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* The barrier at Y=-40{{until|be 1.18.0}} or Y=-104{{upcoming|be 1.18.0}} stops generating.
 
* The barrier at Y=-40{{until|be 1.18.0}} or Y=-104{{upcoming|be 1.18.0}} stops generating.
 
* Walking is as fast as running speed.
 
* Walking is as fast as running speed.
  +
* [[lead]]s start appearing as a zigzag.
 
|-
 
|-
 
|X/Z ±2,097,152 (2<sup>21</sup>)
 
|X/Z ±2,097,152 (2<sup>21</sup>)

Revision as of 01:14, 17 November 2021

Clock JE3
This article needs to be updated. 
Please update this page to reflect recent updates or newly available information.
Reason: Slowest movement method may be outdated
Brush
This article needs cleanup to comply with the style guide. [discuss]
Please help improve this page. The talk page may contain suggestions.
Reason: Organize this page more like Java Edition distance effects - should allow a lot more in-depth analysis of each effect
Information icon
This feature is exclusive to Bedrock Edition. 

As the player travels far from the world origin in Bedrock Edition, the world starts to behave abnormally. This is mostly caused by precision loss of the 32-bit floating point numbers used for location, which dedicates only 23 bits to the fraction; thus, for any position between n and 2n, where n is a power of 2, the precision error makes the world (including blocks and entities) offset by n8388608 blocks, or n524288 block pixels (e.g. at between X/Z ±16,777,216 and X/Z ±33,554,432, coordinates of all entities are multiples of 2, and only blocks at these coordinates can be rendered; blocks not at these values visually snap to them).

Minor effects (X/Z ±1–131,071)

Bedrock Edition uses 32-bit floating points for many of its calculations, such as the player's position, as opposed to Java Edition, which uses 64-bit floating points. When the player moves, the player changes position each tick, and this change is affected by floating point precision errors. At slow speeds/high coordinates, this change in position is considered negligible, meaning that the player does not move at all. The amount of precision error doubles at every power of 2.

Note that while the positions of the centers of entities are stored in NBT, the positions of the hitbox corners are stored in memory. If the player is crossing a power of 2, these corners may move at different speeds, thus changing the hitbox size. The hitbox size resets to 0.6 in certain situations, such as reloading the world, using the /tp command, and others.[more information needed] However, the player can shrink to size 0, making it possible to fall through the edges of blocks and into the void (MCPE-39299).

There are several ways to slow the player’s movement, such as sneaking, status effects, using an item (e.g. drawing back a bow), or certain blocks (such as cobwebs). In addition, moving diagonally decreases the player’s speed on any given axis. Moving with a solid block in front at slight diagonal causes the player to move sideways as slow as the player’s coordinates allow.

Coordinates Effects
X/Z ±1 (20)
  • Coordinates of all entities are slices of 8,388,608.
  • Lowest coordinates at which someone can rarely fall through the world within approximately 6 real-life days of nonstop gameplay (where one must start over if they exit the game). However, It is almost impossible to do at these coordinates.
X/Z ±2 (21)
  • Coordinates of all entities are slices of 4,194,304.
X/Z ±4 (22)
  • Coordinates of all entities are slices of 2,097,152.
X/Z ±8 (23)
  • Coordinates of all entities are slices of 1,048,576.
X/Z ±16 (24)
  • Coordinates of all entities are slices of 524,288.
X/Z ±32 (25)
  • Coordinates of all entities are slices of 262,144.
X/Z ±64 (26)
  • Coordinates of all entities are slices of 131,072.
X/Z ±128 (27)
  • Coordinates of all entities are slices of 65,536.
X/Z ±256 (28)
  • Coordinates of all entities are slices of 32,768.
  • Lowest coordinates at which anyone has fallen through the world, although incredibly unlikely at this distance. Since the glitch is caused by hitbox corners affected by different levels of floating point precision errors, it could theoretically happen at X/Z ±1 (see above).
  • The slowest method is impossible.
X/Z ±512 (29)
X/Z ±1,024 (210)
  • Coordinates of all entities are slices of 8,192.
  • The slowest method is now impossible.[needs in-game testing]
X/Z ±2,048 (211)
  • Coordinates of all entities are slices of 4,096.
X/Z ±4,096 (212)
  • Coordinates of all entities are slices of 2,048.
X/Z ±8,192 (213)
  • Coordinates of all entities are slices of 1,024.
X/Z ±16,384 (214)
  • Coordinates of all entities are slices of 512.
  • Minor jitter can be first experienced at this point, noticeable if the player walks slowly.
X/Z ±32,768 (215)
  • Coordinates of all entities are slices of 256.
  • It becomes impossible to sneak diagonally on top of soul sand with cobwebs while drawing back a bow.[1]
X/Z ±65,536 (216)
  • Coordinates of all entities are slices of 128.

Medium effects (X/Z ±131,072–1,048,575)

Eventually, some common forms of movement begin to glitch. In addition, blocks with detailed models begin to render incorrectly.

Coordinates Effects
X/Z ±131,072 (217)
  • Coordinates of all entities are slices of 64.
  • Climbing up ladders, vines, twisting vines, and weeping vines while sneaking is slightly slower than normal if climbing by walking against a block.[2]
  • Sneaking diagonally starts to become bumpy.
  • Lecterns and tripwire hooks start to become distorted.
  • When the player stops walking, they are bumped.
X/Z ±262,144 (218)
  • Coordinates of all entities are slices of 32.
  • Climbing up ladders and vines while sneaking is even slower and less smooth.[2]
  • Moving in powder snow while sneaking becomes impossible if the player waits for too long.
  • Sea pickles render with slightly thinner stems than normal.
  • Tripwire string becomes invisible.
  • Sweet berry bushes and cobwebs appear slightly larger.
  • Sunflowers become glitched and are Z-fighting on the X-axis. They don’t become glitched on the Z-axis.[3]
  • Sneaking in soul sand with a spyglass stops movement.
  • Sneaking in all directions is more bumpy.
X/Z ±524,288 (219)
  • Coordinates of all entities are slices of 16.
  • All entities are on the edges of block pixels.
  • Paintings are placed halfway inside the block, allowing multiple paintings to be placed on the same block.
  • The inner part of item frames render flush along the block.
  • Moving horizontally while on cobwebs becomes impossible.
  • Moving in powder snow becomes entirely impossible while sneaking.
  • Jitter is noticeable beyond this point.
  • Many mobs are unable to jump on blocks correctly.
  • Sea turtles and axolotls can no longer move on land.
  • The top part of candles renders incorrectly.
  • Running on soul sand becomes noticeably bumpy.
  • It's impossible to sneak outside the X/Z axis on soul sand without soul speed boots.

Major effects (X/Z ±1,048,576–16,777,215)

This section is missing information about the following features and effects:
  • Leads
  • Cave generation
  • Raycasting, which seems to result in incorrect blocks being targeted. 
Please expand the section to include this information. Further details may exist on the talk page.

Blocks are rendered based on their corners, whose coordinates are 32-bit floating point numbers. Generally, these are multiples of 116. Thus, most blocks render normally as long the floating points are precise to the nearest sixteenth. This breaks at X/Z ±1,048,576 (220), and blocks continue to render incorrectly as the coordinates go even farther out.[4]

In the RTX betas, the lighting is unaffected by floating-point precision errors, although block shapes themselves are incorrect.[5]

Besides, many "normal" forms of movement become impossible.

The different types of block model deformation have changed a lot over the years, although the update specifics and hardware requirements are unknown. Previously, blocks such as flowers and grass would appear completely 2D beyond 8,388,608 blocks, whereas they appeared as almost normal X shapes in more recent versions, but appearing as 2D again as of 1.16.220. Also, sunflower heads could previously distort to become square, which also no longer happens; the flower appears detached from the plant instead.

In addition here, the terrain starts to break down following the table.

Coordinates Effects
X/Z ±1,048,576 (220)
  • Coordinates of all entities are slices of 8.
  • Walls render wider than normal.
  • Fences (excluding the posts) and closed fence gates render completely flat.
  • Doors and open trapdoors render thinner than normal.
  • Iron bars and glass panes render twice as wide than normal.
  • Climbing up ladders and vines is impossible without holding the jump button, and climbing up them while sneaking is extremely slow.
  • It becomes impossible to sneak outside the X/Z axis.
  • Moving in powder snow becomes impossible if you wait too long, though rapidly inputting sprint allows you to escape.
  • The cube inside slime blocks is slightly wider.
  • The cube inside honey blocks is stretched to a full block, which results in a flickering effect.
  • Cakes appear stretched to full block.
  • Fire renders a bit differently.
  • Sea pickles render in slightly different places without stems.
  • Lanterns render wider than usual and without the top part.
  • The logs in campfires render farther apart, overlapping with each other.
  • In brewing stands, the base renders incorrectly and the central pole is invisible.
  • The bases of anvils render incorrectly.
  • The supports of grindstones render incorrectly.
  • The sides of item frames render wider than the top and bottom.
  • Flower pots appear slightly wider.
  • The inside of beacons render incorrectly.
  • The supports of bells render incorrectly.
  • Horizontal end rods render flat, while vertical end rods render only with their bases.
  • The shafts of lightning rods render as flat.
  • Redstone renders slightly differently.
  • Torches become invisible.
  • Buttons placed anywhere other than the sides of blocks are distorted and such buttons are pushed all the way into the block.
  • Pressure plates cover an entire block.
  • Redstone repeaters and redstone comparators render without torches.
  • Cocoa beans in the second stage render as wide as mature cocoa beans.
  • Cacti render as full blocks, with gaps at the edges.
  • Bamboo renders wider than normal, flat, or invisible.
  • The dragon egg appears to be more blocky.
  • Turtle eggs are distorted.
  • The small bumps on chorus plant stems disappear.
  • The barrier at Y=-40‌[until BE 1.18.0] or Y=-104‌[upcoming: BE 1.18.0] stops generating.
  • Walking is as fast as running speed.
  • leads start appearing as a zigzag.
X/Z ±2,097,152 (221)
  • Coordinates of all entities are slices of 4.
  • Moving while sneaking becomes impossible.
  • Walking appears bumpy.
  • Dropped items fall through the edges of blocks. Dropped items that land on the edges of lava bounce off without burning; this effect continues into the Stripe Lands.
  • Fence posts are invisible.
  • Open fence gates are completely flat.
  • Lightning rods render entirely flat.
  • Doors and trapdoors render wider than normal.
  • Iron bars and glass panes render completely flat.
  • The supports of scaffolding are invisible.
  • Cauldrons and composters have completely flat walls and whatever is inside them are stretched to fit the top.
  • Flowers begin to distort.
  • The bottom part of hoppers are invisible.
  • Lecterns are wider more than a block.
  • Nether portal blocks are completely flat.
  • Flowers, sweet berry bushes, cobwebs, and tall grass are much smaller than normal.
  • Hanging roots render thinner than normal.
  • All four stages of amethyst buds render thinner than normal.
  • The first stage of cocoa beans is flat.
  • Chorus flowers render as full blocks.
  • The top part of the Dragon egg is flat or invisible.
X/Z ±4,194,304 (222)
  • Coordinates of all entities are slices of 2.
  • It becomes extremely difficult to traverse the world on foot from here. Players need to use ender pearls, chorus fruit, elytra with fireworks or a Riptide trident (if raining or underwater), horseback, boats, or any method that would be at least five blocks per second under normal conditions (the minimum speed possible from here is 10 blocks per second), meaning moving in normal walking speed is impossible.
  • One can travel on foot past 4,194,304 by jumping one time and sprinting.
  • One cannot jump normally. The Jump Boost effect does not work. Stairs and slabs or blocks less than 0.5 blocks tall are work past this point.
  • Entities less than 0.5 blocks wide (such as items and silverfish) fall through the edges of blocks, but can still stand on the centers. This is likely because the hitbox corners on both sides round to the same coordinates, resulting in a "null" hitbox; however, it is not confirmed.[verify]
  • Status effect particles snap to the center of the player, causing them to bunch around the center of the screen.
  • All stages of amethyst buds are stretched to a full block.
  • The stems of both big dripleaves and small dripleaves become two-dimensional.
  • Eyes of ender placed inside end portal blocks are stretched to cover the entire block.
  • Piston bases are stretched to full block. If retracted, the front "flickers" between the head and base textures.
  • Crops, hanging roots, and seagrass render on the edges of blocks.
  • The second stage of cocoa beans is flat just like the first stage.
  • The third stage of cocoa beans appears stretched as a full block.
  • When the player is in Powder snow the screen sometimes flickers fighting trying to see if the player is inside or outside of Powder snow even with leather armor on.
  • The second highest top part of the Dragon egg is invisible including the highest part.
X/Z ±8,388,608 (223)
  • Coordinates of all entities are integers, meaning that all entities are on the edges of blocks. As a result, the player, along with other entities less than 1 block wide, always falls through blocks. The only entities that can stand on blocks from this point onward are boats, spiders, horses, iron golems, polar bears, and ravagers.
    • If only one coordinate exceeds this value, blocks still have collision detection from the side.
    • The player can still be considered "under" blocks, meaning that phantoms do not spawn. Thus, it is theoretically possible to travel to and from the Stripe Lands in survival using horses.
  • To fly in creative the player must sprint or look directly along an axis, unless the player position is controlled by 64-bit doubles instead of 32-bit floats. The Speed effect does not work, due to MCPE-61425. In addition, flying at this coordinate is bumpy, even when the player is sprinting and looking directly along an axis.
  • All blocks that normally render as partial blocks are either stretched to become full blocks, or squished to become 2-dimensional. The exception is a few blocks that render normally no matter how far out the player travels, such as chests and bells.
    • If both coordinates exceed this value, partial blocks that normally render as 2D this far out become 1-dimensional and are therefore completely invisible.
  • The terracotta strata in badlands biomes become noticeably distorted at this point.
  • The blade of a stonecutter duplicates, with each blade appearing on the edge.
  • Spore blossoms are stretched so that the player sees only half of the flower.
  • Entering active end portals becomes impossible.
  • Previously, cross models would render stretched out (changed from rendering 2D as of an unknown update), however as of 1.16.210 they render flat again.
  • The shadow of signs are at the edge of the block the sign is on.
  • The first and second stage of cocoa beans are either pushed into the block or they render as full blocks.
  • The notes that come from jukeboxes and noteblocks are on the edge of the block.
  • Minecarts can no longer run on Powered rails.

Examples

Game-breaking effects (X/Z ≥±16,777,216)

This section is missing information about notable effects beyond the 32-bit limit. 
Please expand the section to include this information. Further details may exist on the talk page.

Here, the rendering fundamentally break down to the point greatly where normal gameplay is completely impossible.

Coordinates Effects
X/Z ±16,777,216 (224)
  • The floating point precision errors cause only blocks with even coordinates not divisible by 4 to render, and are stretched to 2 blocks wide. This phenomenon is known as the Stripe Lands. In contrast, the Stripe Lands starts at X/Z ±9,007,199,254,740,992 in Java Edition, as the block rendering coordinates use 64-bit doubles instead.
    • Some blocks at other coordinates can render 2-dimensional, but not if they would be rendered on the end of a double-length block. In general, blocks render only if they are "exposed" to air or another see-through block.
    • Coordinates of all entities are multiples of 2.
    • This does not impact the way maps are rendered.
    • If the player manages to set their coordinate to an odd number or move into any area not rendered, they get stuck in a glitched position, unable to move the camera view properly, or move in any direction.
  • 2D blocks are non-solid, even from the sides. However, ghasts, large slimes, and large magma cubes treat both 2D and 3D blocks as solid because they are more than 2 blocks wide.
  • The game does not properly register when the player is in water if the player' coordinates are divisible by 4. As a result, the player falls through water, is unable to enter swimming, and the fog is black or dark blue. However, water still causes the player to exit gliding, and boats still float.
  • The only method of transportation possible is by sprint flying, elytra or by teleportation (an invisible barrier exists here).
  • The terracotta strata in badlands biomes are distorted further and start to form blocky shapes. Because the majority of blocks do not render in the stripe lands, this is noticeable only when viewed on a map.
X/Z ±33,554,432 (225)
  • Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the Slice Lands.[unofficial name] Blocks whose sides are not "exposed", such as the naturally-generated water, are completely invisible.
    • At this point, the slices are 4 blocks apart, but the gap widths double for every power of 2.
  • The phenomenon is known as the Stripe Gap Lands
    • Coordinates of all entities are multiples of 4.
    • It is difficult to place blocks from this point onward. The player must look at an existing block and extend it along an axis. The only way to generate blocks (to place on) without external tools is to use structure blocks.
  • Block rendering essentially stops completely in the Corner Slice Lands;[6] blocks are rendered as one-dimensional, and are therefore impossible to see.
  • Water becomes completely non-solid.
  • To move, the player must glide with elytra at a downward angle of approximately 45 degrees, or use Riptide. Note that because the player is not considered to be "in water", Riptide can be activated only by rain. Tridents Arrows shot from bows or crossbows and ender dragons are the only other entities that can move horizontally beyond this point. It is therefore impossible to teleport using ender pearls.
X/Z ±67,108,864 (226)
  • The only form of movement possible is with Riptide II or higher. It is also possible to teleport using chorus fruit.
  • Coordinates of all entities are multiples of 8.
  • The visual gaps are 8 blocks wide, thus marking the beginning of the Slice Gap Lands.
X/Z ±134,217,728 (227)
  • Maximum coordinates where generated structures can generate on mobile devices. However, on Windows, structures continue to generate all the way to the 32-bit integer limit.
  • Coordinates of all entities are multiples of 16, equivalent to one chunk section.
  • The visual gaps are 16 blocks wide.
  • Riptide II can no longer move the player horizontally, and Riptide III works only if the player looks directly along an axis. However, it is still possible to teleport using chorus fruit.
X/Z ±268,435,456 (228)
  • It is impossible for any entity to move horizontally, without modifying the player's flying speed, or the player position is controlled by 64-bit doubles. Teleportation using chorus fruit is impossible.
  • Coordinates of all entities are multiples of 32, equivalent to two chunks section.
  • The visual gaps are 32 blocks wide.
X/Z ±536,870,912 (229)
  • Coordinates of all entities are multiples of 64, equivalent to four chunks section.
  • The visual gaps are 64 blocks wide.
  • A large "cone shape" in front of the player disappears from view. This cone is oriented along the X or Z axis, rather than the direction the player is facing. It is always composed of 16×16×16 cubes (essentially sections of chunks).
  • Since beta 1.17.30.24, some devices (low and mid-end classes) can no longer survive in this position and frequently crash at this point. If players can successfully go to this coordinate or over, they can survive for few seconds before the game crashes. Therefore, increasing the render distance can crash the game and only high-end devices can survive at this position.
X/Z ±1,073,741,824 (230)
  • Coordinates of all entities are multiples of 128, equivalent to eight chunks section.
  • The visual gaps are 128 blocks wide.
  • The "cone" in front of the player widens. The world is completely invisible with a render distance of 16 chunks or less (unless the player position is controlled by 64-bit doubles), despite the fact that the gaps are only 8 chunks wide.
  • The phenomenon is called the Invisible Stripe Lands.
X/Y/Z ±2,147,483,647 (231 − 1)
  • The game crashes near this point, as this is above the maximum signed binary integer allowed for 32-bit systems, such as C++. Specifically, the game crashes if the player attempts to load a chunk that is within 64 blocks of this limit, so increasing the render distance can crash the game.
X/Z ±2,147,483,648 (231)
  • Coordinates of all entities are multiples of 256, equivalent to 16 chunks section.
  • The visual gaps are 256 blocks wide.
X/Z ±4,294,967,296 (232)
  • Coordinates of all entities are multiples of 512, equivalent to 32 chunks section.
  • The visual gaps are 512 blocks wide.
X/Z ±8,589,934,592 (233)
  • Coordinates of all entities are multiples of 1,024, equivalent to 64 chunks section.
  • The visual gaps are 1,024 blocks wide.
X/Z ±17,179,869,184 (234)
  • Coordinates of all entities are multiples of 2,048, equivalent to 128 chunks section.
  • The visual gaps are 2,048 blocks wide.
X/Z ±34,359,738,368 (235)
  • Coordinates of all entities are multiples of 4,096, equivalent to 256 chunks section.
  • The visual gaps are 4,096 blocks wide.
X/Z ±68,719,476,736 (236)
  • Coordinates of all entities are multiples of 8,192, equivalent to 512 chunks section.
  • The visual gaps are 8,192 blocks wide.
X/Z ±137,438,953,472 (237)
  • Coordinates of all entities are multiples of 16,384, equivalent to 1,024 chunks section.
  • The visual gaps are 16,384 blocks wide.
X/Y/Z ±9,223,372,036,854,775,807 (263 – 1)
  • The game crashes near this point while using 64-bit systems, as this is above the maximum signed binary integer allowed for 64-bit systems, such as C++. Also, the game crashes if the player attempts to load a chunk beyond this coordinate, so increasing the render distance can crash the game.[verify]

[more information needed]

X/Z ±9,223,372,036,854,775,808 (263)
  • Coordinates of all entities are multiples of 1,099,511,627,776 (240).
  • The visual gaps are 1,099,511,627,776 blocks wide.
X/Y/Z ±~3.40282366921e+38 (2128)
  • The maximum 32-bit floating-point integer in Bedrock Edition. Beyond this, it caused the player's coordinates to roll over to read "Infinity" within 32-bit float. It is impossible to go further since this is the physical limit at which the code can render in Bedrock Edition.[verify]

[more information needed]

Stripe Lands

Stripe Lands Swamp

The "Stripe Lands" at X/Z 16,777,216.

The Stripe Lands are an artifact of the game's rendering and block hitbox calculation, rather than a quirk relating directly to terrain generation.[7] The Stripe Lands start at X/Z ±16,777,216, under the same terrain effects as Nothingness and Skygrid. They exist because coordinates are off by up to a full meter, causing the blocks themselves (not just their corners) to appear in the wrong places.

Past X/Z: ±33,554,432 all blocks are rendered as two-dimensional, and the gap between valid blocks doubles to 1 out of four. This gap doubles again at every power of 2 and reaches 128 blocks wide at X/Z: ±1,073,741,824. This is the widest the gaps can be since the game crashes near X/Z: ±2,147,483,648.

Examples

Vertical limits

Like the X and Z axes, the game breaks at excessive Y coordinates. Since blocks cannot be placed above Y=256, block rendering glitches do not occur, but other effects do.

Many of these effects would occur at negative coordinates, but there is a barrier at Y=-40. Beyond this entities can move only vertically using the "fall through the world" glitch, or teleporting below Y=-40. Thus the barrier can be avoided by teleporting past X/Z ±8,388,608. Also, all entities, except players in creative, disappear in the void.

Coordinates Effect
Y ±65,536
Y ±262,144
Y ±524,288
  • Floating with levitation I goes back to normal speed.
  • It's possible to notice jumping being sightly less smooth if the player summons a shulker this high and jumps on the shulker.
Y ±1,048,576
  • Levitation II floating is slightly faster at this point.
  • It's impossible to float with levitation I.
Y ±2,097,152
  • Floating upward by holding the jump button with elytra and Slow Falling is no longer possible.
  • There is a delay between when the player exits flight mode while having slow falling and when the player actually starts falling.
Y ±4,194,304
  • Flying upward in Creative is faster than normal.
  • If the player summons a shulker this high and falls on it, after the player lands on the shulker the players hand moves up and down rapidly (only if view bobbing is on). if the player switches to 3rd person during the small jumps, the player appears as if the player was not jumping.
Y ±8,388,608
  • Status effect particles snap to the head, feet, and center of the player, resulting in a glitched animation assuming the player is in first person.
  • Slow Falling causes the player to be stuck in mid-air.
  • Flying upward in Creative is no longer possible, although the player can still fly downward.
  • There is a delay between when the player exits flight mode and when the player actually starts falling.
  • When the player fly's downward in Creative it's way faster than normal.
  • The shulker is considered as a block wide entity so if the player gets on the shulker the player will appear floating above the shulker even in survival mode.
Y ±16,777,216
  • The delay described above is even longer.
  • Flying downward in Creative is no longer possible.
Y ±33,554,432
  • The delay to fall is way longer.
  • It's impossible to fly up with elytra with fireworks.
Y ±67,108,864
  • The player becomes stuck in mid-air when trying to fall.
  • in 3rd person the player can only look horizontal or vertical.
Y ±2,147,483,647
  • The game crashes near these coordinates on 32-bit devices.
Y ±~3.402824e+38 (2128)
  • The maximum 32-bit floating-point integer in Bedrock Edition. Beyond this, it caused the player's coordinates to roll over to read "Infinity" within 32-bit float. It is impossible to go further since this is the physical limit at which the code can render in Bedrock Edition.[verify]

History

Jigsaw Block (top texture) JE2 BE2
This section needs expansion. 
You can help by expanding it.
Pocket Edition Alpha
v0.10.0
{{Extension DPL}}<ul><li>[[Blaze Rod|Blaze Rod]]<br/>{{Item
| image = Blaze Rod.png
| renewable = Yes
| stackable = Yes (64)
}}

'''Blaze rods''' are [[item]]s exclusively obtained from [[blaze]]s. They act as a fuel for both brewing and [[smelting]], and are required to craft [[eye of ender|eyes of ender]] used to access to [[the End]].

== Obtaining ==

=== Mob loot ===
When killed by a player or tamed [[wolf]], a [[blaze]] has a 50% chance to drop a blaze rod. The [[Looting]] [[enchantment]] can increase the drops by one per level, for a maximum of 4 blaze rods. Blazes do not drop any blaze rods if killed by any other source.

== Usage ==

=== Crafting ingredient ===

{{crafting usage}}

=== Fuel ===

When used in a [[furnace]], a blaze rod lasts 120 seconds (12 items).

== Achievements ==
{{load achievements|Into Fire}}

== Advancements ==
{{load advancements|Into Fire}}

== Video ==
{{Video note|This video does not mention the crafting of [[End Rod]]s.|minor}}

<div style="text-align:center">{{yt|_mhRHuRlICY}}</div>

== Data values ==
=== ID ===
{{el|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Blaze Rod
|spritetype=item
|nameid=blaze_rod
|form=item
|foot=1}}

{{el|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Blaze Rod
|spritetype=item
|nameid=blaze_rod
|id=423
|form=item
|foot=1}}

== History ==

{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease|[[File:Blaze Rod JE1 BE1.png|32px]] Added blaze rods.}}
{{History|||snap=Beta 1.9 Prerelease 2|Blaze rods are now used to craft [[blaze powder]].}}
{{History|||snap=Beta 1.9 Prerelease 3|Blaze rods are now used to craft [[brewing stand]]s.}}
{{History||1.8|snap=14w07a|Blaze rods are now held similarly to [[tools]].}}
{{History||1.9|snap=15w44b|Blaze rods are now used to craft [[end rod]]s.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 369.}}

{{History|pocket alpha}}
{{History||v0.12.1|snap=build 1|[[File:Blaze Rod JE1 BE1.png|32px]] Added blaze rods. 
|Blaze rods can be used to craft [[blaze powder]] and [[brewing stand]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Blaze rods are now used to craft [[end rod]]s.}}

{{History|console}}
{{History||xbox=TU7|xbone=CU1|ps=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Blaze Rod JE1 BE1.png|32px]] Added blaze rods.
|Blaze rods can be used to craft [[blaze powder]] and [[brewing stand]]s.}}
{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|Blaze rods are now used to craft [[end rod]]s.}}

{{History|New 3DS}}
{{History||0.1.0|[[File:Blaze Rod JE1 BE1.png|32px]] Added blaze rods.
|Blaze rods can be used to craft [[blaze powder]] and [[brewing stand]]s.}}
{{History|foot}}

== Issues ==
{{issue list}}

== Trivia ==
* As part of an official collaboration, blaze rods are included in a free add-on for the roleplaying game [https://en.wikipedia.org/wiki/Dungeons_%26_Dragons ''Dungeons and Dragons''].<ref>https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwj9uvqlwIT-AhV7LUQIHYlVDiwQFnoECBAQAQ&url=https%3A%2F%2Fwww.minecraft.net%2Fcontent%2Fdam%2Fgames%2Fminecraft%2Fsoftware%2FMinecraft-Monstrous-Compendium.pdf&usg=AOvVaw0aKOqpKAHSH11qgZhN_Bhx</ref> In the game, they are worth 100 gold pieces, create light, and can be broken to create an explosion.
* They are the spinning things surrounding the blaze's head

{{items}}

== References ==
{{Reflist}}

[[Category:Renewable resources]]

[[cs:Ohnivá hůl]]
[[de:Lohenrute]]
[[el:Οι ράβδοι των Blaze]]
[[es:Vara de blaze]]
[[fr:Bâton de Blaze]]
[[hu:Lángrúd]]
[[it:Verga di blaze]]
[[ja:ブレイズロッド]]
[[ko:블레이즈 막대]]
[[lzh:炎靈桿]]
[[nl:Blazestaf]]
[[pl:Płomienna różdżka]]
[[pt:Vara de blaze]]
[[ru:Огненный стержень]]
[[th:แท่งเบลซ]]
[[tr:Alaz Çubuğu]]
[[uk:Стрижень Блейза]]
[[zh:烈焰棒]]</li><li>[[Bone|Bone]]<br/>{{about|the item|the block|Bone Block|other uses|Bone (disambiguation)}}
{{Item
| image = Bone.png
| renewable = Yes
| stackable = Yes (64)
}} 

A '''bone''' is an [[item]] primarily obtained from [[skeleton]]s and similar mobs. It can be crafted into [[Bone Meal|bone meal]] or used to tame wild [[Wolf|wolves]].

== Obtaining ==

=== Chest loot ===

{{LootChestItem|bone}}

=== Mob loot ===

Skeletons, [[wither skeleton]]s, [[skeleton horse]]s, and [[stray]]s may drop 0–2 bones upon death. The maximum drop is increased by 1 per level of Looting, for a maximum of 0-5 bones with Looting III.

{{IN|bedrock}}, [[salmon]], [[cod]], [[pufferfish]], and [[tropical fish]] have 25% chance to drop 1-2 bones upon death. The maximum drop is increased by 1 to 2 per level of Looting, for a maximum of 2-8 bones with Looting III.
Salmon (small and medium size) have 25% chance to drop 1 bone upon death, The maximum drop is increased by 1 to 2 per level of [[Looting]], for a maximum of 2-7 bones with Looting III. The chance of dropping bones increases by 1% per looting level, so with Looting III there is up to a 28% chance of bones dropping.

=== Fishing ===

Bones can also be obtained by [[fishing]] as part of the junk category. The best chance of catching a bone is achieved without the [[Luck of the Sea]] enchantment, yielding a 1.1% chance.

== Usage ==

=== Helmet ===
[[File:Steve wearing Bone.png|thumb|right|75px]]
[[File:Alex wearing Bone.png|thumb|right|75px]]
While a bone cannot be equipped in the head slot in Survival mode, equipping it using commands causes it to appear in the player's mouth.

=== Taming ===

Using a bone on a wild [[wolf]] has a {{frac|1|3}} chance of [[taming]] it. Bones cannot tame a hostile wolf or a wolf that has already been tamed. However, bones can be used to attract the attention of the tamed ones.

=== Crafting ingredient ===
A bone can be crafted into 3 bone meal.

{{crafting usage}}

== Achievements ==
{{load achievements|Leader of the pack}}

== Advancements ==
{{load advancements|Best Friends Forever}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Bone
|spritetype=item
|nameid=bone
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Bone
|spritetype=item
|nameid=bone
|id=415
|form=item
|foot=1}}

== History ==
{{History|java beta}}
{{History||1.2|[[File:Bone JE1 BE1.png|32px]] Added bones.
|Bones can be [[crafting|crafted]] into [[bone meal]].}}
{{History||1.4|Bones can now be used to tame [[wolves]].}}
{{History|java}}
{{History||1.3.1|snap=12w21a|Bones can now be found within [[desert temple]]s, allowing bones to be obtainable on Peaceful difficulty.}}
{{History||1.4.2|snap=12w36a|Added [[wither skeleton]]s, which has a chance to [[drops|drop]] bones when killed.}}
{{History||1.6.1|snap=13w16a|Added [[skeleton horse]]s, which drop bones when killed.}}
{{History||1.7.2|snap=13w36a|Bones can now be more easily obtained in Peaceful difficulty by [[fishing]]. Although, they are considered a "junk" [[item]].}}
{{History||1.9|snap=15w44a|The average yield of bones in [[desert temple]]s has been slightly decreased.
|Bones can now be found in [[dungeon]] [[chest]]s.}}
{{History||1.10|snap=16w20a|Added [[stray]]s, which [[drops|drop]] bones when killed.}}
{{History||1.11|snap=16w39a|Bones can now found in the new [[woodland mansion]] chests.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 352.}}
{{History||1.14|snap=18w43a|[[File:Bone JE2.png|32px]] The texture of bones has now been changed.}}
{{History|||snap=18w44a|[[File:Bone JE3 BE2.png|32px]] The texture of bones has now been slightly changed.}}
{{History||1.19|snap=Deep Dark Experimental Snapshot 1|Bones now generate in [[ancient city]] chests.}}

{{History|pocket alpha}}
{{History||v0.2.0|[[File:Bone JE1 BE1.png|32px]] Added bones. They are currently unobtainable and serve no purpose.}}
{{History||v0.3.3|Added skeletons, which drop bones when they die.
|Bones can now be used to craft [[bone meal]].}}
{{History||v0.5.0|Bones can now be obtained after activating the [[nether reactor]].}}
{{History||v0.9.0|snap=build 1|Added bones to [[Creative]] mode.}}
{{History||v0.11.0|snap=build 1|Bones can now be more easily obtained in Peaceful difficulty by [[fishing]]. Although, they are considered a "junk" [[item]].}}
{{History||v0.12.1|snap=build 1|Added [[wither skeleton]]s, which have a chance to [[drops|drop]] bones when killed.
|Bones are no longer available from the [[nether reactor]].}}
{{History||v0.13.0|snap=build 1|Bones can now be found inside of the [[desert temple]] hidden [[chest]] room.}}
{{History||v0.15.0|snap=build 1|Added [[stray]]s and [[skeleton horse]]s, which drop bones when killed.
|Bones can now be found in [[jungle temple]] [[chest]]s.}}
{{History|pocket}}
{{History||1.1.0|snap=alpha 1.1.0.0|Bone can now be found inside [[woodland mansion]] chests.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.14.2|Bones now [[drops|drop]] from [[fish]] mobs.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Bone JE3 BE2.png|32px]] The texture of bones has now been changed.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.00|wiiu=Patch 1|[[File:Bone JE1 BE1.png|32px]] Added bones.}}
{{History||xbox=TU5|Bones can be found in the Miscellaneous tab in the [[Creative inventory]].}}
{{History||xbox=TU12|Moved bones to the Materials tab in the Creative inventory.}}
{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|Added [[wither skeleton]]s, which have a chance to [[drops|drop]] bones when killed.}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Bones can now be obtained from [[fishing]].}}
{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|Added [[stray]]s and [[skeleton horse]]s, which drop bones when killed.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Bone JE3 BE2.png|32px]] The texture of bones has now been changed.}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Bone JE1 BE1.png|32px]] Added bones.}}
{{History|foot}}

== Issues ==

{{issue list}}

== See also ==

* [[Bone meal]]
* [[Wolf]]
* [[Dyeing]]

{{Items}}

[[Category:Renewable resources]]

[[de:Knochen]]
[[es:Hueso]]
[[fr:Os]]
[[hu:Csont]]
[[it:Osso]]
[[ja:骨]]
[[ko:뼈]]
[[nl:Bot]]
[[pl:Kość]]
[[pt:Osso]]
[[ru:Кость]]
[[th:กระดูก]]
[[tr:Kemik]]
[[uk:Кістка]]
[[zh:骨头]]</li></ul>
build 1Chunk jittering at extreme coordinates no longer occurs.
Bedrock Edition
1.17.30
{{Extension DPL}}<ul><li>[[Brick|Brick]]<br/>{{about|the item|the crafted block|Bricks|other uses}}
{{Item
| image = [[File:Brick JE2 BE2.png|32px]]
| stackable = Yes (64)
| renewable = Yes 
}}

A '''brick''' is an item used to craft [[bricks|brick]] blocks, [[flower pot]]s, and [[decorated pot]]s.

== Obtaining ==

=== Smelting ===
A brick can be obtained by smelting a [[clay ball]].
{{Smelting
|Clay Ball
|Brick
|0,3
}}

=== Mining ===

When [[breaking]] a [[decorated pot]] with a tool without [[Silk Touch]] on the main hand, the decorated pot can drops 0-4 brick(s) depend on the material that the decorated pot make of.

=== Loot ===

{{LootChestItem|brick}}

=== Trading ===

Novice-level stone mason [[villager]]s sell 16{{only|bedrock}} or 10{{only|java}} bricks for one [[emerald]].

== Usage ==
Brick can be used to craft [[bricks]], [[flower pot]]s, and [[decorated pot]]s.
=== Crafting ingredient ===

{{crafting usage}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Brick
|spritetype=item
|nameid=brick
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Brick
|spritetype=item
|nameid=brick
|id=383
|form=item
|foot=1}}

== History ==

{{History|java alpha}}
{{History||v1.0.11|[[File:Brick JE1 BE1.png|32px]] Added bricks as an item.}}
{{History|java}}
{{History||1.4.2|snap=12w34a|Bricks are now used for [[flower pot]]s.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this item's numeral ID was 336.}}
{{History||1.14|snap=18w43a|[[File:Brick JE2 BE2.png|32px]] The texture of bricks has been changed.}}
{{History|||snap=19w11a|Bricks are now [[trading|sold]] by [[villager]]s of the new mason profession, making them [[renewable resource|renewable]].}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|Bricks can now be used for crafting [[decorated pot]]s.|Bricks now drop when brushing [[suspicious sand]] in [[desert well]]s.|Bricks now drop when mining [[decorated pot]] with a tool on the main hand.}}
{{History||1.20|snap=23w12a|The probability for the brick to generate in the [[suspicious sand]] in [[desert well]] has been changed from 1/7 to 1/8.|Brick can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
{{History|||snap=23w16a|Brick no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for the suspicious gravel within the [[trail ruins]]; brick now is in the common loot.}}

{{History|pocket alpha}}
{{History||v0.2.0|[[File:Brick JE1 BE1.png|32px]] Added bricks as an item. They are currently unobtainable and serve no purpose.}}
{{History||v0.3.2|Bricks can now be obtained by smelting clay balls.
|Bricks are now used to craft [[brick block]]s.}}
{{History||v0.12.1|snap=build 1|Bricks are now used to craft [[flower pot]]s.}}
{{History||v0.16.0|snap=build 5|Added bricks to the [[Creative]] [[inventory]].<ref name="missing brick">{{Bug|MCPE-16556}}</ref>}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|16 bricks can now be obtained via trading with stone mason [[villager]]s for 1-2 [[emerald]]s.
|[[File:Brick JE2 BE2.png|32px]] The texture of bricks has now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Trading has been changed; bricks sold by stone mason villagers now cost only one emerald.}}
{{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.70|snap=beta 1.19.70.23|Bricks now drop when brushing [[suspicious sand]] in [[desert well]]s and can be used to craft decorated pots.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Brick JE1 BE1.png|32px]] Added bricks.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Brick JE2 BE2.png|32px]] The texture of bricks has been changed.}}
{{History|3ds}}
{{History||0.1.0|[[File:Brick JE1 BE1.png|32px]] Added bricks.}}
{{History|foot}}

== Issues ==

{{issue list}}

== References ==

{{reflist}}

{{Items}}

[[Category:Renewable resources]]

[[cs:Cihla]]
[[de:Ziegel]]
[[es:Ladrillo]]
[[fr:Brique]]
[[hu:Tégla]]
[[it:Mattone]]
[[ja:レンガ]]
[[ko:벽돌 (아이템)]]
[[nl:Baksteen]]
[[pl:Cegła]]
[[pt:Tijolo]]
[[ru:Кирпич]]
[[th:อิฐ]]
[[uk:Цеглина]]
[[zh:红砖]]</li><li>[[Orange Dye|Orange Dye]]<br/>{{Item
|image = Orange_Dye_JE2_BE2.png
|renewable = Yes
|stackable = Yes (64)
}}
'''Orange dye''' is a [[Dye#Quasi-Primary|quasi-primary dye]] crafted from [[Flower|orange tulips]], or by combining one [[red dye]] with one [[yellow dye]].

== Obtaining ==

=== Crafting ===

{{Crafting
  |head = 1
  |showname = 0
  |Orange Tulip; Torchflower
  |Output=Orange Dye
  |type=Material
}}
{{Crafting
  |Red Dye
  |Yellow Dye
  |Output = Orange Dye,2
  |type = Material
  |foot = 1
}}

=== Loot chest ===
{{#invoke:LootChest|base3|orange-dye}}

=== Trading ===
[[Wandering trader|Wandering traders]] sell 3 orange dye for an [[emerald]].

== Usage ==
{{dye usage}}

=== Crafting ingredient ===
{{crafting usage|ignore=Banner|continue=1}}
{{banner crafting usage}}

=== Loom ingredient ===
{{Banner loom usage|Orange Dye}}

=== Trading ===

Apprentice-level shepherd [[villager]]s have a 20% chance to buy 12 orange dye for an [[emerald]] as part of their trades.{{only|bedrock}}

Journeyman-level shepherd [[villager]]s have a {{frac|1|3}} chance to buy 12 orange dye for an [[emerald]].{{only|java}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Orange Dye
|spritetype=item
|nameid=orange_dye
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Orange Dye
|spritetype=item
|nameid=orange_dye
|aliasid=dye / 14
|id=409
|form=item
|translationkey=item.dye.orange.name
|foot=1}}

== Video ==

<div style="text-align:center">{{yt|25t7uNMOFS8}}</div>

== History == 

{{History|java beta}}
{{History||1.2|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye.}}
{{History|java}}
{{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}
{{History||1.4.6|snap=12w49a|Orange dye can now be crafted with [[gunpowder]] to create a [[firework star]].}} 
{{History||1.6.1|snap=13w19a|[[Stained clay]] can now be [[crafting|crafted]].}}
{{History||1.7.2|snap=13w36a|With the addition of the new [[flower]]s, many secondary and tertiary [[dye]]s are now primary dyes.}}
{{History|||snap=13w41a|[[Stained glass]] can now be crafted.}}
{{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}
{{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}
{{History||1.12|snap=17w15a|Added the ability to dye [[bed]]s.}}
{{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID has now been split up into their own IDs.
|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}
{{History||1.14|snap=18w43a|[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}
{{History|||snap=18w44a|Orange dye can now change the text color on [[sign]]s to orange.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sells orange dye.}}
{{History|||snap=19w11a|Orange dye can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.17|snap=20w45a|Orange dye can now be used to craft [[orange candle]]s.}}
{{History|||snap=21w19a|Orange dye can no longer be used to craft orange candles.}}
{{History|||snap=Pre-release 1|Orange dye can now once again be used to craft orange candles.}}
{{History||1.20 (Experimental)|link=1.19.3|snap=22w42a|Orange dye can now change the text color on [[hanging sign]]s to orange.}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[Torchflower]]s can now be crafted into orange dye.}}
{{History||1.20|snap=23w12a|Orange dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
{{History|||snap=23w16a|Orange dye no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for suspicious gravel within [[trail ruins]], orange dye is now common loot.}}

{{History|pocket alpha}}
{{History||v0.3.0|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye. It is currently unobtainable and serves no purpose.}}
{{History||v0.4.0|Orange dye is now [[craft]]able with rose red and dandelion yellow.
|Orange dye can now be used to craft orange [[wool]].}}
{{History||v0.8.0|snap=build 1|Orange dye is now used to craft [[cocoa bean]]s (version exclusive).}}
{{History||v0.14.0|snap=build 1|Orange dye can now be used to dye [[water]] in [[cauldron]]s.}}
{{History||unknown|The above recipe for orange dye has now been removed.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Orange dye can now be used to dye [[shulker]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Orange dye can now be used to craft [[concrete powder]] and colored [[bed]]s.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Orange dye can now be used to craft [[firework star]]s, [[stained glass]], and patterns on [[banner]]s.}}
{{History||1.4.0|snap=beta 1.2.20.1|Orange dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}
{{History||1.8.0|snap=beta 1.8.0.8|Orange dye can now be used to dye [[cat]] collars.}}
{{History||1.10.0|snap=beta 1.10.0.3|Orange dye is now [[trading|sold]] by [[wandering trader]]s.
|Orange dye can now be used to dye white [[carpet]]s.
|[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Orange dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of orange dye has been changed from <code>dye/14</code> to <code>orange_dye</code>.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye.}}
{{History|ps4}}
{{History||1.90|[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Orange_Dye_JE2_BE2.png|32px]] Added orange dye.}}
{{History|foot}}

== Issues ==

{{issue list}}

== References ==
{{Reflist}}

{{Items}}

[[cs:Oranžové barvivo]]
[[de:Oranger Farbstoff]]
[[es:Tinte naranja]]
[[fr:Teinture orange]]
[[hu:Narancssárga festék]]
[[ja:橙色の染料]]
[[ko:주황색 염료]]
[[nl:Oranje kleurstof]]
[[pl:Pomarańczowy barwnik]]
[[pt:Corante laranja]]
[[ru:Оранжевый краситель]]
[[zh:橙色染料]]

[[Category:Items]]
[[Category:Dyes]]
[[Category:Renewable resources]]</li></ul>
beta 1.17.20.20The Far Lands have been fixed, and terrain beyond X/Z ±12,550,821 for the most part generates normally.

Gallery

References

  1. MCPE-30198 — Cannot move diagonally while sneaking in cobwebs on soul sand while drawing back a bow at excessive coordinates
  2. a b MCPE-102410 — Climbing up ladders and vines while sneaking are slower after X/Z ±131,072
  3. MCPE-102412 — Sunflower slightly glitches after X/Z ±262,144
  4. MCPE-102351 — Rendering error beyond X/Z ±1,048,576
  5. https://youtu.be/-CWqHjVdQXo&t=19s
  6. https://youtu.be/wurHDkvIKhQ
  7. "MCPE uses single precision (faster and more mobile-friendly), so, sadly, you notice the first jittering around 700k and it's well unplayable around 900k."u/mojang_tommo on Reddit, May 5, 2014
  8. "So, I've teleported to X=32.000.000... the Stripe Lands?"@_tomcc (Tommaso Checchi) on X, May 5, 2014