Reason: Organize this page more like Java Edition distance effects - should allow a lot more in-depth analysis of each effect
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 n⁄8388608 blocks, or n⁄524288 block pixels (e.g. at between 16777216 and 33554432, 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).
| Effect level | Color | |
|---|---|---|
| Insignificant effects | White, darkening shades of light gray, then dark green, then lightening shades of green | < 128 (X/Z) |
| 128–255 (X/Z) | ||
| 256–511 (X/Z) | ||
| 512–1,023 (X/Z); <65,535 (Y) | ||
| 1,024–2,047 (X/Z) | ||
| 2,048–4,095 (X/Z) | ||
| 4,095–8,191 (X/Z) | ||
| 8,192–16,383 (X/Z) | ||
| Minor effects / insignificant vertical effects | Bright green, increasing shades of lime | 16,384–32,767 (X/Z); 65,536–1,048,575 (Y) |
| 32,768–65,535 (X/Z) | ||
| 65,536–131,071 (X/Z) | ||
| Medium effects / minor vertical effects | Yellow, increasing shades of orange | 131,072–262,143 (X/Z); 1,048,576–2,097,151 (Y) |
| 262,143–524,287 (X/Z); 2,097,152–4,194,303 (Y) | ||
| 524,288–1,048,575 (X/Z); 4,194,304–8,388,607 (Y) | ||
| Major effects | Deep orange, increasing shades of red | 1,048,576–2,097,151 (X/Z) |
| 2,097,152–4,194,304 (X/Z) | ||
| 4,194,304–8,388,607 (X/Z) | ||
| 8,388,607–16,777,215 (X/Z) | ||
| Far Lands | Sky blue | (see page) |
| Stripe Lands / major vertical effects | Red, darkening shades of red | 16,777,216–33,554,431 (X/Z); 8,388,608–16,777,215 (Y) |
| 33,554,432–67,108,863 (X/Z); 16,777,216–33,554,431 (Y) | ||
| 67,108,864–134,217,727 (X/Z); 33,554,432–67,108,863 (Y) | ||
| 134,217,728–268,435,455 (X/Z); 67,108,864–134,217,727 (Y) | ||
| 268,435,456–536,870,911 (X/Z); 134,217,728–268,435,455 (Y) | ||
| 536,870,912–1,073,741,823 (X/Z); 268,435,456–536,870,911 (Y) | ||
| 1,073,741,823–2,147,483,647 (X/Z); 536,870,912–1,073,741,823 (Y) | ||
| 1,073,741,823–2,147,483,647 (Y) | ||
| Technical alert point at 32-bit limit | Black | ~2,147,483,647 (X/Y/Z) |
| Beyond the 32-bit limit | Magenta | ≥2,147,483,648 (X/Y/Z) |
| 64-bit limit | Purple | ~/≥9,223,372,036,854,775,807 (X/Y/Z) |
| 128-bit limit (32-bit floating-point limit) | Electric blue | ~3.402824e+38 (2128) (X/Y/Z) |
| 64-bit floating-point limit | Electric mint | ~1.7976931e+308 (21024) (X/Y/Z) |
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. 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 ±256 (28) |
| |
| X/Z ±512 (29) |
| |
| X/Z ±1,024 (210) |
| |
| 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) |
| |
| X/Z ±32,768 (215) |
| |
| 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) |
| |
| X/Z ±262,144 (218) |
| |
| X/Z ±524,288 (219) |
| |
Major effects (X/Z ±1,048,576–16,777,215)
- Leads
- Cave generation
- Raycasting, which seems to result in incorrect blocks being targeted.
Blocks are rendered based on their corners, whose coordinates are 32-bit floating point numbers. Generally, these are multiples of 1⁄16. 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) |
| |
| X/Z ±2,097,152 (221) |
| |
| X/Z ±4,194,304 (222) |
| |
| X/Z ±8,388,608 (223) |
| |
| X/Z ±12,550,824 |
| |
Examples
Game-breaking effects (X/Z ±16,777,216–1.79769314862317719631789x10^308)
Here, the rendering fundamentally break down to the point greatly where normal gameplay is completely impossible.
| Coordinates | Effects | |
|---|---|---|
| X/Z ±16,777,216 (224) |
| |
| X/Z ±33,554,432 (225) |
| |
| X/Z ±67,108,864 (226) |
| |
| X/Z ±134,217,728 (227) |
| |
| X/Z ±268,435,456 (228) |
| |
| X/Z ±536,870,912 (229) |
| |
| X/Z ±1,073,741,824 (230) |
| |
| X/Y/Z ±2,147,483,647 (231 − 1) |
| |
| X/Z ±2,147,483,648 (231) |
| |
| X/Z ±4,294,967,296 (232) |
| |
| X/Z ±70,368,744,177,664 (246) |
| |
| X/Z ±4,503,599,627,370,496 (252) |
| |
| X/Y/Z ±9,223,372,036,854,775,807 (263 – 1) |
| |
| X/Z ±9,223,372,036,854,775,808 (263) |
| |
| X/Y/Z ±~3.402824e+38 (2128) |
| |
| X/Y/Z ±~1.7976931e+308 (21024) |
| |
Stripe Lands
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][8] The Stripe Lands starts 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.
The first screenshot posted of the Stripe Lands, by Tommaso Checchi, at X/Z 32,000,000.
- Fossils in the Far Lands.jpeg
Some fossils that have generated in the Corner Stripe Lands.
Vertical limits
Like the X and Z axes, the game breaks at excessive Y coordinates. Since blocks cannot be placed above Y=255, 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 ±1,048,576 |
| |
| Y ±2,097,152 |
| |
| Y ±8,388,608 |
| |
| Y ±16,777,216 |
| |
| Y ±2,147,483,647 |
| |
| Y ±~3.402824e+38 (2128) | ||
| Y ±~1.7976931e+308 (21024) | ||
History
| Pocket Edition Alpha | |||||
|---|---|---|---|---|---|
v0.10.0{{Extension DPL}}<ul><li>[[Raw Mutton|Raw Mutton]]<br/>{{Distinguish|Cooked Mutton}}
{{Item
| title = Raw Mutton
| image = Raw Mutton.png
| heals = {{hunger|2}}
| renewable = Yes
| stackable = Yes (64)
}}
'''Raw mutton''' is a [[food]] item dropped by [[sheep]] when killed.
== Obtaining ==
=== Mob loot ===
An adult [[sheep]] drops 1–2 raw mutton when killed. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1–5 with Looting III. If killed while on fire, a sheep drops [[cooked mutton]] instead.
=== Chest loot ===
{{LootChestItem|raw-mutton}}
== Usage ==
=== Food ===
To eat raw mutton, press and hold {{control|use}} while it is selected in the [[hotbar]]. Eating one restores {{hunger|2}} [[hunger]] and 1.2 [[Hunger#Mechanics|saturation]].
=== Smelting ingredient ===
{{Smelting
|showname=1
|Raw Mutton
|Cooked Mutton
|0.35
}}
=== Wolves ===
Raw mutton 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.
=== Trading ===
Journeyman-level butcher [[villager]]s have a 50% chance to buy 7 raw mutton for an [[emerald]] as part of their trades.{{only|bedrock}}
Journeyman-level butcher villagers always offer to buy 7 raw mutton for an emerald.{{only|java}}
==Sounds==
{{Sound table/Entity/Food}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Raw Mutton
|spritetype=item
|nameid=mutton
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Raw Mutton
|spritetype=item
|nameid=mutton
|aliasid=muttonraw
|id=550
|form=item
|translationkey=item.muttonRaw.name
|foot=1}}
== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}
== Video ==
<div style="text-align:center">{{yt|PXlW-sZygTs}}</div>
== History ==
{{History||September 23, 2011|link={{tweet|jeb|117313469900009472}}|Mutton is mentioned by [[Jeb]].}}
{{History||September 11, 2012|link={{tweet|jeb|245503714167750656}}|Jeb again mentions the possibility of mutton as well as calamari being added into the game.}}
{{History|java}}
{{History||June 30, 2014|link=https://twitter.com/TheMogMiner/status/483636993780232192|[[Ryan Holtz]] tweets images of raw mutton and some other new items.}}
{{History||1.8|snap=14w27a|[[File:Raw Mutton JE1.png|32px]] Added raw mutton.}}
{{History||1.8|snap=14w33b|[[File:Raw Mutton JE2 BE1.png|32px]] The texture of raw mutton has been changed. The new texture was created by [[wikipedia:Reddit|Reddit]] user [http://www.reddit.com/u/zeldahuman zeldahuman].<ref>{{reddit|2bjzes/a_reminder_of_the_blocks_and_items_added_in_18_so|cj69zie|context=3}}</ref><ref>{{reddit|2c5f35/minecraft_snapshot_14w31a_has_been_released|cjct7gb}}</ref>}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 423.}}
{{History||1.14|snap=18w43a|[[File:Raw Mutton JE3 BE2.png|32px]] The texture of raw mutton has been changed.}}
{{History|||snap=18w49a|Raw mutton can now be found in [[chest]]s in [[village]] butcher shops.}}
{{History|||snap=19w11a|Butcher villagers now [[trading|buy]] raw mutton.}}
{{History|pocket alpha}}
{{History||v0.15.0|snap=build 1|[[File:Raw Mutton JE2 BE1.png|32px]] Added raw mutton.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Raw Mutton JE3 BE2.png|32px]] The texture of raw mutton has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Raw mutton can now be found in [[village]] butcher [[chest]]s.}}
{{History|||snap=beta 1.11.0.4|Raw mutton can now be [[trading|sold]] to butcher [[villager]]s.}}
{{History||1.16.0|snap=beta 1.16.0.57|Trading has been changed; journeyman butcher villagers now buy 7 raw mutton for an emerald instead of 8.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of raw mutton has been changed from <code>muttonraw</code> to <code>mutton</code>.}}
{{History||1.16.210|snap=beta 1.16.210.51|Raw mutton is [[drops|dropped]] by [[goats]].}}
{{History||1.17.0|snap=beta 1.17.0.52|Goats no longer drop raw mutton.}}
{{History|console}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Raw Mutton JE2 BE1.png|32px]] Added raw mutton.}}
{{History|PS4}}
{{History||1.90|[[File:Raw Mutton JE3 BE2.png|32px]] The texture of raw mutton has been changed.}}
{{History|3ds}}
{{History||0.1.0|[[File:Raw Mutton JE2 BE1.png|32px]] Added raw mutton.}}
{{History|foot}}
== Issues ==
{{issue list}}
== Gallery ==
<gallery>
Rabbit Items 3 Ryan Holtz.png|First image of the item by [[Ryan Holtz]].
Pocket Edition Mutton.jpg|First image of the item in ''Bedrock Edition'' by [[Jason Major]].
</gallery>
== References ==
{{reflist}}
{{items}}
[[de:Rohes Hammelfleisch]]
[[es:Cordero crudo]]
[[fr:Mouton cru]]
[[ja:生の羊肉]]
[[ko:익히지 않은 양고기]]
[[nl:Rauw schapenvlees]]
[[pl:Surowa baranina]]
[[pt:Carneiro cru]]
[[ru:Сырая баранина]]
[[zh:生羊肉]]
[[Category:Food]]
[[Category:Renewable resources]]</li><li>[[White Dye|White Dye]]<br/>{{Item
| image = White Dye.png
| renewable = Yes
| stackable = Yes (64)
}}
'''White dye''' is a [[Dye#Primary|primary color dye]] similar to [[bone meal]].
== Obtaining ==
=== Crafting ===
{{Crafting
|showname=0
|Bone Meal
|Output=White Dye
|type=Material
|head=1
}}
{{Crafting
|Lily of the Valley
|Output=White Dye
|type=Material
|foot=1
}}
=== Loot chest ===
{{#invoke:LootChest|base3|white-dye}}
== Usage ==
{{dye usage}}
=== Crafting ingredient ===
{{crafting usage|ignore=Banner|continue=1}}
{{banner crafting usage}}
=== Loom ingredient ===
{{Banner loom usage|White Dye}}
=== Trading ===
Apprentice-level shepherd villagers have a 20% chance to buy 12 white dye for an emerald.
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=White Dye
|spritetype=item
|nameid=white_dye
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=White Dye
|spritetype=item
|nameid=white_dye
|aliasid=dye / 19
|id=410
|form=item
|translationkey=item.dye.white_new.name
|foot=1}}
== History ==
{{History|java}}
{{History||1.14|snap=18w43a|[[File:White Dye JE1 BE1.png|32px]] Added white dye.}}
{{History|||snap=18w44a|White dye can now change the text color on [[sign]]s to white.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sells white dye.}}
{{History|||snap=19w11a|White dye can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.17|snap=20w45a|White dye can now be used to craft [[white candle]]s.}}
{{History|||snap=21w19a|White dyes can no longer be used to craft white candles.}}
{{History|||snap=Pre-release 1|White dye can once again be used to craft white candles.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|White dye can now change the text color on [[hanging sign]]s to white.}}
{{History||1.20|snap=23w12a|White dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
{{History|||snap=23w16a|White dye no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for suspicious gravel within the [[trail ruins]]; white dye is now common loot.}}
{{History|bedrock}}
{{History||1.8.0|snap=beta 1.8.0.10|[[File:White Dye JE1 BE1.png|32px]] Added white dye.}}
{{History||1.9.0|snap=beta 1.9.0.0|Added [[flower|lilies of the valley]], which can be used to [[crafting|craft]] white dye.}}
{{History||1.11.0|snap=beta 1.11.0.4|White dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of white dye has been changed from <code>dye/19</code> to <code>white_dye</code>.}}
{{History|ps4}}
{{History||1.83|[[File:White Dye JE1 BE1.png|32px]] Added white dye.}}
{{History|foot}}
== Issues ==
{{issue list}}
{{Items}}
[[Category:Items]]
[[Category:Dyes]]
[[Category:Renewable resources]]
[[de:Weißer Farbstoff]]
[[es:Tinte blanco]]
[[fr:Teinture blanche]]
[[ja:白色の染料]]
[[ko:하얀색 염료]]
[[pl:Biały barwnik]]
[[pt:Corante branco]]
[[zh:白色染料]]</li></ul> | build 1 | Chunk jittering at extreme coordinates no longer occur. | |||
Gallery
The first screenshot posted of the Stripe Lands, by Tommaso Checchi, at X/Z ± 32,000,000.
- FarlandsMCPE.jpg
The world beyond X/Z ±134,217,728
A monument in the Stripe Lands.
Redstone placed beyond 8,388,608 blocks. Unlike the similar historical redstone model issue on Java Edition, redstone lines are stretched to a full block in both directions.
References
- ↑ MCPE-30198
- ↑ a b MCPE-102410
- ↑ MCPE-102412
- ↑ MCPE-102351
- ↑ https://youtu.be/-CWqHjVdQXo&t=19s
- ↑ https://youtu.be/wurHDkvIKhQ
- ↑ "So, I've teleported to X=32.000.000... the Stripe Lands?" – @_tomcc (Tommaso Checchi) on X, May 5, 2014
- ↑ "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






























