Minecraft:Java Edition hard limits: Difference between revisions
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====== (X/Z: ±370,727; The End generation breakdown) ====== | ====== (X/Z: ±370,727; The End generation breakdown){{until|je 26.3}} ====== | ||
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{{main|The End#Outer islands}} | {{main|The End#Outer islands}} | ||
* [[Minecraft:The End]]'s generation is completely absent in some parts of the repeating concentric rings centered on the main end island.<ref>{{bug|MC-159283}}</ref> This is due to an integer overflow resulting from a square root being taken from a negative number. Since this integer overflow happens based on the ''squared'' distance (creating extremely high values rapidly), multiple overflows happen within a reachable distance, creating rings of void inside a landscape that gets thinner and thinner further away from the original part, the [[Minecraft:End Island|main end island]]. The first ring of void starts at 370,727 blocks away from the center and ends at 524,288 blocks away from the center, where terrain continues generating until the next integer overflow occurs. Interestingly, all the rings (whether they are void or land) approximately cover the same area. | * [[Minecraft:The End]]'s generation is completely absent in some parts of the repeating concentric rings centered on the main end island.<ref>{{bug|MC-159283|||Fixed}}</ref> This is due to an integer overflow resulting from a square root being taken from a negative number. Since this integer overflow happens based on the ''squared'' distance (creating extremely high values rapidly), multiple overflows happen within a reachable distance, creating rings of void inside a landscape that gets thinner and thinner further away from the original part, the [[Minecraft:End Island|main end island]]. The first ring of void starts at 370,727 blocks away from the center and ends at 524,288 blocks away from the center, where terrain continues generating until the next integer overflow occurs. Interestingly, all the rings (whether they are void or land) approximately cover the same area. | ||
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Revision as of 11:10, 30 July 2026
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For the {{{Description}}} of the same name, see [[{{{Destination}}}]]. |
Template:No navbox Template:Cleanup Template:MisleadingTemplate:ExclusiveThis page documents current and historical hard limits of Java Edition. These are defined as effects which arise due to integer limits inside of the game's code and data types, as opposed to limits which have been implemented intentionally (see Minecraft:World boundary) or effects due to precision loss (see Minecraft:Java Edition distance effects).
Current limits
Horizontal limits
| Coordinates | Hard Limits | Images of limits |
|---|---|---|
(X/Z: ±2; Precision loss errors) |
Template:Main
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(X/Z: ±370,727; The End generation breakdown)Template:Until |
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(X/Z: ±33,554,432; Packed coordinate limit) |
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(X/Z: ±1,073,741,824; Village generation limit) |
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(X/Z: >±2,147,483,647; 32-bit limit) |
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(X/Z: >±9,223,372,036,854,775,807; 64-bit limit) |
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Vertical limits
| Coordinates | Hard Limits | Images of limits |
|---|---|---|
(Y: ±257 - ±2,048; Lighting breakdown) |
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(Y: ±2^1024; Absolute limit) |
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Historical limits
Horizontal limits
| Coordinates | Hard Limits | Images of limits | |
|---|---|---|---|
Spawn chunk glitch (X/Z: ±524,288–X/Z: ±2,146,959,360) |
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Item entity render limit (X/Z: >±67,108,864) |
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Rain and snow fading (X/Z: >±134,217,728) |
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Third person view limit (X/Z: >±268,435,456) |
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Entity shadow limit (X/Z: >±536,870,912) |
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32-bit limit (X/Z: >±2,147,483,647) |
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Cloud render limit (X/Z: ±25,769,803,764) |
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Chunk overflow limit (X/Z: >±34,359,738,368) |
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Region overflow limit (X/Z: >±1,099,511,627,776) |
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Player movement limit (X/Z: >±2,251,799,813,685,248) |
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64-bit integer limit (X/Z: >±9,223,372,036,854,775,807) |
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64-bit chunk overflow limit (X/Z: >±147,573,952,589,676,412,928) |
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64 bit region overflow limit (X/Z: >+4,722,366,482,869,645,213,184) |
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128-bit Indev limit (X/Z: >340,282,366,920,938,463,463,374,607,431,768,211,456) |
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64-bit floating point limit (X/Z: >±2^1024) |
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Vertical limits
| Coordinates | Hard Limits | Images of limits |
|---|---|---|
(Y: <−2,147,483,647) |
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(Y: >+2,147,483,647) |
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(Y: >+22,502) and (Y: <-30,722) |
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(Y:>+4,503,599,627,370,496) and (Y:<-4,503,599,627,370,496) |
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(Y:>+36,028,797,018,963,968) |
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History
Gallery
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Picture of someone going to the 32-bit integer limit in Vanilla 1.8 using external programs
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The end of Minecraft terrain generation at X: 2,147,483,794, about 146 blocks over the 32-bit limit. World rendering stops working at this point.
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The end of Minecraft terrain generation in the Nether at X: 2,147,483,644 (2Template:^ - 4).
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X: 34,359,738,079, where chunks start to become overwritten.
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Same location as the previous screenshot, but the game is paused (notice an extremely high spike in CPU usage).
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Y: 2,147,483,647, where rain and snow rendering stops.
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A player teleporting to "Not a number" on the X/Z axis.
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Fast clouds disappear exactly at 17,179,869,184 on this limit for 1 frame.
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The far lands map
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The hard limit map that was removed in here Note: Misleading map