Uploaded May 2021 | Updated September 2026, 2 weeks ago
In today's video I explore in more detail the effects of 64-bit precision loss, which are very similar to Bedrock Edition, but at 536870912 times the distance.
I also read a tidbit about getting stuck in the positive sides of blocks beyond 1073741824, but confirmed off-camera that this is false (unless something changed in the calculation of collisions since 1.2.5).
00:00 - Introduction
00:31 - First jitters
04:38 - No Walk Zone
07:37 - Stripe Lands
09:28 - 2D Lands
12:35 - Farther Lands
13:53 - Outro
In today's video I explore in more detail the effects of 64-bit precision loss, which are very similar to Bedrock Edition, but at 536870912 times the distance.
I also read a tidbit about getting stuck in the positive sides of blocks beyond 1073741824, but confirmed off-camera that this is false (unless something changed in the calculation of collisions since 1.2.5).
00:00 - Introduction
00:31 - First jitters
04:38 - No Walk Zone
07:37 - Stripe Lands
09:28 - 2D Lands
12:35 - Farther Lands
13:53 - Outro










![Minecraft: FRINGE LANDS IN JAVA?!?!
In todays video, I showcase the thinner variation of the Edge Farther Lands that would, in theory, spawn on the order of a duodecillion blocks past the beginning of the Farther Lands along the X axis, along with something else very cool!
For the first world, set coordinateScale to 6.84412E22 and set only the mainNoiseScaleZ to 8.0E16, then /tp [your username (optional)] 15000000 150 10000. For the second world, set both mainNoiseScaleX and Z to 8.0E19, and coordinateScale to 6.84412E22 as well, then /tp 1800000 150 100000. Minecraft: FRINGE LANDS IN JAVA?!?!](https://i.ytimg.com/vi/Loz_GQbu--U/mqdefault.jpg)