Minecraft:Java Edition distance effects: Difference between revisions
More actions
Sync: updated from Minecraft |
Sync: updated from Minecraft |
||
| (3 intermediate revisions by the same user not shown) | |||
| Line 2: | Line 2: | ||
{{about|effects which arise due to floating-point precision loss|effects which arise due to integer limits|Java Edition hard limits|other uses|Distance effects}} | {{about|effects which arise due to floating-point precision loss|effects which arise due to integer limits|Java Edition hard limits|other uses|Distance effects}} | ||
{{Misleading}}{{Missing information| | {{Misleading}}{{Missing information| | ||
*Effects similar to [[Minecraft:Bedrock Edition]]. | *Effects similar to ''[[Minecraft:Bedrock Edition]]''. | ||
}}{{Exclusive|Java}} | }}{{Exclusive|Java}} | ||
| Line 14: | Line 14: | ||
=== Horizontal effects === | === Horizontal effects === | ||
; World | ; World | ||
* Temperature distribution breaks at high distances,<ref name="snow">{{bug|MC-192718||Casting issue: Temperature loses precision at high distances leading to incorrect snow and ice generation and incorrect snowfall}}</ref> which can be easily noticed with the creation of [[Minecraft:snow]] and [[Minecraft:ice]] in [[Minecraft:mountains]] appearing blockier due to both world generation and subsequent regeneration from snowfall or freezing. | * Temperature distribution breaks at high distances,<ref name="snow">{{bug|MC-192718||Casting issue: Temperature loses precision at high distances leading to incorrect snow and ice generation and incorrect snowfall}}</ref> which can be easily noticed with the creation of [[Minecraft:snow]] and [[Minecraft:ice]] in [[Minecraft:mountains]] appearing blockier due to both world generation and subsequent regeneration from snowfall or freezing. | ||
| Line 20: | Line 19: | ||
* Many break down slightly.<ref name="audio">{{bug|MC-191170||Casting issue: Positional audio can come from the wrong location at high coordinates}}</ref> | * Many break down slightly.<ref name="audio">{{bug|MC-191170||Casting issue: Positional audio can come from the wrong location at high coordinates}}</ref> | ||
** Becomes considerably more pronounced beyond vanilla bounds at 2{{^|28}} (268,435,456) blocks. | ** Becomes considerably more pronounced beyond vanilla bounds at 2{{^|28}} (268,435,456) blocks. | ||
====With Far Lands debug property on==== | |||
{{See also|Far Lands (Java Edition)#Debug property (Nether and The End)}} | |||
Beginning in [[Minecraft:Java Edition 26.3]], the [[Minecraft:debug property]] <code>ENABLE_FARLANDS</code>{{efn|Specifically <code>-DMC_DEBUG_ENABLED -DMC_DEBUG_ENABLE_FARLANDS</code>}} was added, enabling the [[Minecraft:Far Lands (Java Edition)|Far Lands]] to generate. However, due to the Overworld having a massive terrain rewrite in 1.18, and how most processes were floatcasted in this version, they do not generate. Instead, the world just breaks down at 2.8 million blocks, due to numerous other generation features being floatcasted within the debug property on failing at this distance, as terrain still generates correctly out to 30 million with the debug property off. | |||
{| class="wikitable" | |||
|+ | |||
! Coordinates (Overworld) | |||
! colspan="2" | Effects | |||
! Image (if avaliable) | |||
|- | |||
|X/Z ±2,812,332 | |||
| | |||
* The world generation seem to work normaly, however occasional [[Minecraft:monolith]]s occures{{Needs testing|Under what conditions do the monoliths appear? Do their still generate beyond the 3,000,000 blocks?}}. | |||
| rowspan="3" | Corner of the world generate no landmass. However, monoliths can apear in it. | |||
|[[File:Far Lands enabled, starting point Overworld 26.3pre.png|thumb|240px|The Overworld starts to break down at 2.8 million blocks, seen here. Beyond this point, no landmasses generate.]] | |||
|- | |||
|X/Z ±2,814,616 | |||
{{Check the code|This value could be lower. Looking into Minecraft's code could provide a definitive value.}} | |||
| | |||
* Along the coordinate axis, vertical portions of the world randomly stop being generated, resulting in striped landmasses, which become increasingly narrowed as the coordinate increase. The water at the sea level and underground lava still generate. Structures also still generate. | |||
|- | |||
|X/Z {{tooltip|±2,820,000|aproximate coordinates}} | |||
{{Check the code|This value could be lower. Looking into Minecraft's code could provide a definitive value.}} | |||
| | |||
* End of remaining striped landmass generation. Structures continue to generate. | |||
|- | |||
|} | |||
=== Vertical effects === | === Vertical effects === | ||
| Line 42: | Line 69: | ||
{{disclaimer|section=1}} | {{disclaimer|section=1}} | ||
''This section describes distance effects that occur at X/Y/Z coordinates between ±(29,999,984 - {{tooltip|{{^|2|31}} | ''This section describes distance effects that occur at X/Y/Z coordinates between ±(29,999,984 - {{tooltip|{{^|2|31}}−1|2,147,483,647}}).'' | ||
Horizontal distances beyond 30 million blocks cannot be reached without modifications to the game's code. | Horizontal distances beyond 30 million blocks cannot be reached without modifications to the game's code. | ||
| Line 56: | Line 83: | ||
|X/Z ±33,554,432 (±2{{^|25}}) | |X/Z ±33,554,432 (±2{{^|25}}) | ||
| | | | ||
* Lighting breaks down.{{verify|26.1-snap1 significantly reworked lighting; is this still accurate?}} All blocks appear completely black and are unaffected by sky and block light (light-emitting blocks may create a local area of light in their block space, but this cannot extend). As a result, hostile mob spawning is extremely common, [[Minecraft:cave ambience]] sounds can play, and [[Minecraft:mushroom]]s can spawn naturally. By opening the [[Minecraft:debug screen]] on these areas, the light level reported is always 0. It is effectively mandatory to use the night vision effect to facilitate any reasonable exploration beyond this point | * In [[Minecraft:Java Edition 1.14|1.14]] to [[Minecraft:Java Edition 1.16.5|1.16.5]]: | ||
* When teleporting over long distances, it is possible to find regions of full light. These will cause dark regions when blocks are updated. | ** Lighting breaks down.{{verify|26.1-snap1 significantly reworked lighting; is this still accurate?}} All blocks appear completely black and are unaffected by sky and block light (light-emitting blocks may create a local area of light in their block space, but this cannot extend). As a result, hostile mob spawning is extremely common, [[Minecraft:cave ambience]] sounds can play, and [[Minecraft:mushroom]]s can spawn naturally. By opening the [[Minecraft:debug screen]] on these areas, the light level reported is always 0. It is effectively mandatory to use the night vision effect to facilitate any reasonable exploration beyond this point. | ||
* In Java Edition versions [[Minecraft:Java Edition 1.17|1.17]] and later, the game crashes when teleporting to a few blocks before the breakdown, but | ** When teleporting over long distances, it is possible to find regions of full light. These will cause dark regions when blocks are updated. | ||
* In Java Edition versions [[Minecraft:Java Edition 1.17|1.17]] and later: | |||
**Terrain simply stops rendering at this point, and the game crashes when teleporting to a few blocks before the breakdown, but still works when teleporting anywhere after that.<ref>{{Bug|MC-218504}}</ref> | |||
* Both issues are a result of using a simplified storage for coordinates using hashed positions of the coordinates of the blocks. At 2<sup>25</sup>, this breaks down, and in modern versions crashes the game since more of the game began using this specific setup. | |||
**Before 1.16, this issue can be resolved by updating the data type to 64-bit floats in the lighting engine's algorithms. | |||
|[[File:Far darkness.png|thumb|right|240px]] | |[[File:Far darkness.png|thumb|right|240px]] | ||
|- | |- | ||
| Line 83: | Line 114: | ||
| [[File:Broken Village.png|thumb|right|240px]] [[File:Mob spawning 2 billion.png|thumb|right|240px]] | | [[File:Broken Village.png|thumb|right|240px]] [[File:Mob spawning 2 billion.png|thumb|right|240px]] | ||
|- | |- | ||
|X/Z ±2,147,483,647 (±2{{^|31}} | |X/Z ±2,147,483,647 (±2{{^|31}}−1) | ||
| | | | ||
* The game crashes if a chunk is loaded beyond this point without directly modifying the game to use 64-bit floats and/or long integers. The world renderer stops working 147 blocks beyond this point, allowing the player to get stuck, lightning stops working entirely, and clouds in fast graphics are stretched, while fancy cloud rendering still works normally. It is advisable to set the world border to at least several hundred blocks before this limit and make sure not to teleport past this. | * The game crashes if a chunk is loaded beyond this point without directly modifying the game to use 64-bit floats and/or long integers. The world renderer stops working 147 blocks beyond this point, allowing the player to get stuck, lightning stops working entirely, and clouds in fast graphics are stretched, while fancy cloud rendering still works normally. It is advisable to set the world border to at least several hundred blocks before this limit and make sure not to teleport past this. | ||
| Line 92: | Line 123: | ||
{{disclaimer|section=1}} | {{disclaimer|section=1}} | ||
''This section describes distance effects that occur at X/Y/Z coordinates between ±({{tooltip|{{^|2|31}}|2,147,483,648}} - {{tooltip|{{^|2|63}} | ''This section describes distance effects that occur at X/Y/Z coordinates between ±({{tooltip|{{^|2|31}}|2,147,483,648}} - {{tooltip|{{^|2|63}}−1|9,223,372,036,854,775,807}}).'' | ||
The [[Minecraft:wikipedia:Double-precision floating-point format|standard format for doubles]] dedicates 52 bits to the fraction, as opposed to the 23 bits used by the [[Minecraft:wikipedia:Single-precision floating-point format|32-bit float]]. As a result, beyond 2{{^|30}} (1,073,741,824) blocks, the player would only be off by (2{{^|30}}) / (2{{^|52}}) = 1/2{{^|22}} = {{frac|1|4194304}} blocks, which is absolutely indistinguishable from the distance back at spawn. This is around equivalent to the precision of 2 to 4 blocks out | The [[Minecraft:wikipedia:Double-precision floating-point format|standard format for doubles]] dedicates 52 bits to the fraction, as opposed to the 23 bits used by the [[Minecraft:wikipedia:Single-precision floating-point format|32-bit float]]. As a result, beyond 2{{^|30}} (1,073,741,824) blocks, the player would only be off by (2{{^|30}}) / (2{{^|52}}) = 1/2{{^|22}} = {{frac|1|4194304}} blocks, which is absolutely indistinguishable from the distance back at spawn. This is around equivalent to the precision of 2 to 4 blocks out in ''Bedrock Edition''. | ||
Each doubling, however, indeed halves the precision used, up to a point where every single element of the game ends up breaking down. | Each doubling, however, indeed halves the precision used, up to a point where every single element of the game ends up breaking down. | ||
| Line 113: | Line 144: | ||
* It becomes impossible to [[Minecraft:swimming|swim]] or float in water. | * It becomes impossible to [[Minecraft:swimming|swim]] or float in water. | ||
|- | |- | ||
| X/Z: ±25,769,803,764 (±(2<sup>31</sup> | | X/Z: ±8,589,934,592 (±2<sup>33</sup>) | ||
| | |||
* Terrain begins looping from the opposite end of the map due to the offset noise generator overflowing (sampling every four blocks, or 2,147,483,648×4), effectively marking the end of Minecraft terrain generation. This will loop every 2<sup>34</sup>, or 17,179,869,184 blocks (consisting of one end of the map to the other) indefinitely. | |||
|- | |||
| X/Z: ±25,769,803,764 (±(2<sup>31</sup>−1)×12) | |||
| | | | ||
* Fancy clouds stop rendering (Varies between maps). Fast graphic clouds, however, can stop rendering or either become glitched stripe lines which also can disappear afterwards. Beyond this point, only the sky, sun, moon and void remain. | * Fancy clouds stop rendering (Varies between maps). Fast graphic clouds, however, can stop rendering or either become glitched stripe lines which also can disappear afterwards. Beyond this point, only the sky, sun, moon and void remain. | ||
* [[Minecraft:Cloud#Appearance|Fancy clouds]] are | * [[Minecraft:Cloud#Appearance|Fancy clouds]] are 12×12 and hit the 32-bit integer limit at 25,769,803,776 (or 2,147,483,648×12), so in cause of that they overflow after this point disappearing. | ||
|- | |- | ||
|X/Z ±68,719,476,736 (±2{{^|36}}) | |X/Z ±68,719,476,736 (±2{{^|36}}) | ||
| Line 179: | Line 214: | ||
* The visual gaps are 64 blocks wide. | * The visual gaps are 64 blocks wide. | ||
* The minimum movement speed is increased to 640 blocks per second. | * The minimum movement speed is increased to 640 blocks per second. | ||
** At this point, it | ** At this point, it requires achieving speeds greater than the speed of sound to move, which is approximately 343 blocks per second. | ||
|- | |- | ||
|X/Z ±576,460,752,303,423,488 (±2<sup>59</sup>) | |X/Z ±576,460,752,303,423,488 (±2<sup>59</sup>) | ||
| Line 205: | Line 240: | ||
* The world is completely invisible with a render distance of 63 chunks or less. | * The world is completely invisible with a render distance of 63 chunks or less. | ||
|- | |- | ||
|X/Z ±9,223,372,036,854,775,807 (±2{{^|63}} | |X/Z ±9,223,372,036,854,775,807 (±2{{^|63}}−1) | ||
| | | | ||
* The game crashes if chunks are loaded beyond this point.<ref name=":0" /> | * The game crashes if chunks are loaded beyond this point.<ref name=":0" /> | ||
| Line 340: | Line 375: | ||
MC-distance4.png|alt= | MC-distance4.png|alt= | ||
</gallery> | </gallery> | ||
== Notes == | |||
<references group="fn"/> | |||
== References == | == References == | ||
Latest revision as of 11:12, 25 September 2026
|
For the {{{Description}}} of the same name, see [[{{{Destination}}}]]. |
Template:MisleadingTemplate:Missing informationTemplate:Exclusive
Template:IN, certain game mechanics start to break down as the player's distance from the center of the world increases.
Vanilla bounds
Template:Info needed section This section describes distance effects that occur at X/Y/Z coordinates between ±(0 - 29,999,984).
Horizontal effects
- World
- Temperature distribution breaks at high distances,<ref name="snow">Template:Bug</ref> which can be easily noticed with the creation of Minecraft:snow and Minecraft:ice in Minecraft:mountains appearing blockier due to both world generation and subsequent regeneration from snowfall or freezing.
- Sounds
- Many break down slightly.<ref name="audio">Template:Bug</ref>
- Becomes considerably more pronounced beyond vanilla bounds at 2Template:^ (268,435,456) blocks.
With Far Lands debug property on
Template:See also
Beginning in Minecraft:Java Edition 26.3, the Minecraft:debug property ENABLE_FARLANDSTemplate:Efn was added, enabling the Far Lands to generate. However, due to the Overworld having a massive terrain rewrite in 1.18, and how most processes were floatcasted in this version, they do not generate. Instead, the world just breaks down at 2.8 million blocks, due to numerous other generation features being floatcasted within the debug property on failing at this distance, as terrain still generates correctly out to 30 million with the debug property off.
| Coordinates (Overworld) | Effects | Image (if avaliable) | |
|---|---|---|---|
| X/Z ±2,812,332 |
|
Corner of the world generate no landmass. However, monoliths can apear in it. | |
| X/Z ±2,814,616 |
| ||
| X/Z Template:Tooltip |
| ||
Vertical effects
| Coordinates | Effects | Example |
|---|---|---|
| Y ±2,048 (±2Template:^) |
|
|
| Y ±8,388,608 (±2Template:^) |
|
- Rain and snow jitter and appear distorted at large heights.<ref name="rain">Template:Bug</ref>
Beyond the vanilla world boundary
This section describes distance effects that occur at X/Y/Z coordinates between ±(29,999,984 - Template:Tooltip).
Horizontal distances beyond 30 million blocks cannot be reached without modifications to the game's code.
Vertical distances beyond 20 million blocks cannot be reached with the Template:Cmd command; they can only be reached by using external programs (e.g. Minecraft:NBT editors), or by modifying the game's code to remove this limitation.
Horizontal effects
| Coordinates | Effects | Example |
|---|---|---|
| X/Z ±33,554,432 (±2Template:^) |
|
|
| X/Z ±268,435,456 (±2Template:^) |
|
|
| X/Z ±536,870,912 (±229) |
|
|
| X/Z ±1,073,741,824 (±2Template:^) |
|
|
| X/Z ±2,147,483,647 (±2Template:^−1) |
|
Beyond the 32-bit limit
This section describes distance effects that occur at X/Y/Z coordinates between ±(Template:Tooltip - Template:Tooltip).
The standard format for doubles dedicates 52 bits to the fraction, as opposed to the 23 bits used by the 32-bit float. As a result, beyond 2Template:^ (1,073,741,824) blocks, the player would only be off by (2Template:^) / (2Template:^) = 1/2Template:^ = Template:Frac blocks, which is absolutely indistinguishable from the distance back at spawn. This is around equivalent to the precision of 2 to 4 blocks out in Bedrock Edition.
Each doubling, however, indeed halves the precision used, up to a point where every single element of the game ends up breaking down.
Horizontal distances beyond the 32-bit integer limit (X/Z ±2,147,483,647) cannot be reached without substantial modifications to the game's code.
64-bit precision loss
Minecraft: Java Edition uses 64-bit floating point precision for entity positions and other calculations. Several mechanics which do not break down within vanilla bounds break down at very high distances similarly to Bedrock Edition.
Horizontal effects
| Coordinates | Effects | Examples |
|---|---|---|
| X/Z ±2,147,483,648 (±2Template:^) |
| |
| X/Z: ±8,589,934,592 (±233) |
| |
| X/Z: ±25,769,803,764 (±(231−1)×12) |
| |
| X/Z ±68,719,476,736 (±2Template:^) |
| |
| X/Z ±281,474,970,710,656 (±2Template:^) |
| |
| X/Z ±2,251,799,813,685,248 (±2Template:^) |
| |
| X/Z ±4,503,599,627,370,496 (±2Template:^) |
| |
| X/Z ±9,007,199,254,740,992 (±2Template:^) |
|
|
| X/Z ±18,014,398,509,481,984 (±2Template:^) |
| |
| X/Z ±36,028,797,018,963,968 (±255) |
| |
| X/Z ±72,057,594,037,927,936 (±256) |
| |
| X/Z ±144,115,188,075,855,872 (±2Template:^) |
| |
| X/Z ±288,230,376,151,711,744 (±258) |
| |
| X/Z ±576,460,752,303,423,488 (±259) |
| |
| X/Z ±1,152,921,504,606,846,976 (±260) |
| |
| X/Z ±2,305,843,009,213,693,952 (±261) |
| |
| X/Z ±4,611,686,018,427,387,904 (±262) |
| |
| X/Z ±9,223,372,036,854,775,807 (±2Template:^−1) |
|
Vertical effects
| Coordinates | Effects | Example |
|---|---|---|
| Y ±2,147,483,648 (±2Template:^) |
|
|
| Y ±281,474,970,710,656 (±2Template:^) |
|
|
| Y ±4,503,599,627,370,496 (±2Template:^) |
|
|
| Y ±36,028,797,018,963,968 (±2Template:^) |
|
|
| Y ±36,893,488,147,419,103,232 (±265) |
|
Stripe Lands
As 52 bits are dedicated to the fraction in the double format rather than 23 in the single format, after 2Template:^ or 9,007,199,254,740,992 blocks out, precision breaks to consider only every second block, and so on. The rendering breaks down in an effectively identical manner to Bedrock Edition and yields the famous Stripe Lands as a result.
Fluids break down differently from blocks; while block rendering breaks down to form the usual stripes, fluids instead stretch to the size of the precision loss, with the initiation of the Stripe Lands causing each liquid to become two blocks long, then four at the next doubling, and so on.
In older versions, beyond 2Template:^ blocks, the world would render similarly to the Slice Lands of Bedrock Edition, in newer versions (starting from around 1.12, or even earlier), the world renders stripes with a larger distance between them instead.
In modern versions of Java Edition (1.14 and later) the game freezes when the Stripe Lands are rendered, so a Stripe Lands rendering fix is required to traverse further.
Beyond the 64-bit limit
This section describes distance effects that occur at X/Y/Z coordinates between ±(Template:Tooltip - Template:Tooltip).
Beyond the 64-bit integer limit, the precision loss becomes greater by every passing exponent of two that is passed.
Vertical effects
- Entity positions lose precision when the player passes every exponent of two.
- The skybox flashing continues until 2Template:^.
- The player cannot surpass 2Template:^ on the Y axis as that is the position limit for 64-bit floats. This cannot be surpassed without a rework of the game's coordinate system.<ref name="heightvideo" />
Analysis
Due to precision loss becoming more extreme at greater distances, features affected at it behave different depending on how far out they are.
Rain/snow rendering
First affected bracket:
First affected version: Unspecified Classic
Last affected version: Indev 2010-02-14
Second affected bracket:
First affected version: Alpha v1.0.4
Last affected version: Alpha v1.1.2_01
Third affected bracket:
First affected version: Beta 1.6.5
Still affects the current release (26.2) and snapshot (Minecraft:26.3-snap1)
Suspected to affect as far back as Beta 1.5, but cannot be reasonably tested due to crashes
Note: This affects both rain and snow, but this can only be seen with rain in versions prior to 1.7.2 because temperature did not change with height in these versions.
- 16,384 - 262,143 blocks
Beyond this point on the Y axis one can start to see the first signs of snow/rain jittering. Up to 65,535 blocks. this can only be reasonably seen with snowflakes with a mainly horizontal trajectory, as vertical traveling snowflakes are moving at a speed where travel still appears mostly smooth. Beyond 65,536 and especially 131,072 blocks, the effect becomes very obvious for almost all snow.
- 262,144 - 2,147,483,647 blocks
The first signs of geometrical distortion in the snow itself can be seen. Very little non-misshapen snow is present beyond here, and most of it has transformed into either lone rectangles, or the odd paired rectangles similar in shape to a pause button.
Deformity progresses after every power of two surpassed from this point. Past 16,777,216 blocks, snow becomes a near unrecognizable pattern of suspended vertical lines.
- 2,147,483,648+ blocks
Beyond this point, snow stops rendering. The sky itself still renders correctly. When the player goes below the 32-bit integer limit, rain appears for an unknown reason.
Sound positioning errors
Become very severe beyond 2Template:^ (268,435,456) blocks, where many sounds are simply no longer audible at all.
Temperature distribution breakdown
First affected version: Minecraft:16w02a
Still affects the current release (26.2) and snapshot (Minecraft:26.3-snap1)
- 16,777,216 - 33,554,431 blocks
As snowfall/rainfall is handled on a per-block basis, the effects of precision loss here can only be seen once precision itself can no longer represent blocks (integers) individually.
Beyond this point, while perhaps not immediately obvious (especially due to the vertical variation in almost all biomes where this effect can be seen), the patterns resulting from snow landing on surfaces become much more angular than before, being commonly composed of large rectangles, thin lines and lone dots which are either filled with snow or have it completely absent. This is similarly true of water, with ice corresponding to cold blocks and water to warmer blocks.
As temperature varies with height, in order to properly see the effects of this, it is strongly recommended to build a flat plane for snow to accumulate on instead, or to generate a Minecraft:Superflat world with snow/ice set to generate with it as it would naturally. A modified Tunneler's Dream preset set to generate 94 layers of black concrete (Looking At Block should say 93 for the top concrete layer) is ideal for this case, providing a roughly 50/50 density of snowy and clear blocks, with black providing maximum contrast.
Teleporting to 16,777,216 on both axes should show four quadrants - one with normal looking snow/ice generation, and three with far more angular features due to the precision loss exceeding a full block. During times of precipitation, it can be seen that the blocky patterns of snow/ice match up with the weather directly above - snowy areas have snowfall where areas with no snow cover have rain. This is obviously true anywhere and is unrelated to precision loss, but (especially in the case of already-generated worlds) this can be used to prove that the precision loss lies with temperature calculation and is not merely a world generation issue disjoint from it.
-
An example of snow generated correctly near the spawn point.
-
An example of snow generated at high distances. Notice the differing consistency composed of squares and lines.
-
Snow generated in an extreme hills biome in 1.8, showing intended behavior.
-
The exact same area as generated in 1.9, showing the newly broken generation.
- 33,554,432+ blocks
Beyond this point, temperature calculation becomes very broken depending of the axes where this position has been exceeded. If beyond this point on one axis, the terrain has clearly visible "stripes" of snow in mountain biomes. If beyond this point on both axes, snowy areas have square shapes covering several blocks (especially beyond 67,108,864 blocks). These effects can only be seen on modded versions, since terrain does not generate beyond 30,000,000 blocks in vanilla.
Historical effects
Due to the incredibly large amount of documentation on effects in older versions of the game, all such content has been relocated to Minecraft:/Historical effects.
Gallery
Stripe Lands
Notes
<references group="fn"/>
References
Minecraft:ja:距離効果/Java Edition Minecraft:lzh:距離之象/爪哇版 Minecraft:pt:Efeitos de distância da Edição Java Minecraft:zh:距离现象/Java版