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For extreme effects prior to Beta 1.8, see Distance effects in Java Edition/Before Beta 1.8.

In Java Edition, certain game mechanics start to break down as the player reaches the edges of the world. These effects are nowhere near as severe as what happens in Bedrock Edition at high distances, even if accounting for historical Java Edition distance effects.

Vanilla bounds (X/Y/Z ±0–29,999,984)

Rendering

  • Rain and snow appear stretched out at large heights.[1]
  • Translucent blocks can sometimes occlude other translucent blocks behind them depending on player position.[2]
    • This is minor within vanilla's bounds, but becomes very pronounced at much higher distances if using mods, notably over icy areas. Can also affect certain blocks by themselves like slime blocks and honey blocks at even more extreme distances.

World generation

  • The generation of mineral veins becomes slightly more blocky[3][until JE 1.16.2]
    • This breaks down even further at high distances, which causes crashes between 226 and 227; ore veins are placed in adjacent chunks, causing them to be loaded, which in turn causes them to generate veins which are in turn placed in adjacent chunks, resulting in runaway loading of chunks.
  • Snow generation loses precision,[4] becoming more angular

Beyond the world border (X/Z ±29,999,984–2,147,483,647)

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Horizontal distances far beyond 30 million blocks cannot be reached without game modification. Mods such as the FarLands mod can be used to move the world border further out to make these regions accessible. This lists effects that are completely exclusive to these distances and cannot be seen in any form in vanilla.

The standard format for doubles dedicates 52 bits to the fraction, as opposed to the 23 bits used by the 32-bit float. As a result, beyond 2^30 or 1,073,741,824 blocks, the player would only be off by (2^30)/(2^52) = 1/2^22 = 1/4194304 blocks, which is absolutely indistinguishable from the distance back at spawn. This is around equivalent to the precision of 2 to 4 blocks out on Bedrock Edition.

Entities

  • The player can easily get stuck in the sides of blocks after 230.

Light

  • Light stops working beyond 225.

Rendering

  • Rain and snow fade at certain horizontal distances.
  • Entities lose their shadows after 229.

Sounds

  • Sounds break down especially after 228.

World generation

  • Villages just break after 230.

Game

  • Game crashes after 231, which cannot be remedied without intense modifications to the game. Attempts have been made to exceed this limit and allow terrain and the game to work further out,[5] even if doing so would simply not be worthwhile.

Theoretical limits

64-bit precision loss

Minecraft: Java Edition uses 64-bit floating point precision for entity positions and other calculations. Several mechanics which do not break down within vanilla or even slightly modded bounds will likely break down at very high distances similarly to Bedrock Edition.

Stripe Lands

Most of the time, only 52 bits are dedicated to the fraction; therefore, after 2^53 or 9,007,199,254,740,992 blocks out, precision breaks to consider only every second block, and so on. These are purely conjectural, however, as nobody has managed to get terrain to render out this far. However, the effects of such limits have been recorded on the Y axis.

Explanation

The following paragraphs mainly concern pre-Beta 1.8 distance effects.

File:MonsterRedstone.png

Giant redstone past X/Z 1,073,741,824, which is halfway to X/Z 2,147,483,648. It appears as large as 128 blocks.

Many effects are noticeable after traveling millions of blocks away from the center of the map. The first effect that becomes evident from 0624 Infdev to Beta 1.7.3 is the jumpy or stuttering movement of the map. In old versions of Minecraft, when the game renders the map around the player, there are two different versions that are generated, the rendering of the blocks themselves (i.e. entities, how much the block generates) and the visual aspect to the blocks (e.g. the hitbox, block pixels etc.). In Java Edition Beta 1.7 and prior, the visual aspect of world rendering loses precision, resulting in the jumpy movement. The reason the world loses precision in the first place is that the rendering engine uses double-double precision, which determines the position of the world around the player. The rendering engine then uses a floating point integer to determine how far the already rendered blocks move around the player when they move. Unfortunately, this floating point integer cuts the double-double precision number in half, and thus the rendering engine doesn't have enough information to render the terrain correctly, and the information gets cut in half every time the player doubles their distance. Removing the floating text from the rendering engine fixes the stuttering movement.

This jumpy movement is notable even at an X/Z of ±16,384, becoming increasingly noticeable around ±524,288. The intensity of such glitches doubles every time the player passes a coordinate that is a power of two (e.g. 2,097,152 or 4,194,304). After about X/Z 16,777,216, the hitbox is a full block off, which makes placing and destroying blocks almost impossible. The floating point precision errors are no longer noticeable past X/Z 2,147,483,519, as surface textures stop rendering and blocks no longer generate. At the center of the world, the world would be off by only 14194304 (0.000000238...) blocks. Past the 32-bit limit, the world would be off by 256 blocks. For any position between n and 2n, where n is a power of 2, the world is offset by n8388608 blocks, or n524288 block pixels. The precision errors also affect entities like Redstone dust and ladders. If the player performs the "Spawn Chunk Glitch" (see Distance effects in Java Edition/Before Beta 1.8#Spawn chunk glitch (X/Z: ±524,288–X/Z: ±1,073,741,824), then Redstone dust and ladders become noticeably stretched. They double in size for every exponent of 2 that the player travels from here on out. At X/Z: 268,435,456, Redstone dust is larger than one chunk and at X/Z: 1,073,741,824, Redstone dust is 128 blocks wide. If terrain were to theoretically generate out to the 64-bit limit (X/Z: ±9,223,372,036,854,775,807), (Assuming it managed to do that at a single floating point precision.) Then the hitbox would be over 2.2 trillion blocks off and redstone dust would be 2.2 trillion blocks wide as well.

Past 32 million blocks, alongside the fake chunks, structures and terrain population/decoration would not generate, allowing the mineral vein-induced crash between 67,108,864 and 134,217,728 blocks to be completely avoided (assuming it existed then).

History

This history section is sorted by when each case was fixed.

High-distance precision loss bugs

This section is missing information about To do:
  • Test pressure plate bug in pre-1.3.1 - any easier to reproduce it?
  • Go after easy targets to test in early versions e.g, rain rendering bug pre 1.8.2. 
Please expand the section to include this information. Further details may exist on the talk page.
Introduced Fixed/changed Error Example Notes
Classic or Indev Early Infdev[needs in-game testing] The wireframe hitbox of blocks shakes and jitters considerably at high distances. File:Bad example of hitbox precision loss.png The shape of the hitbox distorting and becoming non-cubic is also possible on some GPUs.
Infdev 20100227 Early Infdev[needs in-game testing] World rendering loses precision in such a way that chunks become detached from each other. File:Infdev chunk detach.png May have technically occurred in earlier game versions, but the world stopped rendering after 2560 blocks out anyway, so it would never have manifested anyway
Likely Indev Alpha v1.0.1 Gears appear visually stretched at high distances. File:Stretched gear.png "Fixed" by removing gears entirely, replacing the block with redstone wire.
Alpha v1.0.1 Beta 1.5 Redstone wire appears bugged at high distances when traveling up a block. File:Up broken redstone beta1.png
[needs in-game testing] Beta 1.8
(pre)
Water and lava side textures render incorrectly at high distances. File:Distorted streams.png
Infdev 20100607 Beta 1.8
(pre)
Ladders appear visually stretched at high distances. File:Distorted ladder.png
Infdev 20100618 Beta 1.8
(pre)
Rails appear visually stretched at high distances. File:Infdev big rail.png
Infdev 20100624 Beta 1.8
(pre)
The terrain rendering appears offset and loses precision at high coordinates, giving way to the famous jitter of the Far Lands. File:Farlandsblockmovement.gif At much higher distances, this can cause chunks to flicker, as enough precision is lost to have the world offset by an entire chunk, making the game assume some chunks are too far from the player to be loaded.
Beta 1.3 Beta 1.8
(pre)
The top faces of redstone repeaters lose precision at high coordinates. File:Stretched repeater.png
Beta 1.5 Beta 1.8
(pre)
Powered rails and detector rails appear visually stretched at high distances. File:Redstone rail model bug.png
Beta 1.5 Beta 1.8
(pre)
Redstone wire appears offset from its base block, although otherwise correctly sized, when traveling up a block. File:Up broken redstone beta2.png
1.0.0
(Beta 1.9-pre4)
1.3.1
(12w18a)
Smoke from adding an eye of ender to an end portal frame loses precision. End portal frame precision error old "Fixed" by them not showing up at all anymore. Later regression in 19w14a to 1.16-pre1 when they show up again.
1.4.2
(12w34a)
1.4.4
(1.4.3)
The wall collision box loses precision. File:Wall collision precision loss.png
[needs in-game testing] 1.4.6
(12w49a)
Falling blocks at high distances can duplicate items.
1.3.1
(12w22a)
1.5
(13w02a)
The tripwire hook model loses precision when connected to tripwire, in an essentially identical way to tripwire itself. Tripwire hook broken type 1
1.0.0
(Beta 1.9-pre2)
1.5
(13w06a)
Fence and nether brick fence collision boxes are broken at high distances. File:Fence collision precision loss.png Likely was fixed due to changes allowing corner fences to not be a cuboid for collision, allowing them to be fallen through
Likely Indev 1.7.2
(13w38a)
Paintings are placed at the incorrect positions when far from the origin. Painting bug pre 38a
1.4.2
(12w34a)
1.7.2
(13w38a)[6]
Item frame rendering breaks at high coordinates, with the frames following the player's position somewhat. Item frame bug pre 38a
1.7.2
(13w38a)
1.7.2
(13w41a)[7]
Item frame rendering is further broken at high coordinates, still following the player's position to an extent but also erratically changing position depending on the camera angle. 1.7 dev frame Potentially fixed due to the fix for MC-31619
1.7.2
(13w38a)
1.7.2
(13w41a)[7]
Painting rendering breaks at high coordinates, now following the player's position to an extent and also erratically changing position depending on the camera angle. 1.7 dev painting
1.7.2
(13w38a)
1.7.2
(13w41a)[7]
Entities, tile entities, translucent blocks and the wireframe hitbox seem desynced from the terrain itself, especially pronounced with View Bobbing active. Hitbox too big Entities, block entities such as chests and signs, the wireframe hitbox shown around blocks, and ice and water are all in sync with each other. These become desynced from the terrain. The terrain is in sync with itself.
Likely Indev 1.8
(14w02a)
Lava ember particles lose precision. Lava particle precision loss old There exists a later regression from 18w10c to 1.16-pre1.
Beta 1.7 1.8
(14w02a)
The arms of pistons lose precision, causing them to stretch or even escape the block itself if far enough. File:Piston model bug.png
Beta 1.8
(pre1)
1.8
(14w02a)
Underwater particles lose precision. Water particle error early There exists a later regression from 18w10c to 1.15pre4.
1.0.0
(Beta 1.9-pre3)
1.8
(14w02a)
The inside faces of cauldrons lose precision, and can escape the block itself if far enough. File:Cauldron model bug.png May affect prerelease 2 with the mod.
1.3.1
(12w22a)
1.8
(14w02a)
The tripwire model loses precision, causing it to disappear or stretch when far enough. File:Tripwire model bug.png
1.4.2
(12w34a)
1.8
(14w02a)
The inside faces of flower pots lose precision, and can escape the block itself if far enough. File:Flower pot model bug.png
1.5
(13w01a)
1.8
(14w02a)
The inside faces of hoppers lose precision, and can escape the block itself if far enough. File:Hopper model bug.png
1.5
(13w02a)
1.8
(14w02a)
The tripwire hook model when connected to tripwire loses precision, showing a thick grey section. Tripwire hook broken type 2 This difference may be down to a simple model change in 13w02a.
1.0.0
(Beta 1.9-pre1)
1.8
(14w10a)
Lily pads appear glitched at 8388608 blocks out and are invisible from 8388609 blocks onward. File:Lily pad model bug.png
Likely Indev 1.8
(14w17a)
Fire's model (on a wall) breaks at high distances and can z-fight with its base or become very outstretched from it. Fire model precision loss
Alpha v1.0.1 1.8
(14w17a)
Redstone wire appears bugged at high distances. File:Far lands redstone.png
[needs in-game testing] 1.8
(14w25a)
Falling block spawning at high distances snaps to the corners of blocks. Falling block creation precision loss
[needs in-game testing] 1.8
(14w28a)
When breaking a container, the contained items are dropped in the wrong area. Furnace drop precision loss
1.8
(14w30a)
1.8
(14w30c)[8]
World rendering is now extremely broken at high distances, reminiscent of the distance effects of Infdev 20100227 or Pocket Edition v0.9.0 alpha. File:Shaky terrain.png This bug appears to be hardware-dependent and may not affect all computers.
Likely Indev 1.8
(14w32a)[9]
Torch flame particles are formed at the wrong positions at high distances. Torch precision loss
Likely Indev 1.8
(14w32a)[9]
Fire smoke particles are formed at the wrong positions at high distances. Fire precision loss
Likely Indev 1.8
(14w32a)[9]
Furnace flame particles are formed at the wrong positions at high distances. Furnace precision loss
[needs in-game testing] 1.8
(14w32a)
Sand, gravel, dragon eggs and anvils can become suspended in midair at high distances. Physics precision loss Upon recieving a block update, they can create an entity for some frames before reverting to block form.
[needs in-game testing] 1.8
(14w32a)
Minecarts are placed incorrectly at high distances. In some cases (usually stretches of rail), the minecart itself renders in the correct position but its shadow and rider are offset. Minecart precision loss
Beta 1.8
(pre1)
1.8
(14w34c)
Void particles are formed incorrectly at high distances. File:1.6.2 Farlands Void.png "Fixed" by removing them entirely.
1.7.2
(13w41a)
1.8
(pre2)
Paintings are placed at the incorrect positions when far from the origin. Painting precision loss
[needs in-game testing] 1.8
(pre2)[10]
There existed high-distance bugs with item frames.
[needs testing] 1.8.2
(pre5)
Rain rendering loses precision at high horizontal distances, becoming visible only sometimes beyond 2^23 and becoming completely invisible at 2^24. High dist rain
Beta 1.5 1.8.2
(pre5)
Rain particles lose precision. Rain precision loss old There exists a later regression from 20w06a to 1.16-pre1.
Beta 1.8
(pre1)
1.8.2
(pre5)
Smoke particles from rain hitting lava lose precision. Lava rain precision loss old There exists a later regression from 20w06a to 1.16-pre1.
Alpha v1.0.1 1.8.2
(pre5)[11]
Redstone torch particles lose precision. Redstone torch precision loss
1.0.0
(Beta 1.9-pre6)
1.9
(15w31a)
End crystals generated atop obsidian pillars would be offset at high distances. 18CornerEnd Impossible to witness in vanilla, as End terrain does not generate this far out. However, with mods (such as those that re-enable the Far Lands), all End terrain would spawn obsidian pillars, allowing for this to be seen.
1.9
(15w31a)
1.9
(15w33a)
The end gateway block's effect breaks when far from the origin. End gateway precision loss
Alpha v1.0.1 1.9
(15w37a)
Pressure plates detect activating entities wrongly when far from the origin. Pressure plate precision loss
Alpha v1.0.11 1.9
(15w38a)
The cactus collision box loses precision. File:Cactus collision precision loss.png
Beta 1.2 1.9
(15w38a)
The cake collision box loses precision. File:Cake collision precision loss.png
Beta 1.2 1.9
(15w38a)
The cake wireframe hitbox loses precision. File:Cake hitbox bug.png Likely due to MC-106300, making it impossible to see; was probably truly fixed alongside cactus
[needs in-game testing] 1.9
(15w38a)
The piston head collision box loses precision. Piston collision precision loss
1.1
(12w01a)
1.9
(15w38a)
The fence gate collision box loses precision. File:Fence gate collision precision loss.png
Alpha v1.0.11 1.9
(15w49a)
The cactus wireframe hitbox loses precision. File:Cactus hitbox bug.png
1.8
(14w32a)
1.9
(15w49a)
Falling block rendering at high distances snaps to the corners of blocks. Falling block older precision loss
Alpha v1.0.6 1.9
(16w04a)
Boats are placed at the wrong position when far enough. Boat precision loss Fix potentially related to MC-90011
1.6
(13w16a)
1.9
(16w06a)
Lead knots are placed at the wrong position when far enough. Lead position precision loss
1.7.2
(13w41a)
1.9
(16w06a)
Item frames are placed at the incorrect positions when far from the origin. Item frame position precision loss 1.7
[needs in-game testing] 1.11
(16w40a)[12]
Piston placement approximates the player's position using a precision-losing float. Placement precision loss
Beta 1.7 1.11
(16w40a)[13]
The extension and contraction animations of pistons act oddly, somewhat following the player around at high distances. Piston offset bug While this bug did affect Beta 1.7, it was impossible to notice due to the rest of the world being broken in the same way, such that the two effects would occur in unison. While world rendering was fixed in Beta 1.8, piston tile entity rendering was not, resulting in pistons looking out of place as a result until their fixing.
1.0.0
(Beta 1.9-pre3)
1.11
(16w40a)
The rendering of the end portal block breaks and jitters intensely at high distances, giving way to complete blackness. Black portal block In this version, the effect was made to remain static in respect to the screen, as opposed to moving with the player, a change made to end gateway blocks early in their development which also fixed high distance bugs.
Alpha v1.0.2 1.13
(17w47a)
Redstone ore particles are formed wrongly when far from the origin. Redstone ore precision loss
1.4.6
(12w49a)
1.14
(19w03a)
Firework rockets are placed at the wrong positions when far from the origin. Firework precision loss
Beta 1.3 1.14
(19w08a)
Beds place the player at their edge when used far from the origin, and drop them off at a precision-losing point when far as well. Bed precision loss
1.9
(15w49a)
1.15
(19w39a)[14]
Falling blocks render very oddly at high distances, constantly jumping around in response to camera movement, and jitter when falling even with a still camera. Falling block precision loss The shape of the block distorting and becoming non-cubic is also possible on some GPUs.
Likely Indev 1.15
(pre1)
Black smoke particles from TNT exploding are generated at the wrong place at far distances. Explosion precision loss "Fixed" by removing these particles entirely, see MC-165991
Likely Indev 1.15
(pre1)
White smoke particles from TNT exploding are generated at the wrong place at far distances. White Explosion precision loss "Fixed" by removing these particles entirely, see MC-165991
Likely Indev 1.15
(pre4)[15]
When lit, TNT is generated at the wrong place at far distances. TNT offset bug
Infdev 20100625-2 1.15
(pre4)
Spawner particles lose precision. Spawner precision loss
Alpha v1.2.0 1.15
(pre4)
The particles of the nether portal block form at the wrong place high distances. Nether portal precision loss
1.0.0
(Beta 1.9-pre1)
1.15
(pre4)
Mycelium particles lose precision. Mycelium precision loss
1.0.0
(Beta 1.9-pre3)
1.15
(pre4)
The particles of the end portal block form at the wrong place high distances. End portal particle precision loss
1.0.0
(Beta 1.9-pre3)
1.15
(pre4)
Brewing stand particles lose precision. Brewing stand precision loss
1.0.0
(Beta 1.9-pre3)
1.15
(pre4)[16]
The book of the enchanting table faces the wrong direction when far enough from the origin. Enchantment table angle precision loss
1.5
(13w06a)
1.15
(pre4)
Particles from minecart with spawners lose precision. Spawner cart precision loss
1.7.2
(13w36a)
1.15
(pre4)
Particles from falling from a height lose precision. Fall precision loss
1.7.2
(13w36a)
1.15
(pre4)[17]
Particles from fishing lose precision. Fishing precision loss
1.8
(14w04a)
1.15
(pre4)
The /particle command generates particles at the wrong place at far distances. Particle command precision loss
1.8
(14w06a)
1.15
(pre4)
Barrier particles lose precision. Barrier precision loss
1.8
(14w33a)
1.15
(pre4)
Particles from breaking an armor stand lose precision. Armor stand precision loss
1.9
(15w31a)
1.15
(pre4)[18]
End gateway particles move to the wrong place. End gateway particle precision loss
1.9
(15w34b)
1.15
(pre4)
Dark heart particles from hurting mobs lose precision. Damage heart precision loss
1.9
(15w34c)
1.15
(pre4)
Particles from sweep attacks lose precision. Sweep attack precision loss
1.10
(16w20a)
1.15
(pre4)
The particles of suspended gravity affected blocks form at the wrong place at high distances. Physics particle precision loss
1.13
(18w07a)
1.15
(pre4)[19]
Squid ink particles lose precision. Squid precision loss
1.13
(18w10c)
1.15
(pre4)
Underwater particles lose precision. Underwater precision loss
1.13
(18w15a)
1.15
(pre4)[20]
Conduit particles move to the wrong place. Conduit precision loss
1.5
(13w04a)
1.16
(20w12a)[21]
Bone meal particles lose precision. Bone meal precision loss
[needs in-game testing] 1.16
(pre1)[22]
Mob spawning breaks at high distances. May be related to a bug that caused naturally spawned passive mobs to suffocate in blocks when generated at high distances.
[needs in-game testing] 1.16
(pre1)[23]
Dripping particles from leaves lose precision. Leaves precision error
Likely Indev 1.16
(pre1)[24]
When set off by another explosion, TNT is generated at the wrong place at far distances. Detonation offset
Beta 1.3 1.16
(pre1)[25]
Red smoke from redstone repeaters loses precision. Repeater precision error
Beta 1.5 1.16
(pre1)[26]
Detector rails do not detect the presence of minecarts properly. Detector rail precision loss
1.0.0
(Beta 1.9-pre3)
1.16
(pre1)[27]
The book of the enchanting table sometimes does not open at all when far enough from the origin. Enchantment table presence precision loss
[needs in-game testing] 1.16
(pre1)[28][needs in-game testing]
Minecarts with chests that generate in mineshafts appear at the wrong locations at high distances. Minecart generation precision loss
1.13
(18w10c)
1.16
(pre1)[29]
Embers from lava lose precision. Lava precision error
1.14
(19w03a)
1.16
(pre1)[30]
Embers from campfires lose precision. Campfire precision error
1.14
(19w14a)
1.16
(pre1)[31]
Smoke from adding an eye of ender to an end portal frame loses precision. End portal frame precision error due to fix for MC-10369
1.16
(20w06a)
1.16
(pre1)[32]
Rain particles lose precision. New rain precision error Likely from fix to MC-131770
1.16
(20w06a)
1.16
(pre1)[33]
Smoke particles from rain hitting lava lose precision. Rain lava precision error resurfaced due to MC-164158 and above ticket
1.16
(20w06a)
1.16
(pre1)[34]
Smoke particles from rain hitting campfires lose precision. Campfire smoke precision loss Likely related to the very similar lava case
1.16
(20w06a)
1.16
(pre1)[35]
Ambient particles from the crimson forest, soul sand valley and warped forest lose precision. Warped forest precision loss The example to the left was taken at >2^30 blocks, as the effect, while reproducible, is hard to demonstrate in an image within vanilla bounds.
[needs in-game testing] 1.16
(pre1)[36]
Pathfinding of mobs breaks at high distances causing mobs to rotate in a humorous fashion.
1.16
(20w15a)
1.16
(pre1)[37]
Smoke particles from rain hitting soul campfires lose precision. Soul campfire smoke precision loss
1.16
(20w15a)
1.16
(pre1)[38]
Ambient particles from the basalt deltas lose precision. Basalt deltas precision loss
1.16
(20w19a)
1.16
(pre1)[39]
Particles from active redstone wire lose precision. Redstone dust precision error From the fix to MC-181566
[needs in-game testing] 1.16.2
(20w28a)
Mineral veins generate more blocky at high distances. Ore gen precision loss Between 67,108,864 and 134217728 blocks, this bug will cause the game to crash, as ore veins end up being placed in adjacent chunks, resulting in a huge chain reaction of chunk loading.[40]
[needs in-game testing] Current Rain and snow appear stretched when the player is high up or low down enough. File:StretchedSnow.png
[needs in-game testing] Current Snow layers generate more angular at high distances. Precision loss snow
[needs in-game testing] Current Translucent blocks (or translucent elements such as different parts of slime blocks and honey blocks) can sometimes erroneously stop different translucent blocks/elements behind them from rendering, likely due to it assuming they wouldn't be seen from the player's precision-deficient position. Translucent rendering precision loss

High-time precision loss bugs

This section is missing information about test guardians. 
Please expand the section to include this information. Further details may exist on the talk page.
Introduced Fixed/changed Error Example Notes
[more information needed] [more information needed] The beacon beam stops rotating and becomes visually broken at high time values. Ancient beacon MC-1279
[more information needed] [more information needed] Banners stop moving in the wind after a certain amount of time. Frozen banner MC-63720 - the value is somewhere between 3m and 3.5m

Other issues

Introduced Fixed/changed Error Example Notes
[needs in-game testing] Beta 1.8
(pre1)
Chunk duplication glitch occurs beyond 218 at every power of two as well as Spawn. Farlands Trees
1.14
[needs in-game testing]
Current Lighting completely stops working beyond 33,554,432 blocks. Impossible to see within vanilla bounds, however it also stops after a few thousand blocks on the Y axis in vanilla for the same reason, which can be tested.

Trivia

  • Up until 1.1, there existed a major bug with the OptiFine mod[41][42][43] which would cause world rendering to completely break when traveling a far enough distance away, with effects manifesting as soon as 10,000 blocks. The effects would appear to get more intense continuously when moving far away from the center of the world, as opposed to having cutoffs every 2n blocks, due to this rendering bug also taking rotation into account (although if the rotation is kept constant and along one axis discrete jumps become noticeable). The bug existed due to the mod undoing vanilla's fix for said bug.

Gallery

Fixed bugs

Particle errors

Model issues

References

External links

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