The Meaning of Life, the Universe, and Everything.
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All of us know the far lands back in the day. At the borders of your Minecraft world, there were these huge chunks of blocks stacking up creating some type of weird looking wall. Well, in the full Minecraft release, they removed the far lands and replaced them with some type of force field wall. But I think the far lands were real cool. I don't know why Mojang has to always remove or scrap awesome stuff. But I want the far lands back. The far lands were very cool and were a very cool way to signal the border of your Minecraft map. I would rather want to notice the border of the map by seeing a huge wall of block chunks forming a weird type of wall rather than some type of force field just show up. Support this suggestion if you think the far lands need to come back!
The Meaning of Life, the Universe, and Everything.
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The thing is, the Farlands were created by a bug.
During terrain generation, when you reached 12,550,824 blocks away from the center of the map, a number would overflow from 2^31 back to 0. This caused the terrain generation algorithms to freak out and generate the weird terrain.
Instructions were added to the terrain generation code to prevent the number from overflowing in b1.8.
Because it was a bug, and because it was patched, they most likely won't re-add it to the game.
I honestly can't decide if I support this or not. I'd love for translocation to come back, but since it was a glitch that was later fixed like this, I doubt it'll happen.
If the farlands were to be put back into the game (or something like them) then the proper way to do it is to make them a rare biome type so the player doesn't have to travel 12 millions blocks to see them. Seeing as they'd no longer be "far" they should also be renamed something else such as "bizarre lands".
I personally would like to see it, either some sort of new world type, or at the edge of the world. Sure, it makes Minecraft look glitchier, but by making it an official feature, issues with it could be fixed, like the incredibly lag. However, the world border should not be removed, as it is a useful tool for mapmakers.
It wasn't being glitchy that made it lag. What made it lag was the insane amount of block and lighting updates, that were caused by all of the sahdows, and blocks like gravel and water being updated. How is adding in old glitchy terrain as an actual feature gonna fix that lag?
It would fix it because if it isn't an actual glitch anymore and an actual feature, they can manage it more easily. Also, lighting, block, and gravel updates wouldn't apply that much in modern Minecraft, since blocks affected by gravity generated don't update unless you interact with them. Getting rid of all the gravel entities amd blocks in the farlands makes it run far better.
"99 little bugs in the code! 99 little bugs! Take one down, patch it around! 127 little bugs in the code!"
What people need to understand is that patching a game, or any software for the matter, isn't as easy as it is made out to be. Fixing one bug can lead to a slue of other bugs and you can only do your best to make sure the software you have made maintains stable enough for use. The farlands was a bug and it was patched. Adding the farlands back into the game via rebugging minecraft is a no no. As far as my opinion on the idea goes, I don't really like it even if they were officially added to the game with out rebugging them back in. For one, the border of the minecraft world is huge and it would take literal years just to get to the edge of the map to experience the far lands.
There is no point for them nor would anyone waste their time to get to the far lands just to make a cool house there.
If you want to build in crazy terrain, use the custom world gen options minecraft already has. Voila, you just created an insane looking world, but you start in that world at spawn. You get all the perks of cool terrain and of getting you build your house in that cool terrain.
It would fix it because if it isn't an actual glitch anymore and an actual feature, they can manage it more easily. Also, lighting, block, and gravel updates wouldn't apply that much in modern Minecraft, since blocks affected by gravity generated don't update unless you interact with them. Getting rid of all the gravel entities amd blocks in the farlands makes it run far better.
Doesn't gravel generated in caves underground still fall? I looked at a world I generated in 1.11 and as far as I can tell it did fall in that update and I am not aware of any changes made since then (1.11.2). In fact, sand and gravel would not collapse in older versions, such as 1.6.4, if it was placed during initial terrain generation, such as the surface layer of deserts, only sand that was placed during chunk population (veins of gravel and underwater sand patches) because the Block class for sand-type blocks included a flag value that told the game whether or not to schedule block updates when placing it. The only reference that I can find to sand no longer falling is in the ceilings of caves, where as mentioned above it wouldn't fall anyway unless placed after initial terrain generation (in 1.6.4 you can find areas in the ceilings of caves where there is unsupported sand which does not fall unless disturbed due to holes in the sandstone layer in deserts, which randomly varies in thickness).
Because of this, there will definitely still be a lot of lag due to falling sand and gravel and water updating when they are underwater; this may even be one reason why gravel is much less common since 1.7 (in 1.6.4 there are 10 veins of gravel generated between y=0-127; in 1.7 the range was doubled to 0-255, meaning only half as much underground, and in 1.8 the count was reduced to 8); when creating a new world in 1.6.4 I often get several second-long freezes after the world generates, accompanied by warnings from the client that too many packets have been sent at once (there appears to be a limit of 2500 processed at a time, probably to avoid long freezes), while F3 shows the entity count spiking into the thousands (during normal terrain generation, such as flying, the amounts of falling sand entities remain low enough to avoid lag spikes).
However, most of the lag due to falling sand/gravel in the Far Lands was due to them not falling properly due to floating point precision errors causing them to unable to fall properly; even in 1.6.4 I can teleport to 30 million and place a gravel block against a wall and it will not fall, or freak out and randomly drop itself as an item; during this time it is an entity, which are far more resource-heavy than simple blocks.
More of an issue with re-adding the Far Lands is the sheer distance from spawn - how many players will ever reach 30 million, or even 12.5 million? I have personal experience on how long it might take:
The time you see there is 24 hour real-time days - more than 2,400 hours of playtime to walk a distance slightly further than the Far Lands were. Did you know that Kurt's Far Lands or Bust series has been going on for close to 6 years, and they are only a bit over 3 million blocks from spawn? Unless you walk in a perfectly straight line, which is impractical in Survival, you'll also have to walk quite a bit further than 12.5/30 million blocks to reach the Far Lands. The majority of Minecraft players probably don't spend more than a few dozen hours playing the game; only the more hardcore players keep playing it (or at least Survival) long after they "beat" the game the first time around (I don't have any facts but that is what happens with most games, though Minecraft does have more replay value than most games).
Also, I still see people saying that the Far Lands were "accidentally" patched due to changes to world generation; no, they were intentionally patched, and otherwise the underlying Perlin noise generator was likely not changed at all, even as of the latest version (you can use Customized to get a pretty good replication of Beta terrain, minus the biomes. The main difference is that since Beta 1.8 biomes can alter the zero level (how high flat terrain is relative to sea level) and amplitude of the noise field):
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. 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 those long unchanging tunnels in the Edge Far Lands, and plains in the Corner Far Lands.
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.
And a lot of people don't think it's cool.
your point?
The only people so far that don't really think it is cool are the people out there that are the perfectionists(don't like imperfections or glitches), and people that simply don't know how to get there. If everyone thought that the farlands were not cool, then why do we still have tons of videos of people exploring it? We wouldn't have this dude walking to them for charity. We wouldn't have people re-enabling them every update. We wouldn't have MODS that re-enable better versions of them.
(we have no idea how the glitch that caused the Farlands might behave in the modern terrain generator instead of the Beta generator for example)
Actually, we do; as I posted before I actually removed the bug fix and got the Far Lands into current versions. Others have also done the same:
Did you ever wonder what the End would look like with Far Lands? The End was not added until after they removed them:
(as seen in 1.8.3. 1.9+ wouldn't have the obsidian pillars, instead possibly End Cities, unless they can't generate on the uneven terrain)
Despite all of the changes to terrain generation Minecraft still has the same basic code at its heart, just tweaked a bit:
I also confirmed that the farlands generate exactly as they did in Beta. Here is the seed 'Glacier' and as well as looking eerily familiar at spawn, it contains the exact same farlands (in the lower half of the map) as did Beta. Here's a screenshot of a landform in 1.8.3:
That is not only the real reason why Mojang decided to delete the Far away land.In many Youtuber videos there is sighting of the Farman.It was a glitch or something like that but it is said that the Farman would camp there and if you ever see red eyes in the Far away lands stop playing immediately because if you don’t your entire computer or whatever you play on will be corrupted.It was apparently one of the creepiest thing they said in the creepy pasta.I saw him once but before I got a good picture my computer was destroyed
That is not only the real reason why Mojang decided to delete the Far away land.In many Youtuber videos there is sighting of the Farman.It was a glitch or something like that but it is said that the Farman would camp there and if you ever see red eyes in the Far away lands stop playing immediately because if you don’t your entire computer or whatever you play on will be corrupted.It was apparently one of the creepiest thing they said in the creepy pasta.I saw him once but before I got a good picture my computer was destroyed
wat
Okay, first of all, you're getting a bit off-topic. Secondly, what? I don't believe that for a second, the farlands got removed because it was a bug and not because of some stupid myth.
All of us know the far lands back in the day. At the borders of your Minecraft world, there were these huge chunks of blocks stacking up creating some type of weird looking wall. Well, in the full Minecraft release, they removed the far lands and replaced them with some type of force field wall. But I think the far lands were real cool. I don't know why Mojang has to always remove or scrap awesome stuff. But I want the far lands back. The far lands were very cool and were a very cool way to signal the border of your Minecraft map. I would rather want to notice the border of the map by seeing a huge wall of block chunks forming a weird type of wall rather than some type of force field just show up. Support this suggestion if you think the far lands need to come back!
The thing is, the Farlands were created by a bug.
During terrain generation, when you reached 12,550,824 blocks away from the center of the map, a number would overflow from 2^31 back to 0. This caused the terrain generation algorithms to freak out and generate the weird terrain.
Instructions were added to the terrain generation code to prevent the number from overflowing in b1.8.
Because it was a bug, and because it was patched, they most likely won't re-add it to the game.
I honestly can't decide if I support this or not. I'd love for translocation to come back, but since it was a glitch that was later fixed like this, I doubt it'll happen.
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The far lands is a bug and was accidentally patched, according to the wiki. It was laggy as all heck and it's likely not to be readded.
To add to the other replies, the forcefield is really helpful for mapmakers, so removing it wouldn't be a good idea.
If the farlands were to be put back into the game (or something like them) then the proper way to do it is to make them a rare biome type so the player doesn't have to travel 12 millions blocks to see them. Seeing as they'd no longer be "far" they should also be renamed something else such as "bizarre lands".
Making the far lands a biome would be really weird. The epicness of the farlands deserves to be the borders of the world and not just a biome.
I personally would like to see it, either some sort of new world type, or at the edge of the world. Sure, it makes Minecraft look glitchier, but by making it an official feature, issues with it could be fixed, like the incredibly lag. However, the world border should not be removed, as it is a useful tool for mapmakers.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.They do that every update, so I would assume they enjoy it
Why am I here
Try making a big game like Minecraft and every time you release a big update, make it absolutely free of bugs.
Making and maintaining a game is hard work.
It would fix it because if it isn't an actual glitch anymore and an actual feature, they can manage it more easily. Also, lighting, block, and gravel updates wouldn't apply that much in modern Minecraft, since blocks affected by gravity generated don't update unless you interact with them. Getting rid of all the gravel entities amd blocks in the farlands makes it run far better.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.This game more than others.
Why am I here
"99 little bugs in the code! 99 little bugs! Take one down, patch it around! 127 little bugs in the code!"
What people need to understand is that patching a game, or any software for the matter, isn't as easy as it is made out to be. Fixing one bug can lead to a slue of other bugs and you can only do your best to make sure the software you have made maintains stable enough for use. The farlands was a bug and it was patched. Adding the farlands back into the game via rebugging minecraft is a no no. As far as my opinion on the idea goes, I don't really like it even if they were officially added to the game with out rebugging them back in. For one, the border of the minecraft world is huge and it would take literal years just to get to the edge of the map to experience the far lands.
There is no point for them nor would anyone waste their time to get to the far lands just to make a cool house there.
If you want to build in crazy terrain, use the custom world gen options minecraft already has. Voila, you just created an insane looking world, but you start in that world at spawn. You get all the perks of cool terrain and of getting you build your house in that cool terrain.
"You know our game that gets us paid? Let's purposefully add bugs to it because enjoyment!"
No support, I don't want a massive bug re-added to the game because TimeTwisterBoy10 thinks it's "cool".
A lot of people thought that the farlands were cool.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.Doesn't gravel generated in caves underground still fall? I looked at a world I generated in 1.11 and as far as I can tell it did fall in that update and I am not aware of any changes made since then (1.11.2). In fact, sand and gravel would not collapse in older versions, such as 1.6.4, if it was placed during initial terrain generation, such as the surface layer of deserts, only sand that was placed during chunk population (veins of gravel and underwater sand patches) because the Block class for sand-type blocks included a flag value that told the game whether or not to schedule block updates when placing it. The only reference that I can find to sand no longer falling is in the ceilings of caves, where as mentioned above it wouldn't fall anyway unless placed after initial terrain generation (in 1.6.4 you can find areas in the ceilings of caves where there is unsupported sand which does not fall unless disturbed due to holes in the sandstone layer in deserts, which randomly varies in thickness).
Because of this, there will definitely still be a lot of lag due to falling sand and gravel and water updating when they are underwater; this may even be one reason why gravel is much less common since 1.7 (in 1.6.4 there are 10 veins of gravel generated between y=0-127; in 1.7 the range was doubled to 0-255, meaning only half as much underground, and in 1.8 the count was reduced to 8); when creating a new world in 1.6.4 I often get several second-long freezes after the world generates, accompanied by warnings from the client that too many packets have been sent at once (there appears to be a limit of 2500 processed at a time, probably to avoid long freezes), while F3 shows the entity count spiking into the thousands (during normal terrain generation, such as flying, the amounts of falling sand entities remain low enough to avoid lag spikes).
However, most of the lag due to falling sand/gravel in the Far Lands was due to them not falling properly due to floating point precision errors causing them to unable to fall properly; even in 1.6.4 I can teleport to 30 million and place a gravel block against a wall and it will not fall, or freak out and randomly drop itself as an item; during this time it is an entity, which are far more resource-heavy than simple blocks.
More of an issue with re-adding the Far Lands is the sheer distance from spawn - how many players will ever reach 30 million, or even 12.5 million? I have personal experience on how long it might take:
The time you see there is 24 hour real-time days - more than 2,400 hours of playtime to walk a distance slightly further than the Far Lands were. Did you know that Kurt's Far Lands or Bust series has been going on for close to 6 years, and they are only a bit over 3 million blocks from spawn? Unless you walk in a perfectly straight line, which is impractical in Survival, you'll also have to walk quite a bit further than 12.5/30 million blocks to reach the Far Lands. The majority of Minecraft players probably don't spend more than a few dozen hours playing the game; only the more hardcore players keep playing it (or at least Survival) long after they "beat" the game the first time around (I don't have any facts but that is what happens with most games, though Minecraft does have more replay value than most games).
Also, I still see people saying that the Far Lands were "accidentally" patched due to changes to world generation; no, they were intentionally patched, and otherwise the underlying Perlin noise generator was likely not changed at all, even as of the latest version (you can use Customized to get a pretty good replication of Beta terrain, minus the biomes. The main difference is that since Beta 1.8 biomes can alter the zero level (how high flat terrain is relative to sea level) and amplitude of the noise field):
I've confirmed it myself by removing the lines of code they mention, which perfectly replicated the Far Lands (besides biomes being different, and since 1.7, terrain being 256 blocks high; it even works in the End, which did not exist back then): http://www.minecraftforum.net/forums/minecraft-discussion/discussion/2391376-recreating-the-far-lands
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
The only people so far that don't really think it is cool are the people out there that are the perfectionists(don't like imperfections or glitches), and people that simply don't know how to get there. If everyone thought that the farlands were not cool, then why do we still have tons of videos of people exploring it? We wouldn't have this dude walking to them for charity. We wouldn't have people re-enabling them every update. We wouldn't have MODS that re-enable better versions of them.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.Actually, we do; as I posted before I actually removed the bug fix and got the Far Lands into current versions. Others have also done the same:
Did you ever wonder what the End would look like with Far Lands? The End was not added until after they removed them:
(as seen in 1.8.3. 1.9+ wouldn't have the obsidian pillars, instead possibly End Cities, unless they can't generate on the uneven terrain)
Despite all of the changes to terrain generation Minecraft still has the same basic code at its heart, just tweaked a bit:
That is also how you can make a Customized world preset that pretty accurately replicates Beta terrain, aside from the fact that biomes and land/ocean are different, as well as terrain being able to go above y=128: http://www.minecraftforum.net/forums/minecraft-discussion/seeds/customised-worlds/197244-minecraft-beta-customized-terrain-generator-preset
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
That is not only the real reason why Mojang decided to delete the Far away land.In many Youtuber videos there is sighting of the Farman.It was a glitch or something like that but it is said that the Farman would camp there and if you ever see red eyes in the Far away lands stop playing immediately because if you don’t your entire computer or whatever you play on will be corrupted.It was apparently one of the creepiest thing they said in the creepy pasta.I saw him once but before I got a good picture my computer was destroyed
wat
Okay, first of all, you're getting a bit off-topic. Secondly, what? I don't believe that for a second, the farlands got removed because it was a bug and not because of some stupid myth.