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
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).
Key
Group
Effect level (note: abbreviations in bold are well-known effects.)
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
MI0
X/Z ±1
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).[needs in-game testing]
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).
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 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.
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.
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 Riptidetrident (if raining or underwater), horseback, boats, or any method that would be at least five blocks per second under normal conditions (the minimum speed possible from here is 10 blocks per second), meaning moving in normal walking speed is impossible.
One can travel on foot past 4,194,304 by jumping one time and sprinting.
One cannot jump normally. The Jump boost effect does not work. Stairs and slabs or blocks less than 0.5 blocks tall are work past this point.
Entities less than 0.5 blocks wide (such as items and silverfish) fall through the edges of blocks, but can still stand on the centers. This is likely because the hitbox corners on both sides round to the same coordinates, resulting in a "null" hitbox; however, it is not confirmed.[verify]
Status effect particles snap to the center of the player, causing them to bunch around the center of the screen.
All stages of Amethyst Buds are stretched to a full block.
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 Far Lands in survival using horses.
To fly in creative the player must sprint or look directly along an axis, unless the player position is controlled by 64-bit doubles instead of 32-bit floats. The Speed effect does not work, due to MCPE-61425. In addition, flying at this coordinate is bumpy, even when the player is sprinting and looking directly along an axis.
All blocks that normally render as partial blocks are either stretched to become full blocks, or squished to become 2-dimensional. The exception is a few blocks that render normally no matter how far out the player travels, such as chests and bells.
If both coordinates exceed this value, partial blocks that normally render as 2D this far out become 1-dimensional and are therefore completely invisible.
The blade of a stonecutter duplicates, with each blade appearing on the edge.
Spore Blossoms are stretched so that the player only sees 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.
Fence gate texture renders flat after X/Z ±2,097,152
Cacti incorrectly render as full blocks, with gaps at the edges
Cauldron & composter have completely flat walls
Fence Post renders invisible in a Pillager Outpost beyond X/Z ±2,097,152
Stonecutters blade duplicates on the edge after X/Z ±8,388,608
Game-breaking effects (X/Z ≥±16,777,216)
This section is missing information about notable effects beyond the 32-bit limit.
Please expand the section to include this information. Further details may exist on the talk page.
Here, the rendering fundamentally break down to the point greatly where normal gameplay is completely impossible.
Coordinates
Effects
MJ2
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 will be stuck in a glitched position and will be unable to properly move their camera or move in any direction.
2D blocks are non-solid, even from the sides. However, ghasts, large slimes, and large magma cubes treat both 2D and 3D blocks as solid because they are more than 2 blocks wide.
The game does not properly register when the player is in water if the player' coordinates are divisible by 4. As a result, the player falls through water, is unable to enter swimming, and the fog is black or dark blue. However, water still causes the player to exit gliding, and boats still float.
The only method of transportation possible is by sprint flying, elytra or by teleportation (an invisible barrier exists here).
MJ2
X/Z ±33,554,432 (225)
Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the Slice Lands.[unofficial name] Blocks whose sides are not "exposed", such as the naturally-generated water, are completely invisible.
At this point, the slices are 4 blocks apart, but the gap widths double for every power of 2.
The phenomenon is known as the Stripe Gap Lands
Coordinates of all entities are multiples of 4.
It is difficult to place blocks from this point onward. The player must look at an existing block and extend it along an axis. The only way to generate blocks (to place on) without external tools is to use structure blocks.
Block rendering essentially stops completely in the Corner Slice Lands;[6] blocks are rendered as one-dimensional, and are therefore impossible to see.
Water becomes completely non-solid.
To move, the player must glide with elytra at a downward angle of approximately 45 degrees, or use Riptide. Note that because the player is not considered to be "in water", Riptide can be activated only by rain. Tridents and ender dragons are the only other entities that can move horizontally beyond this point. It is therefore impossible to teleport using ender pearls.
MJ3
X/Z ±67,108,864 (226)
The only form of movement possible is with Riptide II or higher. It is also possible to teleport using chorus fruit.
Coordinates of all entities are multiples of 8.
The visual gaps are 8 blocks wide, thus marking the beginning of the Slice Gap Lands.
MJ3
X/Z ±134,217,728 (227)
Maximum coordinates where generated structures can generate on mobile devices. However, on Windows, structures continue to generate all the way to the 32-bit integer limit.
Coordinates of all entities are multiples of 16, equivalent to one chunk section.
The visual gaps are 16 blocks wide.
Riptide II can no longer move the player horizontally, and Riptide III works only if the player looks directly along an axis. However, it is still possible to teleport using chorus fruit.
MJ3
X/Z ±268,435,456 (228)
It is impossible for any entity to move horizontally, without modifying the player's flying speed, or the player position is controlled by 64-bit doubles. Teleportation using chorus fruit is impossible.
Coordinates of all entities are multiples of 32, equivalent to two chunks section.
The visual gaps are 32 blocks wide.
MJ3
X/Z ±536,870,912 (229)
Coordinates of all entities are multiples of 64, equivalent to four chunks section.
The visual gaps are 64 blocks wide.
A large "cone shape" in front of the player disappears from view. This cone is oriented along the X or Z axis, rather than the direction the player is facing. It is always composed of 16x16x16 cubes (essentially sections of chunks).
MJ3
X/Z ±1,073,741,824 (230)
Coordinates of all entities are multiples of 128, equivalent to eight chunks section.
The visual gaps are 128 blocks wide.
The "cone" in front of the player widens. The world is completely invisible with a render distance of 16 chunks or less (unless the player position is controlled by 64-bit doubles), despite the fact that the gaps are only 8 chunks wide.
The phenomenon is called the Invisible Stripe Lands.
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.
L32X
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.
L32X
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.
L32X
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.
L32X
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.
L32X
X/Z ±70,368,744,177,664 (246)
Coordinates of all entities are multiples of 8,388,608, equivalent to 524,288 chunks section.
The visual gaps are 8,388,608 blocks wide.
L64
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]
Coordinates of all entities are multiples of 1,099,511,627,776 (240).
The visual gaps are 1,099,511,627,776 blocks wide.
L128
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]
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 r stripe Lands. Fil, at X/Z 32,000,000.
A village in the corner stripe Lands.
A jungle temple in the corner stripe Lands.
Fossils in the Far Lands.jpeg
Some edWorld.png that have generated in the Corner Stripe Lands.
Overhead view of the Corner Stripe Lands.
The 25-bit boundary area in the form of 2d lands and stripe lands.
At the integer X / Y: 24-bit position, The nether begins to strip and becomes a dot chunk.
A savanna village at the Stripe Lands at X/Z 16,777,216. Any structure that generates past this limit is rendered as two-dimensional.
The previous screenshot at the opposite angle.
A cold biome in the corner Stripe Lands. 2 polar bears are visible. Notice how they don't fall into the void.
Vertical limits
Like the X and Z axes, the game breaks at excessive Y coordinates. Since blocks cannot be placed above Y=256, block rendering glitches do not occur, but other effects do.
Many of these effects would occur at negative coordinates, but there is a barrier at Y -40. Beyond this entities can move only vertically using the "fall through the world" glitch, or teleporting below Y -40. Thus the barrier can be avoided by teleporting past X/Z ±8,388,608. Also, all entities, except players in creative, disappear in the void.
Levitation floating is slightly faster at this point.
MJ1
Y ±2,097,152
Floating upward by holding the jump button with elytra and Slow Falling is no longer possible.
MJ1
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 noticeable delay between when the player exits flight mode and when the player actually starts falling.
MJ2
Y ±16,777,216
The delay described above is even longer.
Flying downward in Creative is no longer possible.
L32
Y ±2,147,483,647
The game crashes near these coordinates.
L128
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]
{{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>[[:Category:Minecraft Dungeons items|Category:Minecraft Dungeons items]]<br/>All items that are in ''[[Minecraft Dungeons]]''.
{{Minecraft Dungeons items}}
[[Category:Minecraft Dungeons]]
[[Category:Items]]
[[ja:カテゴリ:アイテム (Minecraft Dungeons)]]
[[pl:Kategoria:Przedmioty w Minecraft Dungeons]]
[[pt:Categoria:Itens do Minecraft Dungeons]]</li></ul>
Chunk jittering at extreme coordinates no longer occur.
Gallery
A cave generated beyond X/Z: ±8,388,608, with serrated-looking edge walls in front and the perfect holes in the back.
Fences after X/Z=8388608 (left) and before (right).
Cacti generated near the Far Lands, rendered as full blocks with gaps.
The first screenshot posted of the Stripe Lands, by Lands at X/Z ±16,77, at X/Z ± 32,000,000.
The start of the Stripe Lands at X/Z ±16,777,216.
A frozen ocean biome in the Stripe Lands.
The Stripe Lands in a flat world.
The start of the Corner Stripe Lands.
Overhead view of the Corner "Stripe Lands".
FarlandsMCPE.jpg
The world beyond X/Z ±134,217,728
The world beyond X/Z 536,870,912. A large area in front of the player is completely invisible.
The world beyond X/Z ±1,073,741,824
The piston head Z-fighting with the piston brain.
A Stripe Gap Lands are start generate at X/Z: ±33,554,432.
A Lands File: in the Stripe Lands.
An underwater ruin in the Stripe Lands
An eroded badlands in the Stripe Lands, surrounded by Skygrid.
Redstone posted beyond 4,194,304 blocks. Redstone lines are completely invisible and the rest of redstone renders incorrectly (one of the crosses is connected to four lines).
Redstone placed beyond 8,388,608 blocks. Unlike the Edition]], redstone lines are stretched to a full block in both directions.
== References =, redstone lines are stretched to a full block in both directions.