Java Edition hard limits

This page documents historical hard limits of mainly earlier versions of Java Edition. These are defined as boundaries which exist due to the game's code and data types, as opposed to limits which have been implemented intentionally (see World boundary) or effects due to precision loss (see Java Edition distance effects).

Precision loss errors (X/Z: ±2)
There have been a large variety of precision loss errors throughout the game's history. There are generally very few in modern versions, although more can be found in earlier versions. These can be loosely defined as hard limits due to being limitations of the floating point data type itself. However, due to their variety, they are not included here.

It is certain that double-precision floating point precision loss issues will run rampant at excessive distances. However, these distances are yet to be explored in detail and would require extensive modding to even see.

The End generation breakdown (X/Z: ±370,727)
The End's generation is completely absent in several circles centered on the world. This is due to an integer overflow.

Lighting breakdown (X/Z: ±33,554,432)
Beyond 2 blocks, lighting outright stops existing. All blocks appear completely black and are unaffected by sky and block light (light-emitting blocks may create a local area of light in its block space, but this cannot extend). As a result, hostile mob spawning is extremely common and mushrooms can spawn naturally. It is effectively mandatory to use the night vision effect to facilitate any reasonable exploration beyond this point.

When teleporting far distances, it is possible to find regions of full light. These will cause dark regions when blocks are updated.

Village generation limit (X/Z: ±1,073,741,824)
Beyond this point, villages seem to stop generating correctly at all. The only part which generates is the very center, sometimes with accompanying villagers - every other part is missing.

It has been sighted in some superflat worlds that strange phantom villages composed solely of block light can generate.

The reasoning for this happening remains unknown and it is not known if this is tied to jigsaw blocks.

32-bit limit (X/Z: >±2,147,483,647)
A hard limit exists at X/Z: ±2,147,483,647&mdash;the mathematical limit of a signed 32-bit integer&mdash;and attempting to travel or load chunks beyond here simply causes the game to crash. 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.

Attempts have been made to exceed this limit and allow terrain and the game to work further out. However, no publicly accessible mods to do this currently exist, and creating such a mod would require refactoring an unfathomable amount of vanilla code anyway.

Lighting breakdown (Y: ±129 - ±2,048)
The player's skin, and an item in a player's arm starts rendering incorrectly, resulting in no lighting at all. All lighting will stop working at 2,048 blocks. The effects may be slightly different in this case however, as full light has been noticed at negative coordinates.

Absolute limit (Y: ±2^1024)
The maximum possible height is 1.798×10308 (21024), the limit where mathematics break down in the game's code. In attempting to teleport beyond this limit, the game interprets the number as infinity and refuses to carry out the teleportation.

The reason why going this high is not restricted by the 32-bit, 64-bit, 128-bit, etc is becuase chunks do not load past 256 blocks (2^8) which means that there is nothing to render.

Spawn chunk glitch (X/Z: ±524,288–X/Z: ±1,073,741,824)
From Beta 1.6 Test Build 3 to Beta 1.7.3 inclusive, if the player moves to 524,288 on only one axis and keeps their position along the other axis near zero, the player can allow the chunk they originally spawned in to re-appear. If done enough times, once the player reaches X/Z: 33,554,432, trees and entities can reappear inside the Far Lands, even though vegetation and entities are not supposed to generate out this far because of the block limit at X/Z: 32,000,000. However, because of the block render limit at X/Z: 2,147,483,519, the maximum distance that trees and entities can spawn at is X/Z: 1,073,741,824. If the player does happen to generate natural terrain beyond X/Z: 32,000,000, then any trees or other entities that spawn begin to decay but the image remains frozen in place. For example: a flower generated in the fake chunks drops the flower item as if it has decayed, but the flower still appears in place, unable to be removed. It does this infinitely and causes countless entities to begin spawning, causing lag spikes.

Stone wall "Far Lands" (X/Z: >±33,554,432)
In the February 27th build of Infdev, all generation past 33,554,432 blocks would be solid stone, continuing out to the 32-bit limit. This wall extends vertically from the bottom of the world to the height limit, and can be considered the first appearence of the Far Lands, although very visually, behaviourally and positionally distinct.

In the March 13th build, a world boundary was placed at 32 million blocks, preventing this wall from being normally accessible, however modding can bring it back. Later infdev versions would have ores spawn in this stone wall as if it were any other body of stone.

This stone wall may not always start at exactly 33,554,432 blocks out - it is not uncommon to see a rough, repetitive boundary at this point, visually resembling the ridges of a radiator or the fins of a heat sink, in a similar way to how the usual Far Lqnds can generate a few blocks earlier.

With the terrain generation rewrite in the March 27th build exactly a month later, this stone wall was eliminated and unwittingly "replaced" with the traditional set of Far Lands.

Why this stone wall generated in the first place remains unknown.p

32-bit limit (X/Z: >±2,147,483,647)
At X/Z: ±2,147,483,519, blocks are no longer rendered, giving way to an empty sky. At X/Z: ±2,147,483,647 (maximum 32-bit integer), the game is likely to crash or the player gets stuck. However, chunks still generate along with clouds. Fast graphics clouds are however insanely stretched. It is very dangerous to reach X/Z ±4,294,967,296 or higher, as the chances of crashing (assuming the player has 64-bit Java) are extremely high, and get higher the further the player goes.


 * X/Z ±2,147,483,647: Terrain disappears completely. Beyond here, the game crashes.

Cloud render limit (X/Z: ±25,769,803,000–±25,769,804,000)
Between X/Z: ±25,769,803,000 and X/Z: ±25,769,804,000 clouds stop rendering (Varies between maps, but they disappear somewhere in between these distances. Does not apply for fast graphics clouds). Beyond here, only the sky, sun, moon and void remain.

Chunk overwrite limit (X/Z: >±34,359,738,368)
If one makes it to X/Z: ±34,359,738,368 (235), away from spawn, chunks start getting overwritten. As a result, this is the end of chunk generation in Minecraft. As soon as this limit is approached, the game freezes and crashes, resulting in an Out of memory screen. However, in some cases, the player may be able to move past this limit for a few seconds before Minecraft crashes. A chunk is 16 × 16 blocks, and 34,359,738,368 = 2,147,483,648 × 16, so the chunk coordinates are 32-bit integers as well.

64-bit integer limit (X/Z: >±9,223,372,036,854,775,807)
The highest signed value for 64-bit machines is X/Z ±9,223,372,036,854,775,807. However, despite this being the limit any machine can go, it may not be possible (through in-game methods) to go near this point, since the vast majority of people experience instant client freeze, followed by the client crashing. In some cases, it is possible to teleport to it however this is difficult. The only way that this can work with a high consistency is if one uses Cheat Engine to edit a players position to be at this limit. If one manages to make it this far, the only things that exist are the Sun, Moon and the sky, as shown by one user that managed to actually be out this far.

Previously, there was a theory that at this distance there would be no sun or moon, the sky would be pitch black and the clouds would glow oddly. This has since been debunked as false, as clouds would disappear long before this coordinate would be reached.

128-bit Indev limit
If the player teleports to X/Z: 2128 or 300 undecillion in the version of Indev that pushes the player back within the map, the player is pushed from X/Z: 2128 to X/Z: 2,147,483,648 in about 5 minutes. As the player is pushed back, the sun and moon begin to render back in (Most likely at X/Z: 264 or roughly 18.5 quintillion) and then the game crashes at the 32-bit Integer Limit.
 * The farthest distance the player can travel using this method is X/Z: 10128 or roughly 1.28 googols, though the player can go further.

>64-bit floating point limit (X/Z: >±1.797693134862315907729305190789&times;10 )
On August 1, 2018, a YouTube user named "Aura Gunner" made a video showing the player teleporting to 1.797693134862315907729305190789 x 10^308 (past 21024) on the X-axis. Because 1.797693134862315907729305190789 x 10^308 is the maximum 64-bit floating-point integer, it caused the player's X coordinate to roll over to read "Infinity". It is impossible to go further since this is the physical limit at which Java can render, and the game always crashes at this distance. It is possible to get this far, however, Cheat Engine must be used to edit the coordinates in a way that allows continuous teleportation.

(Y: <&minus;2,147,483,647)
In Beta 1.7.3, as the player falls below Y=&minus;2,147,483,647, the darkness of being in the void disappears. Instead of darkness, the void now looks like an empty world. It has a sky, a sun, and a moon, and they are all visible depending on the time of day. Despite this, the player still receives damage from the void.


 * In Release 1.6.2 for 64-bit machines, the limit of how high up the player can teleport is +4,999,999,999,999,999 blocks high. Prior to Beta 1.8, the player could teleport up to the limit for 64-bit machines