Minecraft:Java Edition hard limits: Difference between revisions
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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}}</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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====== (X/Z: ±33,554,432; Packed coordinate limit) ====== | |||
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* Certain systems in {{JE}} use packed block coordinates, which compress a block coordinate into a single 64-bit value, allocating 26 bits for each horizontal direction and 12 bits vertically. 33,554,432 (2<sup>25</sup>) is the horizontal limit beyond which coordinates cannot be correctly packed in this system anymore, resulting in a game crash if the player goes out this far. | |||
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====== (X/Z: ±1,073,741,824; Village generation limit) ====== | ====== (X/Z: ±1,073,741,824; Village generation limit) ====== | ||
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* Beyond this point (2<sup>30</sup>), [[Minecraft:village]]s seem to stop generating correctly at all. The only part which generates is the meeting point, sometimes with accompanying villagers, but every other part is missing. | * Beyond this point (2<sup>30</sup>), [[Minecraft:village]]s seem to stop generating correctly at all. The only part which generates is the meeting point, sometimes with accompanying villagers, but every other part is missing. | ||
* It has been sighted in some superflat worlds that strange phantom villages composed solely of block light can generate. | * It has been sighted in some superflat worlds that strange phantom villages composed solely of block light can generate. | ||
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====== (Y: | ====== (Y: ±2^1024; Absolute limit) ====== | ||
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*The maximum possible [[Minecraft:Altitude|height]] is ~1.798×10<sup>308</sup> (2<sup>1024</sup>). Attempting to teleport beyond this limit will result in the value being interpreted as infinity, and the teleportation will fail. However, teleporting to a number that will round to 2<sup>1024</sup> will render the game for exactly 1 frame | *The maximum possible [[Minecraft:Altitude|height]] is ~1.798×10<sup>308</sup> (2<sup>1024</sup>). Attempting to teleport beyond this limit will result in the value being interpreted as infinity, and the teleportation will fail. However, teleporting to a number that will round to 2<sup>1024</sup> will render the game for exactly 1 frame before it crashes. | ||
* The reason previous limits do not restrict going this high is because chunks do not load past Y: +320/-64, meaning that there is nothing to render except for snow and rain. | * The reason previous limits do not restrict going this high is because chunks do not load past Y: +320/-64, meaning that there is nothing to render except for snow and rain. | ||
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====== 64-bit floating point limit (X/Z: > | ====== 64-bit floating point limit (X/Z: >±2^1024) ====== | ||
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* Because 2<sup>1024</sup> is the maximum 64-bit floating-point integer, it causes the player's X coordinate to roll over to read "Infinity".<ref>Video reupload https://www.youtube.com/watch?v=OiqM07e7Odw</ref> It is impossible to go further since this is the physical limit at which Java can render, and the game is expected to crash at this distance. The only way to go further is by using BigInt and BigDecimal mods. | * Because 2<sup>1024</sup> is the maximum 64-bit floating-point integer, it causes the player's X coordinate to roll over to read "Infinity".<ref>Video reupload https://www.youtube.com/watch?v=OiqM07e7Odw</ref> It is impossible to go further since this is the physical limit at which Java can render, and the game is expected to crash at this distance. The only way to go further is by using BigInt and BigDecimal mods. | ||
Revision as of 11:19, 24 June 2026
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For the {{{Description}}} of the same name, see [[{{{Destination}}}]]. |
Template:Merge 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 |
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(X/Z: ±2; Precision loss errors) |
Template:Main
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(X/Z: ±370,727; The End generation breakdown) |
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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 |
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(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