is one of the reasons why I love algorithms and math in programming. Fascinating how algorithms for world generation can sometimes do crazy things when it reaches some kind of limit or unexpected condition.
The farlands in bedrock always stood out to me(well before their removal). According to some maps of bedrock worlds after the farlands there is nothing but ocean and bedrock but there is no video footage of it only a single screenshot on the wiki.
this is actually the first video that i watched that i can properly understand for reasons why the farlands happen oh my god thank you edit: btw the fartherer and farthestlands are actually artifacts of terrain gen breakdown likely being the bug that affects the farlands in the 64 bit farlands mod where terrain just repeats itself to a point
Oh hey there! Still waiting for that video wink wink Anyways, yeah, this is some really fantastic stuff to learn... Wow... This just blew my mind, just like back then when I first learned about the farlands from Ant's video
@@NuruddinPlays same here. and then i learned about the fringelands a couple years ago from allam a. i actually singlehandedly credit ant and allam for getting me way into computer science as a whole and breaking games too. its great also yeah the video im making is probably gonna be out by like april 14th or so. atleast i hope lmao
I just randomly clicked on this minecraft video for some nostalgia, and to my surprise its one of the most og minecrafters to date. Its been years since Ive seen a vid from antvenom and im so glad that you're still making videos. The old gen still remembers and loves you buddy
Great video Ant! You broke down the why and how of the Far Lands' generation in a way I could (mostly) understand, which in the years of playing and watching youtube content about Minecraft no-one has ever done for me. Thank you!
Someone should make some kind of Backrooms-like lore for the far lands. The further you go into it, the more distorted and dangerous the creatures get. Might be a great ARG and/or a mod to have in the game.
The far lands freaked me out as a kid. Just unsettling and alien. Somehow minecraft capture how non Euclidean geometry from lovecraft better than any horror game.
I’m gonna cry, you were my childhood. I’m 24 now and I can’t tell you how grateful I am that you’re still making videos. Thankyou antvenom, ive got a few years of videos to catch-up on
It's crazy that 99.9% of a Minecraft world resides in the Farlands. The "normal terrain" is actually the smallest portion of a Minecraft world by a huge margin.
man, i'd like to get a new far lands video, or any antvenom video, i have good memories watching this channel, i somehow missed this one toh. hope to see a new one soon
You've cracked the code! It is fortunate that most of us play in the near lands, however, or else the far lands would become commonplace and uninteresting and we would pine for normalcy.
Finally a technical explanation, I was waiting for something more in depth for a while now. You said you love bugs and glitches, my thing is to understand HOW they happen and how they were fixed, thank you!
The farlands looks like a place you’ve been, but have never gone to, it lives in your head, alive and not alive, the world breaking and remaking itself, into a broken, glitched, wall of something that use to be alive
AntVenom still providing the most introspective Minecraft content on the platform in a fun, detailed but easy to understand format Always get excited when I see a new upload!
First
Real
No me buy one second
nobody cares if you are first
second
how tf did you actually manage to be first Anthony lmao
Finally, after all this time someone ACTUALLY explained how and WHY the far lands generate. That visual with the cubic chunks mod helped me make sense of it the most! Awesome video.
@NumberOneRated1997SPAMTON G SPAMPTON??????
@@denontown FROM DELTARUNE???? 🤯
@NumberOneRated1997 omg sand from nude dealer 2
seriously and i properly understand the math too. same with the power of 5 thing (which when it overflows 2^1024 terrain stops entirely but before a shit ton of other stuff happens)
@@tristantheoofer2 yo tristan
My Bacherlor thesis was literally called 'Procedural Generation Using Perlin Noise with User Preferences', and my love and respect for Minecraft (and especially the generation) actually started with this study. And the fact that I am watching this video and see how all the studies I have done are applied in this video, it feels so rewarding
Nice. You studied Computer Science?
@@doufmech4323I am studying computer science right here ☝️
I'm gonna be that "Marcus Zergingham"
A joke of Mark Zuckerberg
@@doufmech4323 Sorry for the late reply. Yes I graduated as BsC in Computer Science :)
@@nathanielcutajar🎉🎉 nice bro
@@nathanielcutajarcongrats, im going into computer science too, hope you find a good job, gl out there mate 👍
The Far Lands are genuinely one of, if not *THE* most interesting phenomenon in the history of Minecraft. Nothing really comes close in terms of how iconic, timeless and _weird_ of a ''bug'' it is. I could listen to trivia facts about these bizarre accidental creations for hours, and that's why I love Ant's channel so much.
@@Faizan29353 Oh that is very true. By accidental I moreso meant ''they weren't supposed to be in the game,'' bad wording from my end.
@@Faizan29353 In a game like Subway Surfers it is completely avoidable.
It's so cool looking, wish it was an actual thing in game
@@Faizan29353 what if just make integer unsigned? so it becomes 0 after it reaches limit
@@Faizan29353 just make 64 bit unsigned integer, its extremely long so it will take too much time and once it overflows it automaticly sets to 0 u dont have to do anything, and if it repeats its actually kinda cool
Fun fact: The farlands also exist on the old console editions! The same exact patch for them is there, but because worlds are limited size, you can never see them if you unpatch the farlands. By forcing the scale of worldgen to be insanely small, it actually generates not only the farlands, but also the sky farlands!
I have a proper override that forces the farlands to generate past a certain chunk distance from spawn. It works, but the farlands are capped to y=128. It's pretty cool how they're identical to java's, since the worldgen code is mostly 1:1 (set the biome scale to large before making the world, and then it's identical to java 1.13!).
I wonder if the 3DS edition of MC counts as Legacy edition, and if it also has the farlands 🤔 easily one of my favourite versions because of how lonely and uncanny it was. The thick fog and lack of mobs... was so disappointed when they added hostie mob spawns. Zombies ruined my island's atmosphere :(
@@Twiddle_thingsThe 3DS version is closer to Bedrock than Java. Not that it's without Far Lands - on mobile devices, you can still see them to this day, as far as I know!
@@Twiddle_things3DS edition was not developed by 4J studios, and i'm pretty sure it was even based on the bedrock codebase, so it would not count as a legacy console edition. however, this might mean the far lands could theoretically still exist on 3DS if worlds generated out far enough, but i couldn't manage to find anything on the subject in the five minutes i was willing to dedicate to this youtube comment reply. it's also possible they were patched out regardless for some reason
@@cornbreadbutcringey5723it was based on pocket edition. bedrock edition pre 1.2.x.
RIP Switch Legacy. Entirely impossible to get legally now.
"hello, it's tom scott, today we're here at the 32-bit integer limit"
"cave johnson here, i'm at the 32-bit integer limit. the lab boys tell me if i go any further i'll loop back to the other side of the map due to integer overflow. whatever that means"
That would have actually been a really cool way of handling that. It would be hell to render though
@@SethbotStar like when you go a certain depth (8000m I believe?) in Subnautica and warp back to the safe shallows
I didn't know cave Johnson was a Minecraft gamer!
Portal!
That does sound like something Tom Scott would do.
I would certainly not be opposed to Mojang re-adding the Farlands to the game. They’re so mysterious and beautiful. Waaaay cooler than the current world border.
If I understand this video correctly, it wouldn't even be that hard to do either. Just tell Minecraft's world gen code to break itself for the last like 100k blocks out from the vanilla world border and you presumably would have this bug turned into an unintrusive, but really cool feature.
@@remor698or actually make it an actual biome that only shows up that far off the center rather than intentionally breaking generation
Farlands dimension.
They still exist in Bedrock.
Anarchy server players will riot
I love the part where he is yelling. You get the comedic effect of him yelling, but you don't get the earsplittingly loud increase in volume that absolutely RIPs headphone users. It's details like that which AntVenom seems to nail every single time.
Haha
Aww, I appreciate that.
And yeah, I hate it when a video can't be passively enjoyed due to some kind of ear-splitting edit. To me, it's just not considerate. Volume can always be adjusted without losing the effect.
@@AntVenom as martincopants once said, if you feel like you're too loud, just back up a lil, and do it again
Ant there is a 1.3.2 mod that allows generation till the 1024 bit limit and lets you see all of these limits in their true positions (even the fringelands) but normally the mod uses the module patch from beta 1.8 but you can get rid of that and also merge the comb artifacts of the fringeland and other stuff but you need to install it the old way in the base luncher but i just used multimc add to jar button and you can get this mod at allam a video titled BREAKING THE (64bit number) LIMIT AGAIN@AntVenom
You can also find the jvm arguments for the fringelands ,normal farlands pos and the stripelands fix and other stuff with the 64bit person generator but you can find it in a comment
It felt like _Distance._
I feel like having some kind of notation for different kinds of Far Lands would make naming them easier. There could be 4 levels:
• 1 - Far Lands;
• 2 - Farther Lands;
• 3 - Fartherer Lands;
• 4 - Farthest Lands.
Additionally, there could be 4 designators:
• E - Edge Far Lands;
• T - Sky (Top) Far Lands;
• B - Void (Bottom) Far Lands;
• C - Corner Far Lands;
-• V - Vertex Far Lands.-
A pair of edge designators of the same level give the corner designator: E2E2 becomes C2.
-A pair of corner and sky/void designators of the same level give the vertex designator. The void designator prepends a minus sign to the V level: C4T4 becomes V4, C4B4 becomes V−4, E4B4 stays the same.-
Example usage:
• E1 - Edge Far Lands;
• B2 - Void Farther Lands;
• E2E1 - Edge Farthest Edge Far Lands;
• E1B1 - Edge Far Void Far Lands;
• E2B1 - Edge Farther Void Far Lands;
• E1T1 - Edge Far Sky Far Lands;
• E2T1 - Edge Farther Sky Far Lands;
• E2T2 - Edge Farther Sky Farther Lands;
• C3 or E3E3 - Corner Fartherer Lands;
• -V−1 or- C1B1 or E1E1B1 - Corner Far Void Far Lands;
• -V1 or- C1T1 or E1E1T1 - Corner Far Sky Far Lands;
• E1T4 - Edge Far Sky Farthest Lands.
Great idea! Truncates the long, cumbersome titling while still being clear as to what varient we're referring to :)
I approve of this notation.
However, I'd remove the V designator entirely, because the V designator doesn't really need to exist (V1 could be expressed as C1B1). Also, "vertex" isn't currently a part of the Farlands naming convention: if V was removed, the notation would have the benefit of having a direct correlation between notation and naming.
@@andrewpinedo1883 yeah, I was not sure if the V designator was a good idea, it seems like it makes things more complicated.
2B2T: i guess i am Farther Lands of Sky and of Void
What about the fringe far lands? Granted Ant hasnt talked about those yet since you literally need a 128 bit mod to get there.
Of all the RUclipsrs I've watched, you made the reasoning behind the farlands glitch the easiest to understand
seriously i didnt properly understand it until this video but now i do
@@tristantheoofer2haii mr 32bit integer limit
i still don't understand it like at its most core. Wdym by low noise or high noise? i ca understand the selector noise converging both noises but what does the low and high noises actually do?
I'm a huge worldgen geek but I've always wondered what had to happen to make the terrain go so crazy in the farlands. Thank you so much for going into the math behind this.
It's kinda funny how often AntVenom talks about the Far Lands, while the bug that causes them in the first place was fixed about ten years ago.
It was not fixed, but pushed back
@@Alanboss777how far back? Currently trying to get there
@@unspokencookie it was pushed beyond the world border and mojang added a feature, which makes minecraft worlds "not" generate terrain chunks beyond the world border. You can see that beyond the world border, there generates a few chunks, but after that it is just a white wall.
If you know modding, then you can make the world still generate terrain chunks beyond the white wall and then you can see the farlands. Someone made one for 1.2, but it is buggy as hell
@@Alanboss777 im too late but, because the world border and the terrain generation was fixed, it will exist at 57 quadrillion, will end at 9.22 quintillion cus the generation was changed, that caused it maybe it might have been even changed to 300 quadrillion or more or less if the terrain was changed again.
Whoa... This is just fascinating to learn... This video blew my mind, just like back then, in 2017-2018, when I first started watching your Breaking Minecraft series and learning about the farlands for the first time... And I want to say thank you for bringing me into this side of Minecraft all those years ago :)
One note. Minecraft is using 3d perin noises, not 2d. Just, the higher you get, the more of it is "cut". 2D perlin noise is unable to generate things like hanging cliffs, overhangs, arches etc. because it give you no depth value, just height. Henrik Kniberg a former minecraft dev is describing it in his "Minecraft terrain generation in a nutshell" video. Another proof of that can be seen at 3:38 min of the video. Look at the "selector noise:". Below 3 variables are shown, Period, Period Y, Period Z - 2D perlin noise is taking only 2 dimensions as the input, and is returning 3rd one. 3D perlin noise on the other hand is taking 3 dimensions, and is returning 4th one. This 4th dimension is threated differently than 3rd dimension in 2d perlin noise. It doesn't show you how "high" on the 4th dimension you should generate terrain, it just show you where blocks should be, so e.g. values below 0 are air, and above or equeal to 0 are stone. World generation shown at the graph above, again at 3:38, as well as the farlands terrain is impossible to generate with just 2d perlin noise
So does Infdev use 2D perlin noise, and that's why the farlands there are just solid stone (height value is huge, so everything is "deep underground", and there are no holes because 2D perlin noise only gives a height)?
@@vibaj16 Its of high probability
What does humanity know about 4d Perlin noises?
@@StarboyXL9 Its just perlin noise but in 4d. It takes 4 parameters(X, Y, Z, W), instead of 3(like 3d perlin noise), and outputs a single value. Just math, nothing magical, or unexpected here. There are some projects that use it, e.g. 4d miner
@@jozefkudrys1681 Right, but what would a Minecraft world made with 4dimensional Perlin noise look like? How would time proceed inside of the game world?
I have a mod that goes beyond the 64 bit integer limit to explore the farlands and see the ways in which the terrain falls apart at extreme distances. I love the farlands.
i bet that mod is on 1.3.2
So you have 128 bit mod? Pretty cool ngl
Source: "trust me"
@@Bruh-zx2mc why dismiss it? The 128 bit mod exists
Name the mod and where I can download it
I always wanted someone to bring the Far Lands back - as a biome. One that only appears at significant (but still humanly achievable) distances from spawn. maybe with the Alpha grass colors and some other additions to make it feel less like a bug and more like a mythical landmass type. And probably increased enderman spawn rates.
I love how mysterious, weird, and exclusive the early days of Minecraft are. The early happenings of Minecraft have like a nearly mythical status.
Yes
SO satafying
This is how religions start.
Even though it's all pre-calculated, I still get the same feeling of dread and wonder that I do when learning about deep space.
Very well researched video!
7:08 "Well, if youve kept up with me thus far"
Meanwhile me: Uhhh yeah, math! I think?
ok
ok
Your going to hate me when I tell you that I understood it
@SF124-gy7hk you're*
Just to be clear this is indeed what we'd call a joke, man this isnt rocket science it ain't that hard to understand I just thought it was funny throwing out numbers in the billions and doing math to understand why the *minecraft farlands* exist ahahaha
Allam A. has confirmed last year, that the Fartherer and the Farthest lands are not true FL interations, but rather structures that break down back into the Farther Lands after several thousand blocks. And there is the infinity bit mod that actually confirms that.
ANTVENOM MUST SEE THIS!!!!!
yep i was gonna say this. actually i think the fartherer and farthestlands actually are what that repeating terrain is in that 64 bit mod where it doesnt properly generate anymore. its also why it makes perfect sense where it starts where it does imo
So it's more of: far, farther, fartherer, farthest, far, ..., right?
@@ІсаєнкоАртем nope. it goes far, farther, fringe (for 3 stages of degrading idk why those aint called the fartherer/farthest), skygrid, nothing.
@@ІсаєнкоАртем No. It's: Far -> Farther -> Fringe
Imagine walking to the Far Lands in Minecraft, then realizing it's just an endless void of glitchiness 😂
I would recommend, for clarity's sake, calling the vertical far land categories as "high" and "deep" instead of "far".
So the above-normal sky far lands of the topmost level would be the "Highest Sky", the level below that would be the "Higher Sky", the layer below that would be the "High Sky", and the layer just above the normal terrain generation would be just the normal "Sky Lands".
Likewise, the void lands, going from outermost to innermost would be "Deepest Void", "Deeper Void", "Deep Void", and "Void", respectively.
So, how you would mark the lands that were in the corner two out and three up would be the "Corner farther higher sky lands".
I honestly think the way I named them is better, because specifically naming them in this manner means there's really never any confusion. Edge Farther Sky Far Lands implies a very specific and easy to understand section of the Minecraft world. It's on either the X or Z Farther plane, and on the Far plane on the Y axis. Changing up the wording, IMO, will cause more confusion.
@@AntVenom I had a little trouble following the "Edge Fartherer Sky Far Lands" type names in the video. I think the High/Deep naming scheme that OP suggested would add extra clarity.
If you compressed the Minecraft worlds so that the distance to the far lands was just one block, the farthest lands would still be further away than the far lands are without being compressed.
Jesus christ that's actually soo
The only thing that is hard to remember is the extremely long names of some of those farlands variants.
glad your still making content, here is to another decade my friend.
This feels like an existential video, it's so far out of reach for a normal player that someone without cheats or mods could never comprehend it.
I truly miss rewatching the old far land videos but THIS VIDEO has made my interest for this weird terrain generation has spiked even more.. thanks Ant Venom, this series, even if it is one is just so perfect to me.!
14:27 I love the way the corner sky far lands look, the terrain kind of looks normal but is broken up and mystical at the same time
Brutalist world generation, would be cool to see in a normal world.
The void far lands being submerged in water truly gives me that "abyssal" feel. You dont gotta worry about falling forever because theres a medium to swim in... but that medium to swim in goes down forever.
I've always absolutely loved how you explain things! you make topics even normally ones that'd be boring really interesting to listen too!
Yooo tysm!
@@AntVenomI love your breaking Minecraft vids I subbed!
@@AntVenomsuch a shame there no farlands in bedrock edition....
AntVenom has some of the most technical, yet messy deconstruction and destruction of the game I’ve seen, love it!
you're an absolute legend in this community, im glad that i grew up with this game and i appreciate all the og youtubers. really well made vid!!
-old fan
Absolutely insane video. Loved every second of it and I love how much passion and dedication you have for breaking Minecraft. I first started watching your videos back in 2011 in your original coverage of the Far Lands. It's crazy how much to this silly little block game there is. As always great video and I cannot wait for your next one! Of course don't overwork yourself/burn yourself out either. Your health matters too.
Great Video! I like your explanation. I really liked the use of music during the math sections and when you showed the graph blowing up.
This is one of my favorite parts of Minecraft, I’m glad it’s being covered again!
Man, seeing you post is a hit of nostalgia. Would watch your videos everyday when I was a kid 😂
Really. Nothing has even changed. Same style. Missed these types of videos.
I'm curious to know how this would look in the Nether and the End dimension. I can just only imagine End Sky Farlands.
So for those wondering: You can actually generate the Sky Far Lands in a vanilla world. If you take the Y-Scale for the noise map and multiply it by an extremly high value you can actualy see them in-game! So it is a true thing that doesn't require the cubic chunks mod and that's just insane.
Every overworld far lands in the video
1:31-1:58 the stone wall far lands and the corner stone far lands
2:39 the tunnel far lands
6:54 the corner far lands
8:27 the farther lands
10:06-10:08 sky far lands and void far lands
11:07 void farther lands
11:53 the fartherer and farthest far lands
13:17 some random biomes on the tunnel far lands (probably)
13:36-13:41 edge far and edge farther void far lands
13:57 corner far void far lands
14:07 the side of edge far void farther lands
14:09 void far farther lands tunnel
14:15 edge farther void far lands
14:21 edge far sky far lands
14:27 corner sky far lands
14:41 sky far farther lands outside
14:49 Edge far (right) and farther sky far lands (left)
14:55 at this point just read at the top right corner of the video
I really wish they would embrace the Farlands and add it into the game instead of removing it. It could've been a more interesting border than the one we have right now, perhaps in a normal Minecraft world they could've made it so the final 1000 blocks before the border could be Farlands that you can actually enter and interact with, and then after those 1000 you get the border we have right now.
It would give players a reason to try and traverse such a long distance just like how they did long time ago and they would also play along with such a historical phenomenon.
Honestly a missed opportunity in my opinion.
13:41 For as long as I have known about minecraft, the far lands phenomenon has always had me very very intrigued, and even moreso the more I dive into coding and general computer science stuff. Ant, I beg you PLEASE make that video
Always lovely to see a new Ant upload on my recommended! Hope you’re doing well!
Welp, it’s time for the 69,420th AntVenom video about Minecraft’s limits. 😮🍿
🤓 um akshually antvenom only has 2 thousand videos you're wrong-
Thankfully! That's what im subscribed for, i love this
Bruh. @@retinasw
@@Alex169o it's a joke comment can you not see the humor?
@@retinasw is the most humorless joke i ever seen.
For a naming scheme I propose borrowing ideas from chemistry and have names like (optionally with positive/negative before X/Y/Z to specify direction):
X-farlands - regular farlands on +-x
Y-farlands - vertical farlands
XZ-farlands - regular corner (?) farlands
X-far-Z-fartherlands - regular farlands on X coordinate, fartherlands on Z coordinate
X-far-Y-farthest-Z-fartherlands -regular farlands range on X, farthestlands on Y, and fartherlands on Z coordinate
XYZ-farthestlands - farthestlands in all directions
Etc..
Or maybe even avoid the somewhat silly farther, fartherer and farthest as names and do something like:
X4Y2Z-farlands - corresponding to X-far-Y-farthest-Z-fartherlands, though that would be very uno virus what it even means when someone doesn't know such naming scheme
I apologize for being late to the party but this is absolutely fascinating thank you! I also love that we now have more answers and a better understanding of the Far Lands 😁
All those the Far Lands variations are just absolutely stunning. Like literally, I can't even say anything that describes how I'm feeling looking at them!
I raise to rename "FarthererLands" to just "FurtherLands"
Normal game - Farlands - FartherLands - FurtherLands - FarthestLands
Distantlands, perhaps
I love far lands
i love farther lands
I love farther-er lands
There gone in bedrock
i love farthererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererererer lands
real
And then there’s bedrock: a few million blocks out (I’m not sure how many exactly), the terrain generates as normal, but all entities cease to collide with blocks. From there onwards, the further you go in that direction, the more difficult it is to travel perpendicular to the farlands. At around 12.55 million blocks, you reach the farlands. I’m not sure what’s in between, but at thirty million blocks out, you can literally only move parallel to the farlands, and vertically. All blocks now appear two blocks long, and every second block doesn’t exist visually. Also it is impossible to travel beyond this point by any means, even teleportation. As for vertical farlands, I’ve never known of a mod that generates them in bedrock, but I do know that many thousand blocks up, you hit an invisible ceiling which cannot be passed by any means, even commands. And downwards, there’s an invisible floor forty blocks into the void that you can just walk around on in creative or if you survive long enough in survival. You can teleport beyond that, but I’ve never checked what happens if you keep going down there.
This video is absolutely incredible
This was so in depth with detail it was like sensory overload. I never knew that these types of far lands existed thank you so much.
If you go so far, you might find the missing Father Land
legends say the rivers and streams of the father land flow with milk, and cigarettes sprour from the ground like blades of grass
I traveled so far my Minecraft character exited my computer and visited every place on Earth and I still didn't find it. It's probably a myth.
This can either be a germany joke or a ur dad left joke
+ if you venture into the center of the spawn far enought so cords are -1000000000 0 -1000000000, you may also find the Mother Land.
@@埊 IN TO THE MOTHERLAND THE GERMAN ARMY MARCH
I swear, AntVenom is like the Vsauce of Minecraft
Or is he?
is there a mod that allows for the Far Lands generation to happen throughout the entire world instead of only at the edges? I feel like this could be interesting for more wild and difficult world generation
i think the mod ant uses to add them back actually allows for this as an option
This is my favorite video you made so far in your RUclips career. It’s just insane how far the farlands truly go, and who knows, maybe there’s something else more daunting to be be discovered…
0:30 The farlands weren’t removed, they were just moved to 53.9 quadrillion blocks.
True
Has anybody actually been able to teleport out that far to see them?
More than 10 years after I first found him, AntVenom is still one of the only OG minecraft youtubers still going strong.
A small part of my brain was expecting a smosh sketch
What if you buff-date Kratos so it’s harder than Tidal Wave or Aeternus xD
yoooo Tride
Hey! Just commenting to say that you are the last Minecraft channel that I still watch from that early 2010s era of the Internet. Love you lots! ❤❤
As a farlands walker, I approve
legend!!!!
You should try to make it to the void or sky farlands in Cubic Chunks!
hi sav
hi sav
the greeting to the youngest farlands walker called sav
hi
Antvemom is that dude that could live for 1000 years but his voice wont change at all
I just watched a dramatic 15 minute video about a block game and I'm not upset about it
The names of all the far lands variants broke me. Edge Far Sky Farther Lands doesn't even sound like anything without any context and I love it.
you know. i would love to watch a 1 hour+ documentary on everything about he Farlands, Voidlands, and Skylands.
Minecraft's farlands is one of the reasons why I love algorithms and math in programming.
Fascinating how algorithms for world generation can sometimes do crazy things when it reaches some kind of limit or unexpected condition.
The farlands in bedrock always stood out to me(well before their removal). According to some maps of bedrock worlds after the farlands there is nothing but ocean and bedrock but there is no video footage of it only a single screenshot on the wiki.
Nice education on the Far Lands, Void Far Lands, and Sky Far Lands. I’ve been curious about them for years.
This is what i watch this channel for
Happy to see you creating something related to Minecraft
(Hope to see you cover DistantHorizon mod)
Oh right. Imagine the far lands but you can see them all the way from 10,000 blocks away. Would be cool.
@@justvictorgodot Yeah Exactly
Love your videos Antvenom! I grew up watching your videos and now I'm making some of my own!
this is actually the first video that i watched that i can properly understand for reasons why the farlands happen oh my god thank you
edit: btw the fartherer and farthestlands are actually artifacts of terrain gen breakdown likely being the bug that affects the farlands in the 64 bit farlands mod where terrain just repeats itself to a point
Oh hey there! Still waiting for that video wink wink
Anyways, yeah, this is some really fantastic stuff to learn... Wow... This just blew my mind, just like back then when I first learned about the farlands from Ant's video
now i know what the farlands really are
@@NuruddinPlays same here. and then i learned about the fringelands a couple years ago from allam a. i actually singlehandedly credit ant and allam for getting me way into computer science as a whole and breaking games too. its great
also yeah the video im making is probably gonna be out by like april 14th or so. atleast i hope lmao
@@brodin3096 same here
@@brodin3096 i knew what they are originally but i finally learned properly WHY they happen
I just randomly clicked on this minecraft video for some nostalgia, and to my surprise its one of the most og minecrafters to date. Its been years since Ive seen a vid from antvenom and im so glad that you're still making videos. The old gen still remembers and loves you buddy
The farthest lands of the far lands starts to feel like that scene from 2001 A Space Odyssey.
Great video Ant! You broke down the why and how of the Far Lands' generation in a way I could (mostly) understand, which in the years of playing and watching youtube content about Minecraft no-one has ever done for me. Thank you!
Someone should make some kind of Backrooms-like lore for the far lands. The further you go into it, the more distorted and dangerous the creatures get.
Might be a great ARG and/or a mod to have in the game.
I love that your starting to upload consistently again, also the videos have been amazing! Great job Ant!
The far lands freaked me out as a kid. Just unsettling and alien. Somehow minecraft capture how non Euclidean geometry from lovecraft better than any horror game.
Minecraft is a true homage to H.P. Lovecraft's universe. Hollywood can't do it, But Notch could/can!
It's been SO long since we had a video like this!
You have no idea how many university-students who drunkly watch this
Bro your content was my whole childhood, glad to see you’re still going at it!! Be good my man
14:14 honestly looks like the scene from 2001: A Space Odyssey
I’m gonna cry, you were my childhood. I’m 24 now and I can’t tell you how grateful I am that you’re still making videos. Thankyou antvenom, ive got a few years of videos to catch-up on
i like to occasionally travel to farther west edge sky farthest land tbh
Babe, wake up. A new AntVenom Farlands video just dropped
Do you think a video of the history of the bedrock farlands would be good? Good video thou
Great video man! I remember watching your videos growing up
It's crazy that 99.9% of a Minecraft world resides in the Farlands. The "normal terrain" is actually the smallest portion of a Minecraft world by a huge margin.
i could watch a several hour long video about this stuff its just so fascinating to me. also the yelling part is hilarious
11:59 the squid 😭😭😭
splatoon go hard
Stuff like this is why Minecraft has managed to bring the art and tech people together. There's enough for both groups and more.
YOOOOOOOOOOOO A CONTINUATION!!
man, i'd like to get a new far lands video, or any antvenom video, i have good memories watching this channel, i somehow missed this one toh. hope to see a new one soon
Peak Minecraft video essay production time once more 🗿
You've cracked the code!
It is fortunate that most of us play in the near lands, however, or else the far lands would become commonplace and uninteresting and we would pine for normalcy.
I couldn't even edge to this, I just soyed all I've the screen.
lmao
Finally a technical explanation, I was waiting for something more in depth for a while now. You said you love bugs and glitches, my thing is to understand HOW they happen and how they were fixed, thank you!
cool, now can you find the suylands?
Yes
I never knew that I needed this until I watched this, great video!
Why is this so cursed? 2:22 I mean, just the hot bar alone
The farlands looks like a place you’ve been, but have never gone to, it lives in your head, alive and not alive, the world breaking and remaking itself, into a broken, glitched, wall of something that use to be alive
Please visit every Roblox farland
AntVenom still providing the most introspective Minecraft content on the platform in a fun, detailed but easy to understand format
Always get excited when I see a new upload!
1:00 my bday! except not 2010
Omg same
Omg same here🎉🎉🎉🎉🎉🎉🎉🎉
2014?
@@henryordish 2003
@@Max-js1mxWhy are you 21 years old
came back after 5 years...
you have changed ant...
can still hear your enthusiastic voice years back