I have recently become interested in the edge of the Minecraft world, and found that the limit is not the world border, nor is it the 30 million block limit. The ABSOLUTE limit to Minecraft is 30,000,240 blocks... or is it?
At the current absolute limit in Minecraft, chunks stop generating, but I recently heard that the world border only reaches up to 2,147,483,647 on the Y axis, so I was wondering if I would be able to go past the absolute limit by going above the world border.
Also, I know the 64 bit limit for the X axis is 9,223,372,036,854,775,807, but what would happen if you teleport to the absolute limit of teleportation? My idea is, on beta 1.7, teleport to 1.7E308 on the x and/or z axis, and record a video what happens.
Some might think what I want to do is impossible, but I am partially known for finding amazing things, facts, and loopholes.
I have went to the edge, it still shows it generated, but in survival you will fall through normally, and there is a red overlay. It is just a normal part of the world, but no physics, and you can't place or break anything, so you just fall, you have to cheat there of course.
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The game uses a 32 bit integer for block positions so the absolute limit for the x/z axis is +/- 2,147,483,647; even using 64 bit Java makes no difference since the variable types are not defined by the platform (as is the case for some other languages, where an int can be 32 or 64 bits); the Wiki erroneously claims that 64 bit Java lets you go farther but that is not true (likewise, a 32/64 bit float is always 32/64 bit. The only difference is that 64 bit variables will be much slower on a 32 bit platform, and are slower even on 64 bit due to the memory overhead, which is why 32 bit is used unless a larger data type is needed).
Also, a simple modification to the code lets you go past 30 million with mostly normal gameplay (there are some bugs though due to Notch using floats where doubles should be used); the 30 million limit is hard-coded into the game, for example, when the game gets a block ID it returns air if the coordinate is past 30 million, which is not applied when initially generating the world (not when adding other features, so all you have is terrain and caves) or rendering chunks (at least in 1.6.4, before any sort of border was added, you can freely walk past 30 million but you'll fall off the edge in vanilla):
(incidentally, I know what causes the game to crash at certain coordinates since I tried this myself and it was due to the game trying to place ore outside of chunks; the issue here is that Notch (the ore generation code, and much of the other code that has this issue, has not been changed much since the Notch days) cast the block positions to a float and adds 0.5 before casting to a double instead of going straight to a double; at 30 million a float is only accurate to every other block; 30000000, 30000002, 30000004, etc. Even well before this point there are noticeable changes to how ore generates with veins becoming larger and simpler in structure. Entity spawning and pathfinding also suffers from a similar issue)
I just went there [the edge of the world]. I created a new world and teleported myself to Z 29,999,000 then I flew the rest of the way. About twenty blocks short of 30,000,000 I found a blue striped barrier like you see in mini-game servers at the edge of the world (I would upload a picture but it won't let me). I tried to teleport myself to 30,000,001 and the chat informed me that the number was too big and said it had to be at lower than 30,000,000. Since the barrier was actually not at 30,000,000 I teleported myself to 29,999,999 and found myself on the other side of the blue striped barrier, I landed on the ground (I had, up until this point, been flying) to see if I would fall through, I didn't but I couldn't brake anything. I then tried to keep going but found an invisible barrier at exactly 30,000,000. This whole escapade was done in 1.12.1 and I have yet to try and older version like 1.7.10, at that point I think there is still such a thing as the Far Lands so that'll make it interesting. However 1.7 made major modifications to terrain biomes and the way they generate, so 1.6 would be even better.
So in a sense the "Far Lands" where never taken out, they were just moved and modified.
Technically, the "Far Lands" refer to the deformed terrain that generated past 12.55 million, so no, they were permanently removed; in particular, the way they fixed it makes it impossible for them to ever return no matter how far away you go:
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. But it does prevent the overflow. By removing these instructions, the Far Lands can be returned to current versions of the game.
In other words, the values used can never exceed 2^24-1 or 16777215, wrapping around to 0 past that point (the underlying noise itself actually only has 256 steps (2^8); because of this, terrain will repeat itself many times across the width of the world, once every 49026.66 blocks for the main noise function (there are other noise functions so terrain may not perfectly repeat after this), which has 16 octaves with the first having 171.103 steps per block - this is actually very wasteful since I've found myself that excluding the first 6 octaves has no visible impact on terrain while noticeably speeding up terrain generation - and even without the fix mentioned it would push the Far Lands out to 803 million blocks).