After Notch accidentaly removed the Far Lands from Minecraft, they were nearly forgotten. They never really served a purpose in the first place, more of just a bug or a strange game phenomenon. Yet players would find themselves running to find these buggy, fps-dropping zones just for the heck of it. Now, those days of long adventure are over, the Far Lands being replaced by an infinite ocean. We can fix that. We can give people what they would once search for in pre-release stages. Yes, it is about time we bring the Far Lands back to the world of Minecraft!!!
But how do we do this, exactly?
Well, it's actually just like adding a new biome or generated structure to Minecraft. I'm not really in all of that coding so you can figure all of that out.
Yet there are more problems- would these lands serve a purpose? Or would they just be there?
Generating the Far Lands
First of all, the Far Lands should no longer be generated in the zone of fake chunks. They should generate far, far away from the central reaches of the map, but not so far out as their original position. Basically, take the original distance of the Far Lands and divide by 3 or 4, and that is their new distance. If you read (pronounced "red" in this case) the article, then you would know that the Far Lands look just like an extreme hills. That would look pretty glitchy if the Far Lands generated in an ocean. So, they need different looks in the ocean biome. For the biomes on land, they would generate as giant, peculiarly-shaped mountains. In an ocean biome, the Farlands generate as strange rocky landmasses (made of entirely smooth stone, adding some pieces of other terrain in a patchwork pattern around the masses) that slowly form together and make walls with water spouting out. This makes it look as though the ocean has a souce- from water springs in the Far Lands. Over all, the Far Lands encricle the whole of the map. If players can climb their treacherous peaks and landforms, they will find straight drops down into the void. I'll give more information on this later, but for now we are just talking about generation of the Far Lands. Anyway, the Far Lands' terrain can be of any biome, but the sky color changes to a deep blue, as if a night potion has been taken. The mountains generate with seemingly endless summits that begin to accumulate snow that forms rather oddly. The sides are sometimes jagged, with lop-sided trees growing, or they are completely linear, a straight way up. If these two patterns collide, it forms a normal mountain side. At the base of the mountains lie fields and lakes. As these fields and lakes get closer to the mountains, they generate wildly, with water spouting out of thin air and lava fissures blasting from the ground. In an ocean, strong whirlpools and riptides form closer to the rocky edges, and they push the player(s) down into dark and murky depths. It gets increasingly hard to fight these whirlpools, and if a player is not quick enough, they could drown. Digging down in the Far Lands generates any normal caves. The closer to the mounds you are, though, the more bedrock is formed. Holes in the bedrock are also very common the closer to the mountains you mine. A wall of bedrock separates you from the void. The only way to reach it here- jump through a hole, or dive off of the mountains. I forgot to mention swamps! Argh!!! Swamps generate in patterns similar to both biomes- mounds of rock that squirt mucky water, and gradual montains forming on the tips of these mounds.
New Mobs, Aesthetics, Etc.
No new mobs generate in the Far Lands. The mobs in the game that already exist would be altered and warped to match the mysterious feel of the place. Animals would form with missing body parts and strange characteristics, such as increased speed or slamming into the player. And then their voices- warped as well to sound strange and gargly. Hostile mobs would spawn frequetnly on the sides of the mountain. Zombies would look like Steve, alive and healthy. Endermen would not spawn. Creepers would explode and place blocks down if they did. Skeletons would not be affected, nor would slimes. Spiders would shrink in size, cave spiders becoming the size of bats. They do mininmal damage. If an enderman did happen to end (ha ha, pun) here, the pizels on his body would change from random colors until they were all colorful. He would explode and drop both of his eyes, emitting a loud shriek as if he was hit, killed, and looked at all at the same time. Cows would form brown mushrooms on their backs, and mooshrooms would shed their mushrooms. Bats become the size of spiders and bite the player, doing as much damage as a spider and causing a bleeding affect similar to poison but not much different from wither. Witches lose all abilites, as do the players own potions. Grass turns blue, stone turns yellow, and most other blocks undergo these physical changes too. Now damage values. The weakest weapons or items that you are holding do double damage. Enchanted items do 1/2 of their original, unenchanted work. Crops/food blight easily and poison or hunger the player. Poisonous potatoes and spider eyes/rotten flesh and raw chicken fill up the food bar quickly and do nothing bad. Flammable blocks are fire-resistant, and netherrack does not light forever.
Items
New items would certainly exist in the Far Lands. One would be a new block known as Voidmass. This block generates deep down in the holes of the bedrock. It is a starry block, black with multicolored-freckles all over it, and once you mine it you cannot place it back very safely. Doing so creates a time-shift in which the void sucks up all blocks in a 3x3 radius. While there really are blocks in those places, the Voidmass distorts them and creates fake chunks. The second new block is called Spacechunk. This block nauseates and blinds the player like a beacon, sending up pillars of darkness and Voidmass can occasionally form near it. The block is only mineable with a bedrock pickaxe (wait, just wait) and when mined without silk touch drops comet dust which cannot be used to make the block. I'll get to the comet dust later. Another item is one dropped by every mob that spawns in the Far Lands. A Farsoul. Farsouls can be crafted into Farsoul armor, which protects as much as gold but can be used to bypass the effects of the void and the spacechunk. Now for the comet dust and farsoul. When combined in a crafting table along with lapis and gold, they create a golden ring of flight which can be held by the player to fly for a short amount of time. But how can you get this ring? You need a bedrock pickaxe. Exactly. Voidmass can be placed near bedrock to break it after many, many seconds. The bedrock will drop as an item called bedrock-chunk. In its place, the bedrock leaves regular stone or sometimes voidmass, even spacechunk. bedrock-chunk can only be used to craft a bedrock pickaxe. This is indestructible and can mine obsidian and bedrock fairly quickly, but it only works on other blocks when they are in the Far Lands generation area. Otherwise, the pick is obselete and can only mine bedrock. Now, with the golden ring of flight and farsoul armor, players can fly miles through the void and they will see that the Minecraft world is generated like earth. The Far Lands encompass the very end, and they break off into deep space and go on forever and ever. This way, the infdev code still works and the Far Lands are accessible as the "end of the world". But wait, there's more!
Teleporting and Time Travel
Sounds a bit far-fetched, but it uses voidmass. Remember how voidmass distorts space and time? Well, when it is placed down near spacechunk, the spaceshunk opens up a wormhole. This wormhole looks like a tunnel surrounded by stars. A general maze, a new mob spawns in here- Enderraze. They chase the player throughout the wormhole, making it almost impossible to escape. There are three true exits in the wormhole- one leads to your bed or spawn, another leads to The End, and the third one... leads to time. You end up in a room made of voidmass with 3 doors- past, present, future. These can be customizable by the player and I haven't figured out much of the schematics behind them yet, but soon I will find something to do with these time rifts.
To reach the Far Lands will take a very long time. In order to make your trip instantaneous, the player must create a Void Portal. It requires end stone fashioned like a nether portal, then the player must light it with lava. Flint will not work, only lava. (I may end up making this a complete new dimension so don't worry)
And that's the end! (No, not the second door, the end of the suggestion!)
If you liked this idea, please hit that green button in the cornoer of the topic box, and I'd like some suggestions on how to make this idea better! I have no ideas for the Nether yet, and I'm still working on some figures of the actual ideas I already have, so don't think I'm done with this yet. Crafting table recipes for the items will come soon. That's it for now, and maybe one day you will find the Far Lands yourself!
At the moment you need to walk 32 MILLION blocks to reach the fake chunks, and it was still millions back in 1.7.3 and beyond. People used 3rd party programs that edited the save files to send them there. The Far Lands or Bust guy has made it pretty far, but still not all the way there.
At the moment you need to walk 32 MILLION blocks to reach the fake chunks, and it was still millions back in 1.7.3 and beyond. People used 3rd party programs that edited the save files to send them there. The Far Lands or Bust guy has made it pretty far, but still not all the way there.
Yeah, Kurtjmac has been doing his Far Lands or Bust series for like 2 years and over 200 episodes and has only walked about 700km. The far lands are another 12,000km, so he has a long way to go.
Thanks for the suggestions, I will work on it. I did say that the Far Lands should not generate as far out as they used to. Maybe a third of that distance out.
Yeah, Kurtjmac has been doing his Far Lands or Bust series for like 2 years and over 200 episodes and has only walked about 700km. The far lands are another 12,000km, so he has a long way to go.
Even if he never makes it, the videos will still be cool. They showcase SO MUCH Pre-1.8 terrain that newbies can see the epic old terrain gen, and we'l still see the shaky-camera glitch.
Seeing as to how many people want the Far Lands to be a new dimension, I will make it so that it is easier to travel there using a Void Portal. You can continue on by walking there, but to reach the Far Lands instantly, you must make a Void Portal. More on this will be posted soon.
This is quite possibly the most well articulated mod design I have ever seen. It is spectacularly dense, with ideas and suggestions covering many different topics, and in fact if this were a mod I would download it, tell my family and friends about it, and tell everyone on the server i go on.
In case you didn't get the message, I really like the sound of this. I rarely give rep points, but you my friend have earnt one. Good show.
Naga, in case this ever comes to fruition....could you pm me via the forum system so that I can download it?
This isn't meant to be a mod, it is meant to be an addition to the vanilla game... though I would like it if there was a mod out there being created to symbolize what I am trying to get at with this.
Has it ever happened to anyone were the farlands incorrectly generated as in it didn't exactly generate. Because I've noticed this strange activity at 12550820 as I looked around now I was using single player commands and the vanilla sky dimension generator (accessed by the wr.class file). But I am still thinking that this could happen in vanilla Minecraft. And this is unfortunately failed to write to the disk (It wasn't saved) and its hard to describe I couldn't find how to post the picture (yes I also have a screen shot only 1). Basically what happened is the normal terrain generated past 12550820.
Not like in beta 1.8 but only like 14 chunks although I thought it was quite bizarre. Anyway has anyone experienced the far lands not generating at 12550820 and onward in beta 1.6 beta for a small period. Also has anyone had corrupt chunks by flying like 3000M above the farlands? Because I cant seem to do it. Is it even possible to Increase the chance of it happening? I see how it is plausible I can tell it generates faster which im assuming is caused by less memory being allocated towards terrain generation, also I generated a 1.6 GB wedge of the farlands. If I get a chance ill post an image of this strange farlands "shift".
The Farlands should generate as a separate, rare biome instead, but without the glitches, and a lot like the pre-1.8 generation except extended to the new world height.
And now... We bring them back.
Well, it's actually just like adding a new biome or generated structure to Minecraft. I'm not really in all of that coding so you can figure all of that out.
Yet there are more problems- would these lands serve a purpose? Or would they just be there?
First of all, the Far Lands should no longer be generated in the zone of fake chunks. They should generate far, far away from the central reaches of the map, but not so far out as their original position. Basically, take the original distance of the Far Lands and divide by 3 or 4, and that is their new distance. If you read (pronounced "red" in this case) the article, then you would know that the Far Lands look just like an extreme hills. That would look pretty glitchy if the Far Lands generated in an ocean. So, they need different looks in the ocean biome. For the biomes on land, they would generate as giant, peculiarly-shaped mountains. In an ocean biome, the Farlands generate as strange rocky landmasses (made of entirely smooth stone, adding some pieces of other terrain in a patchwork pattern around the masses) that slowly form together and make walls with water spouting out. This makes it look as though the ocean has a souce- from water springs in the Far Lands. Over all, the Far Lands encricle the whole of the map. If players can climb their treacherous peaks and landforms, they will find straight drops down into the void. I'll give more information on this later, but for now we are just talking about generation of the Far Lands. Anyway, the Far Lands' terrain can be of any biome, but the sky color changes to a deep blue, as if a night potion has been taken. The mountains generate with seemingly endless summits that begin to accumulate snow that forms rather oddly. The sides are sometimes jagged, with lop-sided trees growing, or they are completely linear, a straight way up. If these two patterns collide, it forms a normal mountain side. At the base of the mountains lie fields and lakes. As these fields and lakes get closer to the mountains, they generate wildly, with water spouting out of thin air and lava fissures blasting from the ground. In an ocean, strong whirlpools and riptides form closer to the rocky edges, and they push the player(s) down into dark and murky depths. It gets increasingly hard to fight these whirlpools, and if a player is not quick enough, they could drown. Digging down in the Far Lands generates any normal caves. The closer to the mounds you are, though, the more bedrock is formed. Holes in the bedrock are also very common the closer to the mountains you mine. A wall of bedrock separates you from the void. The only way to reach it here- jump through a hole, or dive off of the mountains. I forgot to mention swamps! Argh!!! Swamps generate in patterns similar to both biomes- mounds of rock that squirt mucky water, and gradual montains forming on the tips of these mounds.
No new mobs generate in the Far Lands. The mobs in the game that already exist would be altered and warped to match the mysterious feel of the place. Animals would form with missing body parts and strange characteristics, such as increased speed or slamming into the player. And then their voices- warped as well to sound strange and gargly. Hostile mobs would spawn frequetnly on the sides of the mountain. Zombies would look like Steve, alive and healthy. Endermen would not spawn. Creepers would explode and place blocks down if they did. Skeletons would not be affected, nor would slimes. Spiders would shrink in size, cave spiders becoming the size of bats. They do mininmal damage. If an enderman did happen to end (ha ha, pun) here, the pizels on his body would change from random colors until they were all colorful. He would explode and drop both of his eyes, emitting a loud shriek as if he was hit, killed, and looked at all at the same time. Cows would form brown mushrooms on their backs, and mooshrooms would shed their mushrooms. Bats become the size of spiders and bite the player, doing as much damage as a spider and causing a bleeding affect similar to poison but not much different from wither. Witches lose all abilites, as do the players own potions. Grass turns blue, stone turns yellow, and most other blocks undergo these physical changes too.
Now damage values. The weakest weapons or items that you are holding do double damage. Enchanted items do 1/2 of their original, unenchanted work. Crops/food blight easily and poison or hunger the player. Poisonous potatoes and spider eyes/rotten flesh and raw chicken fill up the food bar quickly and do nothing bad. Flammable blocks are fire-resistant, and netherrack does not light forever.
New items would certainly exist in the Far Lands. One would be a new block known as Voidmass. This block generates deep down in the holes of the bedrock. It is a starry block, black with multicolored-freckles all over it, and once you mine it you cannot place it back very safely. Doing so creates a time-shift in which the void sucks up all blocks in a 3x3 radius. While there really are blocks in those places, the Voidmass distorts them and creates fake chunks. The second new block is called Spacechunk. This block nauseates and blinds the player like a beacon, sending up pillars of darkness and Voidmass can occasionally form near it. The block is only mineable with a bedrock pickaxe (wait, just wait) and when mined without silk touch drops comet dust which cannot be used to make the block. I'll get to the comet dust later. Another item is one dropped by every mob that spawns in the Far Lands. A Farsoul. Farsouls can be crafted into Farsoul armor, which protects as much as gold but can be used to bypass the effects of the void and the spacechunk. Now for the comet dust and farsoul. When combined in a crafting table along with lapis and gold, they create a golden ring of flight which can be held by the player to fly for a short amount of time. But how can you get this ring? You need a bedrock pickaxe. Exactly. Voidmass can be placed near bedrock to break it after many, many seconds. The bedrock will drop as an item called bedrock-chunk. In its place, the bedrock leaves regular stone or sometimes voidmass, even spacechunk. bedrock-chunk can only be used to craft a bedrock pickaxe. This is indestructible and can mine obsidian and bedrock fairly quickly, but it only works on other blocks when they are in the Far Lands generation area. Otherwise, the pick is obselete and can only mine bedrock. Now, with the golden ring of flight and farsoul armor, players can fly miles through the void and they will see that the Minecraft world is generated like earth. The Far Lands encompass the very end, and they break off into deep space and go on forever and ever. This way, the infdev code still works and the Far Lands are accessible as the "end of the world". But wait, there's more!
Sounds a bit far-fetched, but it uses voidmass. Remember how voidmass distorts space and time? Well, when it is placed down near spacechunk, the spaceshunk opens up a wormhole. This wormhole looks like a tunnel surrounded by stars. A general maze, a new mob spawns in here- Enderraze. They chase the player throughout the wormhole, making it almost impossible to escape. There are three true exits in the wormhole- one leads to your bed or spawn, another leads to The End, and the third one... leads to time. You end up in a room made of voidmass with 3 doors- past, present, future. These can be customizable by the player and I haven't figured out much of the schematics behind them yet, but soon I will find something to do with these time rifts.
To reach the Far Lands will take a very long time. In order to make your trip instantaneous, the player must create a Void Portal. It requires end stone fashioned like a nether portal, then the player must light it with lava. Flint will not work, only lava. (I may end up making this a complete new dimension so don't worry)
And that's the end! (No, not the second door, the end of the suggestion!)
If you liked this idea, please hit that green button in the cornoer of the topic box, and I'd like some suggestions on how to make this idea better! I have no ideas for the Nether yet, and I'm still working on some figures of the actual ideas I already have, so don't think I'm done with this yet. Crafting table recipes for the items will come soon. That's it for now, and maybe one day you will find the Far Lands yourself!
Yeah, Kurtjmac has been doing his Far Lands or Bust series for like 2 years and over 200 episodes and has only walked about 700km. The far lands are another 12,000km, so he has a long way to go.
I will not make the Far Lands a dimension becuase the wormhole acts as a dimension, transporting the player through time.
Even if he never makes it, the videos will still be cool. They showcase SO MUCH Pre-1.8 terrain that newbies can see the epic old terrain gen, and we'l still see the shaky-camera glitch.
I'd support if you needed a Portal to get there.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Thank you my good sir! Bacon for you
You have NO idea how far that is. It takes 3 months of non-stop play to make it.
This isn't meant to be a mod, it is meant to be an addition to the vanilla game... though I would like it if there was a mod out there being created to symbolize what I am trying to get at with this.
On a side note I'm going to go watch the Hobbit
Not like in beta 1.8 but only like 14 chunks although I thought it was quite bizarre. Anyway has anyone experienced the far lands not generating at 12550820 and onward in beta 1.6 beta for a small period. Also has anyone had corrupt chunks by flying like 3000M above the farlands? Because I cant seem to do it. Is it even possible to Increase the chance of it happening? I see how it is plausible I can tell it generates faster which im assuming is caused by less memory being allocated towards terrain generation, also I generated a 1.6 GB wedge of the farlands. If I get a chance ill post an image of this strange farlands "shift".
Good idea! I bet Elsie will love ur idea
Oh-and Notch didn't accidentally get rid of the far lands. It was on purpose.