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{{Exclusive|Bedrock}}
 
{{Exclusive|Bedrock}}
 
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 [[Wikipedia:Single-precision floating-point format|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 {{frac|''n''|8388608}} blocks, or {{frac|''n''|524288}} 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).
 
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 [[Wikipedia:Single-precision floating-point format|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 {{frac|''n''|8388608}} blocks, or {{frac|''n''|524288}} 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).
  +
  +
Note: Effects marked with an asterisk (*) are well-known effects.
   
 
== Minor effects (X/Z ±1–131,071) ==
 
== Minor effects (X/Z ±1–131,071) ==
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|
 
|
 
* Coordinates of all entities are slices of 8,388,608.
 
* 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.
+
* Lowest coordinates at which someone can theoretically fall through the world within around 5 to 7 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 (2<sup>1</sup>)
 
|X/Z ±2 (2<sup>1</sup>)
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* Coordinates of all entities are slices of 32,768.
 
* 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).
 
* 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 (2<sup>9</sup>)
 
|X/Z ±512 (2<sup>9</sup>)
 
|
 
|
 
* Coordinates of all entities are slices of 16,384.
 
* Coordinates of all entities are slices of 16,384.
* The slowest method of movement in Survival without standing against a solid block ([[sneaking]] while under the effect of Slowness VI [achievable by using the [[Potion of the Turtle Master|potion of the Turtle Master II]]] and using an item on [[blue ice]] with [[cobweb]]s) becomes impossible.{{testingame}}
 
 
|-
 
|-
 
|X/Z ±1,024 (2<sup>10</sup>)
 
|X/Z ±1,024 (2<sup>10</sup>)
 
|
 
|
 
* Coordinates of all entities are slices of 8,192.
 
* Coordinates of all entities are slices of 8,192.
* The slowest method is now impossible.{{testingame}}
 
* Minor jitter starts to be noticeable.
 
 
|-
 
|-
 
|X/Z ±2,048 (2<sup>11</sup>)
 
|X/Z ±2,048 (2<sup>11</sup>)
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!Effects
 
!Effects
 
|-
 
|-
|X/Z ±131,072 (2<sup>17</sup>)
+
|X/Z ±131,072 (2<sup>17</sup>)*
 
|
 
|
 
* Coordinates of all entities are slices of 64.
 
* Coordinates of all entities are slices of 64.
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* When the player stops walking, they are bumped.
 
* When the player stops walking, they are bumped.
 
|-
 
|-
|X/Z ±262,144 (2<sup>18</sup>)
+
|X/Z ±262,144 (2<sup>18</sup>)*
 
|
 
|
 
* Coordinates of all entities are slices of 32.
 
* Coordinates of all entities are slices of 32.
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* Sneaking in all directions is more bumpy.
 
* Sneaking in all directions is more bumpy.
 
|-
 
|-
|X/Z ±524,288 (2<sup>19</sup>)
+
|X/Z ±524,288 (2<sup>19</sup>)*
 
|
 
|
 
* Coordinates of all entities are slices of 16.
 
* Coordinates of all entities are slices of 16.
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* Moving in [[powder snow]] becomes entirely impossible while sneaking.
 
* Moving in [[powder snow]] becomes entirely impossible while sneaking.
 
* Jitter is noticeable beyond this point.
 
* Jitter is noticeable beyond this point.
* Many mobs are unable to jump on blocks correctly.
+
* Many mobs are unable to jump on blocks correctly, probability because due to entites being on the edge of block pixels and the mobs are not fast enough to get through the block.
 
* Sea turtles and axolotls can no longer move on land.
 
* Sea turtles and axolotls can no longer move on land.
 
* The top part of [[candle]]s renders incorrectly.
 
* The top part of [[candle]]s renders incorrectly.
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!Effects
 
!Effects
 
|-
 
|-
|X/Z ±1,048,576 (2<sup>20</sup>)
+
|X/Z ±1,048,576 (2<sup>20</sup>)*
 
|
 
|
 
* Coordinates of all entities are slices of 8.
 
* Coordinates of all entities are slices of 8.
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* [[Redstone]] renders slightly differently.
 
* [[Redstone]] renders slightly differently.
 
* [[Torch]]es become invisible.
 
* [[Torch]]es become invisible.
* [[Button]]s placed anywhere other than the sides of blocks are distorted and such buttons are pushed all the way into the block.
+
* [[Button]]s placed anywhere other than the sides of blocks are distorted and pushed buttons are pushed all the way into the block.
 
* [[Pressure plate]]s cover an entire block.
 
* [[Pressure plate]]s cover an entire block.
 
* [[Redstone repeater]]s and [[redstone comparator]]s render without torches.
 
* [[Redstone repeater]]s and [[redstone comparator]]s render without torches.
Line 191: Line 191:
 
* [[Turtle egg]]s are distorted.
 
* [[Turtle egg]]s are distorted.
 
* The small bumps on [[chorus plant]] stems disappear.
 
* 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.
+
* The barrier at Y=-104 stops generating.
* Walking is faster but a tiny bit slower than normal 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>)*
 
|
 
|
 
* Coordinates of all entities are slices of 4.
 
* Coordinates of all entities are slices of 4.
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* The first stage of cocoa beans is flat.
 
* The first stage of cocoa beans is flat.
 
* [[Chorus flower]]s render as full blocks.
 
* [[Chorus flower]]s render as full blocks.
  +
* The top part of the [[Dragon egg]] is invisible.
 
  +
* The big bumps on [[chorus plant]] stems are sightly bigger.
 
|-
 
|-
|X/Z ±4,194,304 (2<sup>22</sup>)
+
|X/Z ±4,194,304 (2<sup>22</sup>)*
 
|
 
|
 
* Coordinates of all entities are slices of 2.
 
* 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 pearl]]s, [[chorus fruit]], [[elytra]] with [[firework]]s or a [[Riptide]] [[trident]] (if raining or underwater), horseback, [[boat]]s, 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.
+
* It becomes extremely difficult to traverse the world on foot from here. Players need to use [[ender pearl]]s, [[chorus fruit]], [[elytra]] with [[firework]]s or a [[Riptide]] [[trident]] (if raining or underwater), horseback, [[boat]]s, or any method that would be at least five blocks per second normally, meaning moving in normal walking speed is impossible.
 
* One can travel on foot past 4,194,304 by jumping one time and sprinting.
 
* 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 [[slab]]s or blocks less than 0.5 blocks tall are work past this point.
 
* One cannot jump normally. The [[Jump Boost]] effect does not work. [[Stairs]] and [[slab]]s or blocks less than 0.5 blocks tall are work past this point.
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* The third stage of cocoa beans appears stretched as a full block.
 
* 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.
 
* 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 (2<sup>23</sup>)
+
|X/Z ±8,388,608 (2<sup>23</sup>)*
 
|
 
|
 
* 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 [[boat]]s, [[spider]]s, [[horse]]s, [[iron golem]]s, [[polar bear]]s, and [[ravager]]s.
 
* 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 [[boat]]s, [[spider]]s, [[horse]]s, [[iron golem]]s, [[polar bear]]s, and [[ravager]]s.
 
** If only one coordinate exceeds this value, blocks still have collision detection from the side.
 
** 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 [[phantom]]s do not spawn. Thus, it is theoretically possible to travel to and from the Stripe Lands in survival using [[horse]]s.
+
** The player can still be considered "under" blocks, meaning that [[phantom]]s do not spawn. Thus, it is theoretically possible to travel to and from the Stripe Lands in survival using above-average in speed [[horse]]s.
  +
* The minimum movement speed is increased to ten blocks per second, meaning that sprinting, boats (except in frozen oceans), horses (except for the faster ones mentioned above), and swimming are no longer usable sources of movement.
* 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 {{bug|MCPE-61425}}. In addition, flying at this coordinate is bumpy, even when the player is sprinting and looking directly along an axis.
+
*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 {{bug|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 [[chest]]s and [[bell]]s.
 
* 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 [[chest]]s and [[bell]]s.
 
** If both coordinates exceed this value, partial blocks that normally render as 2D this far out become 1-dimensional and are therefore completely invisible.
 
** If both coordinates exceed this value, partial blocks that normally render as 2D this far out become 1-dimensional and are therefore completely invisible.
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* The first and second stage of cocoa beans are either pushed into the block or they render as full blocks.
 
* 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 [[jukebox]]es and [[noteblock]]s are on the edge of the block.
 
* The notes that come from [[jukebox]]es and [[noteblock]]s are on the edge of the block.
  +
* [[Minecart]]s can no longer run on [[Powered rail]]s.
  +
* [[Chain]]s are streched to a full block.
  +
* [[Cave]]s generate differently.
 
|}
 
|}
   
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{{info needed section|notable effects beyond the 32-bit limit}}
 
{{info needed section|notable effects beyond the 32-bit limit}}
   
Here, the rendering fundamentally break down to the point greatly where normal gameplay is completely impossible.
+
Here, the rendering fundamentally break down to the point greatly where normal gameplay is completely impossible. Also the cone that appeared in front of the player at 536,870,912 no longer occurs as of [[1.18]].
   
 
{| class="wikitable"
 
{| class="wikitable"
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!Effects
 
!Effects
 
|-
 
|-
|X/Z ±16,777,216 (2<sup>24</sup>)
+
|X/Z ±16,777,216 (2<sup>24</sup>)*
   
 
|
 
|
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* 2D blocks are non-solid, even from the sides. However, [[ghast]]s, large [[slime]]s, and large [[magma cube]]s treat both 2D and 3D blocks as solid because they are more than 2 blocks wide.
 
* 2D blocks are non-solid, even from the sides. However, [[ghast]]s, large [[slime]]s, and large [[magma cube]]s 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 [[boat]]s still float.
 
* 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 [[boat]]s still float.
  +
* The minimum speed is increased to 20 blocks per second, meaning that Creative mode flight and [[horses]] are no longer possible to move with, leaving only flight by an elytra (either with [[Firework Rocket|firework rockets]] or a Riptide trident) and teleportation by any means.
* 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.
 
* 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 (2<sup>25</sup>)
+
| X/Z ±33,554,432 (2<sup>25</sup>)*
 
|
 
|
 
* Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the Slice Lands.{{conjecture|tag=1}} Blocks whose sides are not "exposed", such as the naturally-generated water, are completely invisible.
 
* Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the Slice Lands.{{conjecture|tag=1}} Blocks whose sides are not "exposed", such as the naturally-generated water, are completely invisible.
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* Block rendering essentially stops completely in the Corner Slice Lands;<ref>{{ytl|wurHDkvIKhQ}}</ref> blocks are rendered as one-dimensional, and are therefore impossible to see.
 
* Block rendering essentially stops completely in the Corner Slice Lands;<ref>{{ytl|wurHDkvIKhQ}}</ref> blocks are rendered as one-dimensional, and are therefore impossible to see.
 
* Water becomes completely non-solid.
 
* 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. [[Trident]]s [[Arrows]] shot from [[bow]]s or [[crossbow]]s and [[ender dragon]]s are the only other entities that can move horizontally beyond this point. It is therefore impossible to teleport using [[ender pearl]]s.
+
* The minimum movement speed is increased to 40 blocks per second, meaning [[Ender Pearl|ender pearls]] no longer work. Teleportation is now only possible by chorus fruit because teleportation by commands stops at 30 million blocks. Elytras either require a steep angle or a Riptide trident in rain to propel the player. [[Trident]]s, [[Arrows]] shot from [[bow]]s or [[crossbow]]s and [[ender dragon]]s are the only other entities that can move horizontally beyond this point, other than the player.
 
|-
 
|-
|X/Z ±67,108,864 (2<sup>26</sup>)
+
|X/Z ±67,108,864 (2<sup>26</sup>)*
 
|
 
|
  +
* The minimum movement speed is increased to 80 blocks per second, meaning that [[Trident|tridents]] cannot move horizontally and the use of an [[elytra]] requires a [[Riptide]] trident.
* 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.
 
* Coordinates of all entities are multiples of 8.
 
* The visual gaps are 8 blocks wide, thus marking the beginning of the Slice Gap Lands.
 
* The visual gaps are 8 blocks wide, thus marking the beginning of the Slice Gap Lands.
 
 
|-
 
|-
|X/Z ±134,217,728 (2<sup>27</sup>)
+
|X/Z ±134,217,728 (2<sup>27</sup>)*
 
|
 
|
 
* 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.
 
* 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.
 
* Coordinates of all entities are multiples of 16, equivalent to one chunk section.
* The visual gaps are 16 blocks wide.
+
* The visual gaps are 16 blocks wide, rendering teleportation via [[chorus fruit]] impossible.
  +
*The minimum movement speed is increased to 160 blocks per second, meaning that [[Arrow|arrows]] cannot move horizontally and [[Riptide]] starts to become less usable at low levels.
* [[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]].
 
  +
* More specifically, [[Riptide]] I works only if the player looks directly along an axis and does it many times; with [[Riptide]] II you don't have to use it as much to propel yourself.
 
|-
 
|-
 
|X/Z ±268,435,456 (2<sup>28</sup>)
 
|X/Z ±268,435,456 (2<sup>28</sup>)
 
|
 
|
  +
* The minimum movement speed is increased to 320 blocks per second, meaning that levels of [[Riptide]] below level III no longer work, and Riptide III barely works.
* 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.
 
  +
*More specifically, [[Riptide]] III works only if the player looks directly along an axis and does it many times.
 
* Coordinates of all entities are multiples of 32, equivalent to two chunks section.
 
* Coordinates of all entities are multiples of 32, equivalent to two chunks section.
 
* The visual gaps are 32 blocks wide.
 
* The visual gaps are 32 blocks wide.
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* Coordinates of all entities are multiples of 64, equivalent to four chunks section.
 
* Coordinates of all entities are multiples of 64, equivalent to four chunks section.
 
* The visual gaps are 64 blocks wide.
 
* 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 [[Bedrock Edition beta 1.17.30.24|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.
 
* Since [[Bedrock Edition beta 1.17.30.24|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.
  +
* The minimum movement speed is increased to 640 blocks per second, meaning that no method of vanilla movement works, even [[Riptide]] III and [[Riptide]] IV.
 
|-
 
|-
 
|X/Z ±1,073,741,824 (2<sup>30</sup>)
 
|X/Z ±1,073,741,824 (2<sup>30</sup>)
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* Coordinates of all entities are multiples of 128, equivalent to eight chunks section.
 
* Coordinates of all entities are multiples of 128, equivalent to eight chunks section.
 
* The visual gaps are 128 blocks wide.
 
* The visual gaps are 128 blocks wide.
  +
*The minimum movement speed is increased to 1,280 blocks per second meaning that [[Riptide]] levels below X no longer work.
* 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 world is completely invisible with a render distance of 7 chunks or less.
 
* The phenomenon is called the Invisible Stripe Lands.
 
* The phenomenon is called the Invisible Stripe Lands.
 
|-
 
|-
| X/Y/Z ±[[Wikipedia:2,147,483,647#In computing|2,147,483,647]] (2<sup>31</sup> − 1)
+
| X/Y/Z ±[[Wikipedia:2,147,483,647#In computing|2,147,483,647]] (2<sup>31</sup> − 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.
 
* 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 (2<sup>31</sup>)
 
  +
|-
 
| X/Z ±2,147,483,648 (2<sup>31</sup>)
 
|
 
|
 
* Coordinates of all entities are multiples of 256, equivalent to 16 chunks section.
 
* Coordinates of all entities are multiples of 256, equivalent to 16 chunks section.
 
* The visual gaps are 256 blocks wide.
 
* The visual gaps are 256 blocks wide.
  +
*The minimum movement speed is increased to 2,560 blocks per second.
 
|-
 
|-
 
| X/Z ±4,294,967,296 (2<sup>32</sup>)
 
| X/Z ±4,294,967,296 (2<sup>32</sup>)
Line 345: Line 357:
 
* Coordinates of all entities are multiples of 512, equivalent to 32 chunks section.
 
* Coordinates of all entities are multiples of 512, equivalent to 32 chunks section.
 
* The visual gaps are 512 blocks wide.
 
* The visual gaps are 512 blocks wide.
  +
*The minimum movement speed is increased to 5,120 blocks per second.
 
|-
 
|-
|X/Z ±8,589,934,592 (2<sup>33</sup>)
+
| X/Z ±8,589,934,592 (2<sup>33</sup>)
 
|
 
|
 
* Coordinates of all entities are multiples of 1,024, equivalent to 64 chunks section.
 
* Coordinates of all entities are multiples of 1,024, equivalent to 64 chunks section.
 
* The visual gaps are 1,024 blocks wide.
 
* The visual gaps are 1,024 blocks wide.
  +
*The minimum movement speed is increased to 10,240 blocks per second.
 
|-
 
|-
|X/Z ±17,179,869,184 (2<sup>34</sup>)
+
| X/Z ±17,179,869,184 (2<sup>34</sup>)
 
|
 
|
 
* Coordinates of all entities are multiples of 2,048, equivalent to 128 chunks section.
 
* Coordinates of all entities are multiples of 2,048, equivalent to 128 chunks section.
 
* The visual gaps are 2,048 blocks wide.
 
* The visual gaps are 2,048 blocks wide.
  +
*The minimum movement speed is increased to 20,480 blocks per second.
 
|-
 
|-
|X/Z ±34,359,738,368 (2<sup>35</sup>)
+
| X/Z ±34,359,738,368 (2<sup>35</sup>)
 
|
 
|
 
* Coordinates of all entities are multiples of 4,096, equivalent to 256 chunks section.
 
* Coordinates of all entities are multiples of 4,096, equivalent to 256 chunks section.
 
* The visual gaps are 4,096 blocks wide.
 
* The visual gaps are 4,096 blocks wide.
  +
*The minimum movement speed is increased to 40,960 blocks per second.
 
|-
 
|-
|X/Y/Z ±9,223,372,036,854,775,807 (2<sup>63</sup> – 1)
+
| X/Z ±68,719,476,736 (2<sup>36</sup>)
  +
|
  +
* Coordinates of all entities are multiples of 8,192, equivalent to 512 chunks section.
  +
* The visual gaps are 8,192 blocks wide.
  +
*The minimum movement speed is increased to 81,920 blocks per second.
  +
|-
  +
| X/Z ±137,438,953,472 (2<sup>37</sup>)
  +
|
  +
* Coordinates of all entities are multiples of 16,384, equivalent to 1,024 chunks section.
  +
* The visual gaps are 16,384 blocks wide.
  +
*The minimum movement speed is increased to 163,840 blocks per second.
  +
|-
  +
| X/Z ±274,877,906,944 (2<sup>38</sup>)
  +
|
  +
* Coordinates of all entities are multiples of 32,768 equivalent to 2,048 chunks section.
  +
* The visual gaps are 32,768 blocks wide.
  +
*The minimum movement speed is increased to 327,680 blocks per second.
  +
|-
  +
| X/Z ±549,755,813,888 (2<sup>39</sup>)
  +
|
  +
* Coordinates of all entities are multiples of 65,536, equivalent to 4,096 chunks section.
  +
* The visual gaps are 65,536 blocks wide.
  +
*The minimum movement speed is increased to 655,360 blocks per second.
  +
|-
  +
| X/Z ±1,099,511,627,776 (2<sup>40</sup>)
  +
|
  +
* Coordinates of all entities are multiples of 131,072, equivalent to 8,192 chunks section.
  +
* The visual gaps are 131,072 blocks wide.
  +
*The minimum movement speed is increased to 1,310,720 blocks per second.
  +
|-
  +
! !!
  +
|-
  +
| X/Y/Z ±9,223,372,036,854,775,807 (2<sup>63</sup> – 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}}
 
* 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}}
Line 367: Line 415:
 
{{info needed}}
 
{{info needed}}
 
|-
 
|-
|X/Z ±9,223,372,036,854,775,808 (2<sup>63</sup>)
+
| X/Z ±9,223,372,036,854,775,808 (2<sup>63</sup>)
 
|
 
|
 
* Coordinates of all entities are multiples of 1,099,511,627,776 (2<sup>40</sup>).
 
* Coordinates of all entities are multiples of 1,099,511,627,776 (2<sup>40</sup>).
 
* The visual gaps are 1,099,511,627,776 blocks wide.
 
* The visual gaps are 1,099,511,627,776 blocks wide.
  +
*The minimum movement speed has reached 10,995,116,277,760 blocks per second by this point.
  +
|-
  +
! !!
 
|-
 
|-
|X/Y/Z ±~3.40282366921e+38 (2<sup>128</sup>)
+
| X/Y/Z ±~3.40282366921e+38 (2<sup>128</sup>)
 
|
 
|
 
* 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}}
 
* 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}}
Line 391: Line 442:
 
Village_in_Nothingness.png|A village in the corner stripe Lands.
 
Village_in_Nothingness.png|A village in the corner stripe Lands.
 
Jungle_Temple_in_Nothingness.png|A jungle temple in the corner stripe Lands.
 
Jungle_Temple_in_Nothingness.png|A jungle temple in the corner stripe Lands.
Fossils_in_the_Far_Lands.jpeg|Some [[fossil]]s that have generated in the Corner Stripe Lands.
+
Fossils_in_the Stripe Lands.jpeg|Some [[fossil]]s that have generated in the Corner Stripe Lands.
 
PoolloverNathan.DiscombobulatedWorld.png|Overhead view of the Corner Stripe Lands.
 
PoolloverNathan.DiscombobulatedWorld.png|Overhead view of the Corner Stripe Lands.
 
Stripe_lands_and_2d_lands.png|The 25-bit boundary area in the form of 2d lands and stripe lands.
 
Stripe_lands_and_2d_lands.png|The 25-bit boundary area in the form of 2d lands and stripe lands.
Line 402: Line 453:
 
==Vertical limits==
 
==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.
+
Like the X and Z axes, the game breaks at excessive Y coordinates. Since blocks cannot be placed above Y=320, 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.
 
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.
Line 413: Line 464:
 
|
 
|
 
* [[Particles]] begin turning black.
 
* [[Particles]] begin turning black.
  +
|-
* When the player looks up and down with sensitivity on a low number like 0, the player in 3rd person appears bumpy.
 
  +
|Y ±131,072
  +
|
  +
* [[Particles]] start acting bumpy.
 
|-
 
|-
 
|Y ±262,144
 
|Y ±262,144
Line 446: Line 500:
 
* There is a delay between when the player exits flight mode and when the player actually starts falling.
 
* 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.
 
* 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 appears floating above the [[shulker]] even in survival mode.
 
|-
 
|-
 
|Y ±16,777,216
 
|Y ±16,777,216
Line 460: Line 515:
 
|
 
|
 
* The player becomes stuck in mid-air when trying to fall.
 
* The player becomes stuck in mid-air when trying to fall.
  +
* in 3rd person the player can only look horizontal or vertical.
  +
|-
  +
|Y ±268,435,456
  +
|
  +
* Floating with [[Levitation]] 255 is completely impossible.
 
|-
 
|-
 
|Y ±2,147,483,647
 
|Y ±2,147,483,647
 
|
 
|
* The game crashes near these coordinates on 32-bit devices.
+
* The game crashes near these coordinates on 32-bit devices (see above).
  +
|-
  +
! !!
 
|-
 
|-
 
|Y ±~3.402824e+38 (2<sup>128</sup>)
 
|Y ±~3.402824e+38 (2<sup>128</sup>)
Line 499: Line 561:
 
Stripe_Gap_Lands.png|The Slice Lands start generating at X/Z ±33,554,432, with a distance of four blocks between rendered sections.
 
Stripe_Gap_Lands.png|The Slice Lands start generating at X/Z ±33,554,432, with a distance of four blocks between rendered sections.
 
Corner Slice Lands.png|The start of the corner slice lands.
 
Corner Slice Lands.png|The start of the corner slice lands.
MCBE_Far-Lands_Pos_67108864.jpg|The world beyond X/Z ±67,108,864, with a distance of eight blocks between rendered sections.
+
MCBE Stripe Lands Pos 67108864.jpg|The world beyond X/Z ±67,108,864, with a distance of eight blocks between rendered sections.
FarlandsMCPE.jpg|The world beyond X/Z ±134,217,728, with a distance of sixteen blocks or one chunk between rendered sections.
+
StripelandsMCPE.jpg|The world beyond X/Z ±134,217,728, with a distance of sixteen blocks or one chunk between rendered sections.
MCBE Far-Lands Pos 268435456.jpg|The world beyond X/Z ±268,435,456, with a distance of 32 blocks or two chunks between rendered sections.
+
MCBE Stripe Lands Pos 268435456.jpg|The world beyond X/Z ±268,435,456, with a distance of 32 blocks or two chunks between rendered sections.
MCBE Far-Lands Pos 536870912.jpg|The world beyond X/Z ±536,870,912, with a distance of 64 blocks or four chunks between rendered sections.
+
MCBE Stripe Lands Pos 536870912.jpg|The world beyond X/Z ±536,870,912, with a distance of 64 blocks or four chunks between rendered sections.
 
Stripeless_Lands_536870912.png|The world beyond ±X/Z ±536,870,912. A large area in front of the player is completely invisible.
 
Stripeless_Lands_536870912.png|The world beyond ±X/Z ±536,870,912. A large area in front of the player is completely invisible.
 
MCPEFarLandsEnd.png|The world beyond X/Z ±1,073,741,824, with a distance of 128 blocks or eight chunks between rendered sections.
 
MCPEFarLandsEnd.png|The world beyond X/Z ±1,073,741,824, with a distance of 128 blocks or eight chunks between rendered sections.

Revision as of 19:10, 6 December 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).

Note: Effects marked with an asterisk (*) are well-known effects.

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 theoretically fall through the world within around 5 to 7 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)
  • Coordinates of all entities are slices of 16,384.
X/Z ±1,024 (210)
  • Coordinates of all entities are slices of 8,192.
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, probability because due to entites being on the edge of block pixels and the mobs are not fast enough to get through the block.
  • 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 pushed 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=-104 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 invisible.
  • The big bumps on chorus plant stems are sightly bigger.
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 normally, 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 above-average in speed horses.
  • The minimum movement speed is increased to ten blocks per second, meaning that sprinting, boats (except in frozen oceans), horses (except for the faster ones mentioned above), and swimming are no longer usable sources of movement.
  • 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.
  • Chains are streched to a full block.
  • Caves generate differently.

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. Also the cone that appeared in front of the player at 536,870,912 no longer occurs as of 1.18.

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 minimum speed is increased to 20 blocks per second, meaning that Creative mode flight and horses are no longer possible to move with, leaving only flight by an elytra (either with firework rockets or a Riptide trident) and teleportation by any means.
  • 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.
  • The minimum movement speed is increased to 40 blocks per second, meaning ender pearls no longer work. Teleportation is now only possible by chorus fruit because teleportation by commands stops at 30 million blocks. Elytras either require a steep angle or a Riptide trident in rain to propel the player. Tridents, Arrows shot from bows or crossbows and ender dragons are the only other entities that can move horizontally beyond this point, other than the player.
X/Z ±67,108,864 (226)*
  • The minimum movement speed is increased to 80 blocks per second, meaning that tridents cannot move horizontally and the use of an elytra requires a Riptide trident.
  • 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, rendering teleportation via chorus fruit impossible.
  • The minimum movement speed is increased to 160 blocks per second, meaning that arrows cannot move horizontally and Riptide starts to become less usable at low levels.
  • More specifically, Riptide I works only if the player looks directly along an axis and does it many times; with Riptide II you don't have to use it as much to propel yourself.
X/Z ±268,435,456 (228)
  • The minimum movement speed is increased to 320 blocks per second, meaning that levels of Riptide below level III no longer work, and Riptide III barely works.
  • More specifically, Riptide III works only if the player looks directly along an axis and does it many times.
  • 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.
  • 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.
  • The minimum movement speed is increased to 640 blocks per second, meaning that no method of vanilla movement works, even Riptide III and Riptide IV.
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 minimum movement speed is increased to 1,280 blocks per second meaning that Riptide levels below X no longer work.
  • The world is completely invisible with a render distance of 7 chunks or less.
  • 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.
  • The minimum movement speed is increased to 2,560 blocks per second.
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.
  • The minimum movement speed is increased to 5,120 blocks per second.
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.
  • The minimum movement speed is increased to 10,240 blocks per second.
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.
  • The minimum movement speed is increased to 20,480 blocks per second.
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.
  • The minimum movement speed is increased to 40,960 blocks per second.
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.
  • The minimum movement speed is increased to 81,920 blocks per second.
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.
  • The minimum movement speed is increased to 163,840 blocks per second.
X/Z ±274,877,906,944 (238)
  • Coordinates of all entities are multiples of 32,768 equivalent to 2,048 chunks section.
  • The visual gaps are 32,768 blocks wide.
  • The minimum movement speed is increased to 327,680 blocks per second.
X/Z ±549,755,813,888 (239)
  • Coordinates of all entities are multiples of 65,536, equivalent to 4,096 chunks section.
  • The visual gaps are 65,536 blocks wide.
  • The minimum movement speed is increased to 655,360 blocks per second.
X/Z ±1,099,511,627,776 (240)
  • Coordinates of all entities are multiples of 131,072, equivalent to 8,192 chunks section.
  • The visual gaps are 131,072 blocks wide.
  • The minimum movement speed is increased to 1,310,720 blocks per second.
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.
  • The minimum movement speed has reached 10,995,116,277,760 blocks per second by this point.
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=320, 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 ±131,072
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 appears 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 ±268,435,456
  • Floating with Levitation 255 is completely impossible.
Y ±2,147,483,647
  • The game crashes near these coordinates on 32-bit devices (see above).
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>[[Book|Book]]<br/>{{For}}
{{Item
| image = Book.png
| renewable = Yes
| stackable = Yes (64)
|effects=Read}}

'''Books''' are items used in [[enchanting]] and [[crafting]].

== Obtaining ==

=== Block loot ===

Three books are dropped when a [[bookshelf]] is mined without [[Silk Touch]] or destroyed by an [[explosion]].

=== Crafting ===
{{crafting
|Paper
|Paper
|Paper
|Leather
|Output= Book
|type= Miscellaneous
}}

=== Chest loot ===

{{LootChestItem|book}}

=== Grindstones ===

Disenchanting an [[enchanted book]] at a [[grindstone]] yields a normal book and a small amount of experience.

=== Villager gifts ===

{{in|java}}, librarian [[villagers]] throw books at players under the [[Hero of the Village]] effect.

== Usage ==

=== Crafting ingredient ===
{{crafting usage}}

=== Chiseled bookshelf ===
{{control|Use|text=Using}} the [[chiseled bookshelf]] while having a book in the main hand will put the book inside the chiseled bookshelf.

=== Enchanting ===
Books can be made into [[enchanted book]]s by enchanting them on [[enchanting table]]s.

=== Trading ===

Librarian [[villager]]s can buy a single book as part of an [[enchanted book]] trade.

Apprentice-level Librarian villagers have a {{frac|2|3}} chance to buy 4 books for an [[emerald]] {{in|java}}, and always offer the trade {{in|bedrock}}.

== Achievements ==
{{load achievements|Librarian;Enchanter}}


== Advancements ==
{{load advancements|Enchanter;The Power of Books}}

== Sounds ==
{{edition|java}}:
{{Sound table
|sound=Chiseled bookshelf insert1.ogg
|sound2=Chiseled bookshelf insert2.ogg
|sound3=Chiseled bookshelf insert3.ogg
|sound4=Chiseled bookshelf insert4.ogg
|subtitle=Book placed
|source=block
|description=When a book is placed in a chiseled bookshelf
|id=block.chiseled_bookshelf.insert
|translationkey=subtitles.chiseled_bookshelf.insert
|volume=0.8
|pitch=''varies'' <ref group=sound>Can be 1.0, 0.85, or 1.1 for each sound</ref>
|distance=16}}
{{Sound table
|sound=Chiseled bookshelf pickup1.ogg
|sound2=Chiseled bookshelf pickup2.ogg
|sound3=Chiseled bookshelf pickup3.ogg
|subtitle=Book taken
|source=block
|description=When a book is removed from a chiseled bookshelf
|id=block.chiseled_bookshelf.pickup
|translationkey=subtitles.chiseled_bookshelf.take
|volume=0.8
|pitch=''varies'' <ref group=sound>Can be 1.0, 0.8, or 1.1 for each sound</ref>
|distance=16
|foot=1}}

{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Chiseled bookshelf insert1.ogg
|sound2=Chiseled bookshelf insert2.ogg
|sound3=Chiseled bookshelf insert3.ogg
|sound4=Chiseled bookshelf insert4.ogg
|source=block
|description=When a book is placed in a chiseled bookshelf
|id=insert.chiseled_bookshelf
|volume=0.8
|pitch=''varies'' <ref group=sound name=insertvaries>Can be 1.0, 0.85, or 1.1 for each sound</ref>}}
{{Sound table
|sound=Chiseled bookshelf pickup1.ogg
|sound2=Chiseled bookshelf pickup2.ogg
|sound3=Chiseled bookshelf pickup3.ogg
|source=block
|description=When a book is removed from a chiseled bookshelf
|id=pickup.chiseled_bookshelf
|volume=0.8
|pitch=''varies'' <ref group=sound name=pickupvaries>Can be 1.0, 0.8, or 1.1 for each sound</ref>
|foot=1}}

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

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showitemtags=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Book
|spritetype=item
|nameid=book
|id=387
|itemtags=minecraft:bookshelf_books</code>
|form=item
|foot=1}}

== Video ==

<div style="text-align:center">{{yt|UGJBUhxwKy0}}</div>

== History ==

{{History|java alpha}}
{{History||v1.0.11|[[File:Book JE1 BE1.png|32px]] Added books.
|The only use of books is crafting [[bookshelves]], which are only used as a purely decorative [[block]] until [[Beta 1.9 Prerelease 3]].}}
{{History|java beta}}
{{History||1.8|snap=Pre-release|Books are now found in the new [[stronghold]] library [[chest]]s.}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 3|Books are now used to craft [[enchantment table]]s, gaining their first functional usage outside of decoration.}}
{{History||1.3.1|snap=12w17a|The crafting recipe is now shapeless, so books can now be crafted in the player's 2×2 [[crafting]] area, although the recipe now requires [[leather]]. Before this version, books were crafted with three [[paper]] sheets in a single column.
|A book can now be crafted into a [[book and quill]], which can be used to create [[written book]]s.}}
{{History|||snap=12w21a|Librarian [[villager]]s now [[trading|buy]] 11–12 books for 1 [[emerald]].}}
{{History|||snap=12w22a|Librarian villagers now [[trading|sell]] [[enchanted book]]s for 5–64 emeralds and 1 book.}}
{{History||1.4.6|snap=12w49a|Books can now be enchanted into [[enchanted book]]s, and then combined together in an [[anvil]] with a [[tool]] to then enchant it.}}
{{History||1.8|snap=14w02a|Librarian villagers now buy 8–10 books for 1 [[emerald]].}}
{{History||1.9|snap=15w43a|Average yield of books in [[stronghold]] library chests has been substantially increased.}}
{{History||1.12|snap=17w13a|Added the [[knowledge book]], a green-colored book that grants the [[player]] a recipe for [[crafting]].
|The recipe tab on the [[crafting table]] GUI uses a red-colored book.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 340.}}
{{History|||snap=18w11a|Books now generate in [[shipwreck]] chests.}}
{{History||1.14|snap=18w43a|[[File:Book JE2 BE2.png|32px]] The texture of books has been changed.}}
{{History|||snap=18w48a|Books can now be obtain by disenchanting non-curse [[enchanted book]]s in a grindstone.|Books can now be found in chests in [[plains]] [[village]] houses.}}
{{History|||snap=18w50a|Books can now be found in chests in [[desert]] village houses.}}
{{History|||snap=19w13a|Librarian villagers now give books to players under the [[Hero of the Village]] effect.}}
{{History||1.19|snap=Deep Dark Experimental Snapshot 1|Books now generate in [[ancient city]] chests.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Books can now interact with [[chiseled bookshelves]].}}

{{History|pocket alpha}}
{{History||v0.2.0|[[File:Book JE1 BE1.png|32px]] Added books. They are currently unobtainable and serve no purpose.}}
{{History||v0.3.0|Books can be used to craft [[bookshelves]].}}
{{History||v0.5.0|Books can now be obtained after activating the [[nether reactor]].}}
{{History||v0.12.1|snap=build 1|The crafting recipe for books now requires [[leather]]. Before this version, books were crafted with three [[paper]] sheets in a single column.
|Books are now used to craft [[enchanting table]]s.
|Books can now be enchanted into [[enchanted book]]s, and then combined together in an [[anvil]] with a [[tool]] to then enchant it.
|Books are no longer available from the [[nether reactor]].}}
{{History|pocket}}
{{History||1.0.4|snap=alpha 1.0.4.0|Librarian villagers now [[trading|buy]] 8–10 books for 1 [[emerald]].}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|A book can now be crafted into a [[book and quill]], which can be used to create [[written book]]s.}}
{{History||1.4.0|snap=beta 1.2.14.2|Books can now be found inside of the map room [[chest]] in [[shipwreck]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|Books can now be found in [[plains]] [[village]] chests.
|[[File:Book JE2 BE2.png|32px]] The texture of books has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Librarian [[villager]]s now [[trading|buy]] 4 books for an [[emerald]].}}
{{History||Wild Update<br>(Experimental)|link=Bedrock Edition 1.18.30|snap=beta 1.18.30.32|Books now generate in [[ancient city]] chests.}}
{{History||1.20<br>(Experimental)|link=Bedrock Edition 1.19.50|snap=beta 1.19.50.21|Books can now interact with [[chiseled bookshelves]].}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Book JE1 BE1.png|32px]] Added books.}}
{{History||xbox=TU14|ps=1.04|The crafting recipe for books now requires [[leather]]. Before this version, books were crafted with three [[paper]] sheets in a single column.}}
{{History|PS4}}
{{History||1.90|[[File:Book JE2 BE2.png|32px]] The texture of books has now been changed.}}

{{History|New 3DS}}
{{History||0.1.0|[[File:Book JE1 BE1.png|32px]] Added books.}}
{{History|foot}}

== Issues ==

{{issue list}}

== See also ==

* [[Enchanted Book]]
* [[Knowledge Book]]

== How book is renewable ==
The paper comes from sugar canes, which is renewable because it grows and the leather from killing cows, renewable because cows breed{{Items}}

[[Category:Renewable resources]]

[[cs:Kniha]]
[[de:Buch]]
[[es:Libro]]
[[fr:Livre]]
[[hu:Könyv]]
[[it:Libro]]
[[ja:本]]
[[ko:책]]
[[nl:Boek]]
[[pl:Książka]]
[[pt:Livro]]
[[ru:Книга]]
[[th:หนังสือ]]
[[uk:Книга]] 
[[zh:书]]</li><li>[[Rotten Flesh|Rotten Flesh]]<br/>{{Item
| title = Rotten Flesh
| image = Rotten Flesh.png
| renewable = Yes
| heals = {{hunger|4}}
|effects={{EffectLink|link=Hunger (status effect)|Hunger}} (0:30) (80% chance) 
| stackable = Yes (64)
}}

'''Rotten flesh''' is a [[food]] item that can be eaten by the [[player]], with high risk of inflicting [[Hunger (status effect)|Hunger]] and low [[Saturation]].

== Obtaining ==

=== Mob loot ===

==== Zombies ====
[[Zombie]]s, [[zombie villager]]s, [[zombie horse]]s, [[husk]]s, and [[drowned]] drop from 0 to 2 units of rotten flesh. [[Looting]] can increase this by one per level, for a maximum of 5 rotten flesh.

==== Zoglins ====
[[Zoglin]]s drop 1-3. Looting III grants a maximum of 6.

==== Zombified piglins ====
[[Zombified Piglin|Zombified piglins]] drop 0-1. Looting III grants a maximum of 4.

=== Fishing ===
Rotten flesh can be obtained as a "junk" item while [[fishing]].

=== Chest loot ===

{{LootChestItem|rotten-flesh}}

=== Cat gifts ===
{{main|Cat#Gifts}}

Tamed [[cat]]s have a 70% chance of giving the [[player]] a gift when they wake up from a [[bed]], and the gift has a 16.13% chance to be a rotten flesh.

== Usage ==

=== Food ===
{{see also|Tutorials/Hunger management}}

To eat rotten flesh, press and hold {{control|use}} while rotten flesh is selected in the hotbar.

Eating rotten flesh restores {{hunger|4}} [[hunger]] and 0.8 hunger [[Hunger#Mechanics|saturation]], but has an 80% chance of inflicting {{EffectLink|Hunger (effect)|id=Hunger}} for 30 seconds. Note that the duration does ''not'' accumulate when eating multiple pieces. However, if more is consumed and the [[Hunger (effect)|Hunger]] status effect is inflicted, the duration resets to 30 seconds.

=== Wolves ===
Rotten flesh can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.

Wolves are immune to the Hunger effect.

=== Trading ===
Novice-level [[Trading#Cleric|cleric villagers]] buy 32 rotten flesh for 1 [[emerald]] as part of their trades.

==Sounds==
{{Sound table/Entity/Food}}

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

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Rotten Flesh
|spritetype=item
|nameid=rotten_flesh
|id=277
|form=item
|foot=1}}

== Achievements ==

{{load achievements|Iron Belly}}

== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}

== Video ==
{{Video note|The video is outdated, as rotten flesh can now be also gained from [[fishing]], [[trading]], or loot chests.}}

<div style="text-align:center">{{yt|xTrUEVoe9Tw}}</div>

== History ==

{{History|java beta}}
{{History||1.8|snap=Pre-release|[[File:Rotten Flesh JE1.png|32px]] Added rotten flesh. 
|[[Zombie]]s and [[zombie pigmen]] now drop rotten flesh instead of [[feather]]s and [[cooked porkchop]]s respectively.}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 2|Food poisoning can now be stopped by drinking [[milk]].}}
{{History||1.2.1|snap=12w03a|Rotten flesh can now be used to [[Breeding|breed]] wolves. When a wolf eats rotten flesh, it will not receive the [[Hunger (effect)|Hunger]] effect.}}
{{History||1.3.1|snap=12w21a|Rotten flesh can now be found in [[desert temple]] [[chest]]s.
|Priest [[villager]]s now [[trading|buy]] rotten flesh.}}
{{History|||snap=1.3|[[File:Rotten Flesh JE2 BE1.png|32px]] The texture of rotten flesh has been changed.}}
{{History|||snap=12w22a|Rotten flesh now generates in [[jungle temple]] chests.
|Priest [[villager]]s no longer [[trading|buy]] rotten flesh.}}
{{History||1.7.2|snap=13w36a|Rotten flesh can now be obtained as one of the "junk" [[item]]s from [[fishing]].}}
{{History||1.8|snap=14w02a|Cleric [[villager]]s now [[trading|buy]] 36–40 rotten flesh for 1 [[emerald]], as their tier I trade.}}
{{history||1.9|snap=15w43a|Rotten flesh may now be found in [[igloo]] basement [[chest]]s.}}
{{history|||snap=15w44a|Rotten flesh now generates in [[dungeon]] chests.
|The average yield of rotten flesh has been decreased in [[desert temple]] chests.}}
{{History||1.11|snap=16w39a|Rotten flesh can now be found in [[woodland mansion]] [[chest]]s.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 367.}}
{{History|||snap=18w09a|Rotten flesh now generates in the loot [[chest]]s of [[underwater ruins]].}}
{{History|||snap=18w11a|[[Drowned]] may now [[drops|drop]] rotten flesh upon death.
|Rotten flesh now sometimes generates in [[shipwreck]] [[chest]]s.}}
{{History||1.14|snap=18w43a|[[File:Rotten Flesh JE3 BE2.png|32px]] The texture of rotten flesh has been changed.}}
{{History|||snap=18w44a|[[Cat]]s now offer rotten flesh as [[Cat#Gifts|gift]]s.}}
{{History|||snap=18w50a|Rotten flesh can now be found in [[village]] temple chests.}}
{{History||1.16|snap=20w06a|Added [[hoglin]]s, which can drop rotten flesh if killed.}}
{{History|||snap=20w07a|Rotten flesh has a {{frac|10|109}} (~9.17%) chance of being given by the new [[piglin]]s when [[bartering]], in a stack size of 4–12.
|[[Hoglin]]s no longer drop rotten flesh.}}
{{History|||snap=20w09a|Rotten flesh can no longer be obtained by bartering with piglins.}}
{{History|||snap=20w14a|Added [[zoglin]]s, which drop rotten flesh when killed.}}

{{History|pocket alpha}}
{{History||v0.11.0|snap=build 1|[[File:Rotten Flesh JE2 BE1.png|32px]] Added rotten flesh. 
|As the hunger bar has not yet been added, rotten flesh inflicts [[poison]] rather than [[hunger]].
|[[Zombie]]s and [[zombie pigmen]] now [[drops|drop]] rotten flesh.}}
{{History|||snap=build 11|Rotten flesh can now be used to feed [[wolves]].}}
{{History||v0.12.1|snap=build 1|Eating rotten flesh now gives the [[player]] the [[Hunger]] status effect.
|Rotten flesh now restores [[hunger]] instead of [[health]].
|Added [[zombie villager]]s, which [[drops|drop]] rotten flesh when killed.}}
{{History||v0.13.0|snap=build 1|Rotten flesh can now be found inside [[desert temple]] [[chest]]s.}}
{{History||v0.15.0|snap=build 1|Added [[husk]]s and [[zombie horse]]s, both of which drop rotten flesh when killed.
|Rotten flesh can now be found inside [[jungle temple]] chests.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Rotten flesh can now be found inside the basement [[chest]]s of [[igloo]]s.}}
{{History||1.0.4|snap=alpha 1.0.4.0|36-40 rotten flesh can now be [[trading|sold]] to cleric [[villager]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Rotten flesh can now be found in [[woodland mansion]] chests.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.13.8|Added [[drowned]], which [[drops|drop]] rotten flesh when killed.}}
{{History|||snap=beta 1.2.14.2|Rotten flesh can now be found in some [[shipwreck]] [[chest]]s.}}
{{History|||snap=beta 1.2.20.1|Rotten flesh can now be found inside [[underwater ruins]] chests.}}
{{History||1.8.0|snap=beta 1.8.0.8|Tamed [[cat]]s can now give the [[player]] rotten flesh as a gift.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Rotten Flesh JE3 BE2.png|32px]] The texture of rotten flesh has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Rotten flesh can now be found in [[desert]] [[village]] temple [[chest]]s.}}
{{History|||snap=beta 1.11.0.4|[[Trading]] has been changed, cleric [[villager]]s now [[trading|buy]] 32 rotten flesh for an [[emerald]].}}

{{History|console}}
{{History||xbox=TU5|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Rotten Flesh JE2 BE1.png|32px]] Added rotten flesh.}}	
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Rotten Flesh JE3 BE2.png|32px]] The texture of rotten flesh has been changed.}}

{{History|new3ds}}
{{History||0.1.0|[[File:Rotten Flesh JE2 BE1.png|32px]] Added rotten flesh.}}
{{History|foot}}

== Issues ==
{{issue list}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--rotten-flesh Taking Inventory: Rotten Flesh] – Minecraft.net on June 8, 2020

{{Items}}

[[cs:Shnilé maso]]
[[de:Verrottetes Fleisch]]
[[es:Carne podrida]]
[[fr:Chair putréfiée]]
[[hu:Rohadt hús]]
[[it:Carne marcia]]
[[ja:腐った肉]]
[[ko:썩은 살점]]
[[nl:Bedorven vlees]]
[[pl:Zgniłe mięso]]
[[pt:Carne podre]]
[[ru:Гнилая плоть]]
[[uk:Гнила плоть]]
[[zh:腐肉]]
[[Category:Renewable resources]]
[[Category:Food]]</li></ul>
build 1Chunk jittering at extreme coordinates no longer occurs.
Bedrock Edition
1.17.30
{{Extension DPL}}<ul><li>[[Clay Ball|Clay Ball]]<br/>{{Item
| image = Clay Ball.png
| stackable = Yes (64)
| renewable = Yes
}}

{{about|the item|the block|Clay|other uses|Clay (disambiguation)}}
A '''clay ball''' is the item obtained from [[clay]] used for [[crafting]] or making [[brick]]s.

== Obtaining ==

=== Block loot ===
Clay balls are obtained when a [[clay]] block is broken with a non-[[Silk Touch]] tool. Each block yields four clay balls regardless of [[Fortune]].

=== Chest loot ===
{{LootChestItem|clay-ball}}

=== Villager gifts ===

If a [[player]] has the [[Hero of the Village]] status effect, a Mason [[villager]] might throw that player a [[clay block]] as a gift. {{Only|java}} This can be placed and [[breaking|broken]] to harvest clay balls.

== Usage ==

Clay balls can be [[crafting|crafted]] back together to form [[clay]] blocks or baked in a [[furnace]] to create [[brick]]s.

=== Crafting ingredient  ===

{{crafting usage}}

=== Smelting ingredient ===

{{Smelting
|showname=1
|Clay Ball
|Brick
|0.3
}}

=== Trading ===
Novice-level [[Villager|mason villagers]] buy 10 clay balls for 1 [[emerald]] as part of their [[trades]].

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

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Clay
|spritetype=item
|nameid=clay_ball
|id=384
|form=item
|foot=1}}

== History ==
{{History|java alpha}}
{{History||v1.0.11|[[File:Clay Ball JE1 BE1.png|32px]] Added clay.}}
{{History|java}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 337.}}
{{History||1.14|snap=18w43a|[[File:Clay Ball JE2 BE2.png|32px]] The texture of clay has been changed.}}
{{History|||snap=18w49a|Clay can now be found in [[chest]]s in [[village]] mason houses.}}
{{History|||snap=18w50a|Clay can now be found in [[chest]]s in [[desert]] [[village]] houses.}}
{{History|||snap=19w11a|Clay is now [[trading|bought]] by [[villager]]s of the new mason profession.}}
{{History||1.16|snap=20w06a|"Clay" has been renamed to "Clay Ball."}}
{{History|pocket alpha}}
{{History||v0.2.0|[[File:Clay Ball JE1 BE1.png|32px]] Added clay. It is currently unobtainable and serves no purpose.}}
{{History||v0.3.2|4 clay items are now dropped from clay blocks when broken.
|Clay can now be crafted into clay blocks.
|Clay can now be smelted into bricks.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Clay Ball JE2 BE2.png|32px]] The texture of clay has been changed.|10–13 clay can now be [[trading|sold]] to stone mason [[villager]]s for an [[emerald]].}}
{{History||1.11.0|snap=beta 1.11.0.1|Clay can now be found in [[village]] mason [[chest]]s and [[desert]] village house chests.}}
{{History|||snap=beta 1.11.0.4|[[Trading]] has been changed, stone mason villagers now [[trading|buy]] 10 clay for an emerald<!-- previously 10-13 -->.}}
{{History||1.19.0|snap=beta 1.19.0.24|Clay ball now [[renewable]] by placing [[mud]] above a block which has [[pointed dripstone]] underneath.}}

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

{{History|3ds}}
{{History||0.1.0|[[File:Clay Ball JE1 BE1.png|32px]] Added clay.}}
{{History|foot}}

== Issues ==

{{issue list}}

== Gallery ==
<gallery>
File:ClayInNumerousForms.png
</gallery>

== Notes ==
{{fnlist}}
{{Items}}

[[cs:Jíl]]
[[de:Tonklumpen]]
[[es:Bola de arcilla]]
[[fr:Motte d'argile]]
[[hu:Agyag (Tárgy)]]
[[it:Zolla di argilla]]
[[ja:粘土玉]]
[[ko:점토 덩이]]
[[nl:Klei (voorwerp)]]
[[pl:Glina]]
[[pt:Bola de argila]]
[[ru:Глина]]
[[uk:Глиняна кулька]]
[[zh:黏土球]]</li><li>[[Melon Slice|Melon Slice]]<br/>{{Dungeons hatnote|type=consumable|Melon}}
{{Item
| title = Melon Slice
|typeimage=Melon Slice.png
| renewable = Yes
| heals = {{hunger|2}}
| stackable = Yes (64)
}}
A '''melon slice'''{{efn|Known as '''Melon Slice''' {{in|java}} and '''Melon''' {{in|bedrock}}.}} is a [[food]] item that can be eaten by the [[player]].

== Obtaining ==

=== Block loot ===

{{see also|Tutorials/Pumpkin and melon farming|title1 = Pumpkin and melon farming}}

Melon slices can be obtained by breaking (harvesting) [[melon]]s using any [[tool]] or by hand. [[Axe]]s, followed by [[sword]]s, are the fastest tools for harvesting melons.  A melon drops 3–7 melon slices, when broken; by hand, using a [[tool]], or after being broken by the movement of a [[piston]], with an average of 4.64 slices per melon.

Breaking a melon with a tool enchanted with [[Fortune]] increases the potential number of drops by 1 slice per level, up to a maximum of 9 slices.

== Usage ==

=== Food ===
{{see also|Tutorials/Hunger management|title1=Hunger management}}

To eat a melon slice, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|2}} [[hunger]] and 1.2 hunger 
[[Hunger#Mechanics|saturation]].

=== Crafting ingredient ===

{{crafting usage}}

=== Composting ===
Placing a melon slice into a [[composter]] has a 50% chance of raising the compost level by 1.

==Sounds==
{{Sound table/Entity/Food}}

== Data values ==

=== ID ===

{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Melon Slice
|spritetype=item
|nameid=melon_slice
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|spritename=melon-slice
|displayname=Melon
|spritetype=item
|nameid=melon_slice
|aliasid=melon
|id=272
|form=item
|translationkey=item.melon.name
|foot=1}}

== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}

== History ==
{{History|java beta}}
{{History||1.8|snap=Pre-release|[[File:Melon Slice JE1 BE1.png|32px]] Added melons.}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 4|Melons are now used in the [[crafting]] recipe of [[glistering melon]]s.}}
{{History|||snap=Beta 1.9 Prerelease 5|Melons once again drop the correct number of slices.}}
{{History||1.3.1|snap=12w21a|Melons can now be [[trading|bought]] from farmer [[villager]]s, at 5–8 melon slices for 1 [[emerald]].}}
{{History||1.7.2|snap=13w37a|Block ID 105, [[melon stem]], has been removed from the {{cmd|give}} [[commands|command]].}}
{{History||1.8|snap=14w02a|[[Villager]]s no longer [[trading|sell]] melons. They now buy [[melon]]s instead.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 360.}}
{{History|||snap=18w20b|"Melon" has been renamed to "Melon Slice."
|The ID of melon slices has been changed from <code>melon</code> to <code>melon_slice</code>.}}
{{History||1.14|snap=18w43a|[[File:Melon Slice JE2 BE2.png|32px]] The texture of melon slices has been changed.}}
{{History|||snap=19w03a|Placing a melon slice into the new [[composter]] has a 20% chance of raising the compost level by 1.}}
{{History|||snap=19w05a|Melon slices now have a 50% chance of increasing the compost level in a composter by 1.}}

{{History|pocket alpha}}
{{History||v0.5.0|[[File:Melon Slice JE1 BE1.png|32px]] Added melons. 
|Melons restore {{health|2}} each, rather than {{hunger|2}}.}}
{{History||v0.12.1|snap=?|Added Melon slice to the Creative inventory.}}
{{History|||snap=build 1|Melons now restores [[hunger]] instead of [[health]].
|Melons can no longer be obtained from [[nether reactor]]s.}}
{{History|pocket}}
{{History||1.1.0|snap=alpha 1.1.0.3|[[Breaking]] a [[melon]] with [[shears]] now always yields 9 melons.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Melon Slice JE2 BE2.png|32px]] The texture of melons has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Melons can now be used to fill up [[composter]]s.}}
{{History|||snap=beta 1.11.0.4|Melons can now be [[trading|sold]] to farmer [[villager]]s.}}
{{History||1.16.0|snap=beta 1.16.0.57|[[Trading]] has been changed, melon slices can no longer be sold to farmer villagers.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of melon slices has been changed from <code>melon</code> to <code>melon_slice</code>.}}

{{History|console}}
{{History||xbox=TU5|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Melon Slice JE1 BE1.png|32px]] Added melons.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Melon Slice JE2 BE2.png|32px]] The texture of melons has been changed.}}

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

== Issues ==
{{issue list}}

== See also ==
* [[Pumpkin]]
* [[Glistering Melon Slice]]

== Notes ==
{{fnlist}}

{{Items}}

[[Category:Plants]]

[[cs:Meloun]]
[[de:Melone]]
[[es:Rodaja de sandía]]
[[fr:Tranche de pastèque]]
[[hu:Dinnye Szelet]]
[[ko:수박]]
[[nl:Meloenschijf]]
[[pl:Arbuz]]
[[pt:Fatia de melancia]]
[[ru:Ломтик арбуза]]
[[zh:西瓜片]]
[[Category:Food]]
[[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