Description

World's Edge adds back the Farlands from older versions of Minecraft, along with the even older Monoliths.
A typical stretch of the Farland wall.
A group of Monoliths.
Features
The mod works by replicating the exact glitch that made the Farlands possible in a safe and controlled manner, and is highly configurable. The Farlands start generating at a configurable distance from the origin, and Monoliths start generating at a configurable distance from the Farlands. By default, Monoliths become more and more common the closer you get to the Farlands. Both the Farlands and the Monoliths can be independently disabled and tweaked to suite any playstyle or modpack.
The configuration screen of the mod, using its default values.
World's Edge is compatible with any world generation mod, Farlands and Monoliths can occupy any biome and any kind of modded terrain. It can also be freely used in modpacks. If used in a multiplayer setting, World's Edge is not required on the client in any capacity.
The mod also includes 4 advancements, two for reaching the Farlands and any Monolith respectively and two more for doing so from within 1.000 blocks the world origin without ever dying, teleporting, changing dimensions, switching gamemodes or using an Elytra!
Lastly, the mod includes a brand new command, /farlandstp, that allows teleporting yourself (or any entity(s)) to either the closest Farland wall, or the closest Monolith. The Syntax for the command is /farlandstp [optional target] farlands|monolith
Notes for Modpack/Mod developers
As stated above, the progress for the walking advancements is reset by a few player actions, developers can define their own player states that are considered "not walking". These are all EntityPredicates and can be defined via Json files. These predicates are all checked every second on each player and come in two kinds, walk resetters and walk invalidators. Resetter predicates, when true on a given player, reset their walking position to their current position. Invalidator predicates remove the walking position of the player entirely (this is used, for example, by the Elytra predicate). Choose whichever one best suits your use-case.
To add a walk predicate, simply put a named .json file with a serialized EntityPredicate within either the your_namespace/worlds_edge/walk_resetters folder or the your_namespace/worlds_edge/walk_invalidators folder.
Credits:
- Code and Italian translation by EssenceDev
- Finnish translation by Ansku





