Minecraft:Java Edition hard limits: Difference between revisions
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====== | ====== (Y:>+4,503,599,627,370,496) and (Y:<-4,503,599,627,370,496) ====== | ||
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* There are two critical thresholds set at positive and negative 4,503,599,627,370,496, denoted as (Y: >+4,503,599,627,370,496) and (Y: <-4,503,599,627,370,496) respectively. These numerical limits serve as the primary barriers, beyond which the player's manual movement is disabled. | * There are two critical thresholds set at positive and negative 4,503,599,627,370,496, denoted as (Y: >+4,503,599,627,370,496) and (Y: <-4,503,599,627,370,496) respectively. These numerical limits serve as the primary barriers, beyond which the player's manual movement is disabled. | ||
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====== | ====== (Y:>+36,028,797,018,963,968) ====== | ||
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* Another threshold is established at positive 36,028,797,018,963,968, marked as (Y: >+36,028,797,018,963,968). Beyond this point, the player is rendered completely stationary; conventional movement is entirely stalled. | * Another threshold is established at positive 36,028,797,018,963,968, marked as (Y: >+36,028,797,018,963,968). Beyond this point, the player is rendered completely stationary; conventional movement is entirely stalled. | ||
Revision as of 11:07, 14 August 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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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 hard limit map that was removed in here