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Table of known effects

参见:Java版hard limits

Note: This history section is sorted by when each case was fixed, shaded areas in gray in the introduction/fix columns are non-actual versions or testing for versions needed, and shaded areas in pink indicate distance effects affecting in the development versions only.


High-distance precision loss bugs

该段落需要补充更多信息。

所需信息:

  • Piston sounds lost precision somewhat at high distances which can be detected by ear - from my memory it affects 1.4 but was fixed in or before 1.6
  • Further research is needed into mob spawning and pathfinding precision loss and its overall history - will likely require direct analysis of spawning/pathfinding code. Pathfinding was definitely broken in 19w08b
  • Test item frame drop location throughout history

From Until Change type Error Example Notes
Likely Classic Indev 20100218 Feature removed
(with regression)
Rain appears stretched out at extreme heights. File:Weather rendering precision loss 1.png → Go to section
Likely from the start Infdev 20100227-1 Fixed Entities use 32-bit floats for position, rather than doubles. → Go to section
Likely from the start Infdev 20100313[1] Fixed Blocks stop being solid after X/Z: +16,777,216.
Likely Classic Infdev 20100313[1] Fixed Particles are stretched and deformed at high distances. File:Particles lose precision.png
0.0.13a Infdev 20100313[1] Fixed The outline box of blocks shakes and jitters considerably at high distances. File:Outline box rendering precision loss.png → Go to section
Likely from the start Infdev 20100313[1] Fixed World rendering loses precision in such a way that chunks become detached from each other. File:Chunk rendering precision loss 1.png → Go to section
Likely from the start Infdev 20100313[1] Fixed The world periodically stops rendering entirely when the player is at far distances. → Go to section
Infdev 20100313 Infdev 20100316 Fixed Flowers, mushrooms, torches, saplings and wheat lose precision and appear 2D at high distances. 313 far items → Go to section
Likely Classic Infdev 20100327 Fixed Terrain is blockier at high distances. File:Terrain precision loss.png
Indev 20100128 Alpha v1.0.1 Feature
removed
Gears appear visually stretched at high distances. File:Gear model precision loss.png → Go to section
Infdev 20100325 [需要测试] Feature
removed
Particles generated by stationary water blocks lose precision. File:Water precision loss.png
[需要测试] [需要测试] Feature removed
(with regression)
Rain particles in third person mode lose precision at high coordinates. Rain particle grid The appearance of these particles in the first place is a bug, likely due to remaining F5 rain code.
Alpha v1.0.4 Alpha v1.2.0 Feature removed
(with regression)
Snow in worlds with winter mode appears stretched at high heights. File:Weather rendering precision loss 2.png → Go to section
Alpha v1.0.1 Beta 1.5 Changed Redstone wire appears bugged at high distances when traveling up a block. File:Vertical redstone model precision loss 1.png → Go to section
Infdev 20100607 Beta 1.8
(pre1)
Fixed Ladders appear visually stretched at high distances. File:Ladder model precision loss.png → Go to section
Infdev 20100616 Beta 1.8
(pre1)
Fixed Water and lava side textures render incorrectly at high distances. File:Fluid model precision loss.png → Go to section
Infdev 20100618 Beta 1.8
(pre1)
Fixed Rails appear visually stretched at high distances. File:Rail model precision loss.png → Go to section
Infdev 20100624 Beta 1.8
(pre1)
Fixed The terrain rendering appears offset and loses precision at high coordinates, giving way to the famous jitter of the Far Lands. File:World rendering precision loss.gif → Go to section
Beta 1.3 Beta 1.8
(pre1)
Fixed The top faces of redstone repeaters lose precision at high coordinates. File:Redstone repeater model precision loss.png → Go to section
Beta 1.5 Beta 1.8
(pre1)
Fixed Powered rails and detector rails appear visually stretched at high distances. File:Redstone rail model precision loss.png → Go to section
Beta 1.5 Beta 1.8
(pre1)
Fixed Redstone wire appears offset from its base block, although otherwise correctly sized, when traveling up a block. File:Vertical redstone model precision loss 2.png → Go to section
1.0.0
(Beta 1.9-pre4)
1.3.1
(12w18a)
Feature removed
(with regression)
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)
Fixed The wall collision box loses precision. File:Wall collision box precision loss.png → Go to section
Infdev 20100618 1.4.6
(12w49a)
Fixed Gravity-affected blocks at high distances can duplicate blocks and allow for infinite items, with natural configurations potentially autonomously generating thousands of item entities.
1.0.0
(Beta 1.9-pre2)
1.5
(13w06a)
Fixed Fence and nether brick fence collision boxes are broken at high distances. File:Fence collision box precision loss.png → Go to section
Indev 20100223 1.7.2
(13w38a)
Changed Paintings are placed at the incorrect positions when far from the origin. Painting bug pre 38a
1.4.2
(12w34a)
1.7.2
(13w38a)[2]
Changed 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)[3]
Changed 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)[3]
Changed 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)[3]
Fixed 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. The objects desynced from terrain become very jittery on some hardware.
Infdev 20100624 1.8?
[需要检查源代码]
Fixed Chunks may not render at all even if clearly in view. Close chunks not rendering
Likely Indev 1.8
(14w02a)
Fixed
(with regression)
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)
Fixed The arms of pistons lose precision, causing them to stretch or even escape the block itself if far enough. File:Piston model precision loss.png → Go to section
Beta 1.8
(pre1)
1.8
(14w02a)
Fixed
(with regression)
Underwater particles lose precision. Water particle error early There exists a later regression from 18w10c to 1.15pre4.
1.0.0
(Beta 1.9-pre1)
1.8
(14w02a)
Fixed Water dripping particles lose precision. Water drip precision loss
1.0.0
(Beta 1.9-pre1)
1.8
(14w02a)
Fixed Lava dripping particles lose precision. Lava drip precision loss
1.0.0
(Beta 1.9-pre3)
1.8
(14w02a)
Fixed The inside faces of cauldrons lose precision, and can escape the block itself if far enough. File:Cauldron model precision loss.png → Go to section
1.3.1
(12w22a)
1.8
(14w02a)
Fixed The tripwire model loses precision, causing it to disappear or stretch when far enough. File:Tripwire model precision loss.png → Go to section
1.3.1
(12w22a)
1.8
(14w02a)
Fixed The tripwire hook model when connected to tripwire loses precision. Tripwire hook broken type 2 → Go to section
1.4.2
(12w34a)
1.8
(14w02a)
Fixed The inside faces of flower pots lose precision, and can escape the block itself if far enough. File:Flower pot model precision loss.png → Go to section
1.5
(13w01a)
1.8
(14w02a)
Fixed The inside faces of hoppers lose precision, and can escape the block itself if far enough. File:Hopper model precision loss.png → Go to section
1.0.0
(Beta 1.9-pre1)
1.8
(14w10a)
Fixed Lily pads appear glitched at 8388608 blocks out and are invisible from 8388609 blocks onward. File:Lily pad model precision loss.png
Indev 20100109 1.8
(14w17a)
Fixed 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 → Go to section
Alpha v1.0.1 1.8
(14w17a)
Fixed Redstone wire appears bugged at high distances. File:Redstone model precision loss.png → Go to section
Infdev 20100618 1.8
(14w25a)
Fixed Falling block spawning at high distances snaps to the corners of blocks. Falling block creation precision loss
Likely Indev 1.8
(14w28a)
Fixed When breaking a container, the contained items are dropped in the wrong area. Furnace drop precision loss
1.8
(14w30a)
1.8
(14w30c)[4]
Fixed World rendering is now extremely broken at high distances, with chunks vibrating and becoming detached. File:Chunk rendering precision loss 2.png → Go to section
Indev 20100125-2 1.8
(14w32a)[5]
Fixed Torch flame particles are formed at the wrong positions at high distances. Torch precision loss Wall torch particles are offset further after losing precision, to account for wall torches not being centered on the block.
Indev 20100125-2 1.8
(14w32a)[5]
Fixed Fire smoke particles are formed at the wrong positions at high distances. Fire precision loss
Indev 20100219 1.8
(14w32a)[5]
Fixed Furnace flame particles are formed at the wrong positions at high distances. Furnace precision loss
Infdev 20100618 1.8
(14w32a)
Fixed 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.
Infdev 20100624 1.8
(14w32a)
Fixed 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)
Feature
removed
Void particles are formed incorrectly at high distances. File:Void particle precision loss.png "Fixed" by removing them entirely.
1.7.2
(13w41a)
1.8
(pre2)
Fixed Paintings are placed at the incorrect positions when far from the origin. Painting precision loss
1.4.2
(12w34a)
1.8
(pre2)[6]
Fixed There existed high-distance bugs with item frames clipping and not being interactable. Frame clipping
Beta 1.5 1.8.2
(pre5)
Fixed
(with regression)
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)[7]
Fixed 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 1.8
(pre1)
1.8.2
(pre5)
Fixed
(with regression)
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)[8]
Fixed Redstone torch particles lose precision. Redstone torch precision loss
1.0.0
(Beta 1.9-pre6)
1.9
(15w31a)
Fixed 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.
Potentially an early manifestation of MC-92901
1.9
(15w31a)
1.9
(15w33a)
Fixed The end gateway block's effect breaks when far from the origin. End gateway precision loss
Alpha v1.0.1 1.9
(15w37a)
Fixed Pressure plates detect activating entities wrongly when far from the origin. Pressure plate precision loss Some pressure plates only recognize the player when stepping on a precision loss point, and others can preserve a signal even when the player is off them.
Alpha v1.0.11 1.9
(15w38a)
Fixed The cactus collision box loses precision. File:Cactus collision box precision loss.png → Go to section
Beta 1.2 1.9
(15w38a)
Fixed The cake collision box loses precision. File:Cake collision box precision loss.png → Go to section
Beta 1.2 1.9
(15w38a)
Fixed The cake outline box loses precision. File:Cake outline box precision loss.png → Go to section
1.1
(12w01a)
1.9
(15w38a)
Fixed The fence gate collision box loses precision. File:Fence gate collision box precision loss.png → Go to section
Alpha v1.0.11 1.9
(15w49a)
Fixed The cactus outline box loses precision. File:Cactus outline box precision loss.png → Go to section
1.8
(14w32a)
1.9
(15w49a)
Changed Falling block rendering at high distances snaps to the corners of blocks. Falling block older precision loss
Alpha v1.0.6 1.9
(16w04a)
Fixed 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)
Fixed Lead knots are placed at the wrong position when far enough. Lead position precision loss
1.4.2
(12w34a)
1.9
(16w06a)
Fixed Item frames are placed at the incorrect positions when far from the origin. Item frame position precision loss 1.7 Hard to notice prior to 13w41a due to them not appearing at their actual position. Manifestation may differ across versions.
Beta 1.2 1.11
(16w40a)[9]
Fixed Piston, command block, dispenser and other blocks which can be placed in 6 directions approximate the player's position using a precision-losing float. Placement precision loss
Beta 1.7 1.11
(16w40a)[10]
Fixed The extension and contraction animations of pistons act oddly, somewhat following the player around at high distances. Piston offset bug → Go to section
1.0.0
(Beta 1.9-pre3)
1.11
(16w40a)
Fixed 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.
Likely Infdev
[需要测试]
1.13?
[需要测试]
Fixed Terrain features seem to periodically "avoid" certain stripes of land at high distances on world generation.
Alpha v1.0.2 1.13
(17w47a)
Fixed Redstone ore particles are formed wrongly when far from the origin. Redstone ore precision loss
1.9
(15w44a)
1.13
(17w47a)[11]
Fixed End crystals were placed at the wrong position when far from the origin. End crystal precision loss
1.4.6
(12w49a)
1.14
(19w03a)
Fixed Firework rockets are placed at the wrong positions when far from the origin. Firework precision loss
Beta 1.3 1.14
(19w08a)
Fixed 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)[12]
Fixed 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 → Go to section
Classic or Indev 1.15
(pre1)
Feature
removed
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
Classic or Indev 1.15
(pre1)
Fixed 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, despite them seemingly not even being removed at all
Classic or Indev 1.15
(pre4)[13]
Fixed When lit manually, TNT is generated at the wrong place at far distances. TNT offset bug
Infdev 20100625-2 1.15
(pre4)
Fixed Spawner particles lose precision. Spawner precision loss
Alpha v1.2.0 1.15
(pre4)
Fixed 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)
Fixed Mycelium particles lose precision. Mycelium precision loss
1.0.0
(Beta 1.9-pre3)
1.15
(pre4)
Fixed 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)
Fixed Brewing stand particles lose precision. Brewing stand precision loss
1.0.0
(Beta 1.9-pre3)
1.15
(pre4)[14]
Fixed 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)
Fixed Particles from minecart with spawners lose precision. Spawner cart precision loss
1.7.2
(13w36a)
1.15
(pre4)
Fixed Particles from falling from a height lose precision. Fall precision loss
1.7.2
(13w36a)
1.15
(pre4)[15]
Fixed Particles from fishing lose precision. Fishing precision loss
1.8
(14w04a)
1.15
(pre4)
Fixed The /particle command generates particles at the wrong place at far distances. Particle command precision loss
1.8
(14w06a)
1.15
(pre4)
Fixed Barrier particles lose precision. Barrier precision loss
1.8
(14w33a)
1.15
(pre4)
Fixed Particles from breaking an armor stand lose precision. Armor stand precision loss
1.9
(15w31a)
1.15
(pre4)[16]
Fixed End gateway particles move to the wrong place. End gateway particle precision loss
1.9
(15w34b)
1.15
(pre4)
Fixed Dark heart particles from hurting mobs lose precision. Damage heart precision loss
1.9
(15w34c)
1.15
(pre4)
Fixed Particles from sweep attacks lose precision. Sweep attack precision loss
1.10
(16w20a)
1.15
(pre4)
Fixed 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)[17]
Fixed Squid ink particles lose precision. Squid precision loss
1.13
(18w10c)
1.15
(pre4)
Fixed Underwater particles lose precision. Underwater precision loss
1.13
(18w15a)
1.15
(pre4)[18]
Fixed Conduit particles move to the wrong place. Conduit precision loss
1.5
(13w04a)
1.16
(20w12a)[19]
Fixed Bone meal particles lose precision. Bone meal precision loss
[需要测试] 1.16
(pre1)[20]
Fixed Mob spawning breaks at high distances. Spawning and pathfinding precision loss May be related to a bug that caused naturally spawned passive mobs to suffocate in blocks when generated at high distances.[21] Example shows before and after 268435456.
Likely Indev 1.16
(pre1)[22]
Fixed When set off by another explosion, TNT is generated at the wrong place at far distances. Detonation offset
Beta 1.3 1.16
(pre1)[23]
Fixed Red smoke from redstone repeaters loses precision. Repeater precision error The smoke is offset further after precision loss depending on the repeater's delay.
Beta 1.5 1.16
(pre1)[24]
Fixed Detector rails do not detect the presence of minecarts properly. Detector rail precision loss
1.0.0
(Beta 1.9-pre3)
1.16
(pre1)[25]
Fixed The book of the enchanting table sometimes does not open at all when far enough from the origin. Enchantment table presence precision loss
1.3.1
(12w22a)
1.16
(pre1)[26]
Fixed Dripping particles from leaves lose precision. Leaves precision error
1.5
(13w02a)
1.16
(pre1)[27]
Fixed 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)[28]
Fixed Embers from lava lose precision. Lava precision error
1.14
(19w03a)
1.16
(pre1)[29]
Fixed Embers from campfires lose precision. Campfire precision error
1.14
(19w14a)
1.16
(pre1)[30]
Fixed 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)[31]
Fixed Rain particles lose precision. New rain precision error Likely from fix to MC-131770
1.16
(20w06a)
1.16
(pre1)[32]
Fixed 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)[33]
Fixed 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)[34]
Fixed 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.
1.16
[需要测试]
1.16
(pre1)[35]
Fixed Pathfinding of mobs breaks at high distances causing mobs to rotate in a humorous fashion.
1.16
(20w15a)
1.16
(pre1)[36]
Fixed Smoke particles from rain hitting soul campfires lose precision. Soul campfire smoke precision loss
1.16
(20w15a)
1.16
(pre1)[37]
Fixed Ambient particles from the basalt deltas lose precision. Basalt deltas precision loss
1.16
(20w19a)
1.16
(pre1)[38]
Fixed Particles from active redstone wire lose precision. Redstone dust precision error From the fix to MC-181566
Infdev 20100325 1.16.2
(20w28a)[39]
Fixed Blobs 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 blobs end up being placed in adjacent chunks, resulting in a huge chain reaction of chunk loading.[40]
1.8
(14w17a)
1.17
(21w17a)
Fixed The world border's radius is controlled by a float, making many world border sizes inaccessible.
Likely from the start
[需要检查源代码]
Current[41] Current Sounds can come from the wrong places at high distances. → Go to section
Beta 1.6.5 Current[42] Current Rain and snow appear stretched when the player is high up or low down enough. File:Weather rendering precision loss 3.png → Go to section
1.7.2
(13w41a)
Current[43] 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 → Go to section
1.9
(16w02a)
Current[44] Current Temperature is blockier at high distances, resulting in blockier snow and ice generation and more. Precision loss snow → Go to section
1.17
(20w49a)
Current[45] Current Vibrations for sculk sensors are created at the wrong positions
1.17
([需要更多信息])
Current[46] Current Projectiles do not collide with players above 8,388,608 on the Y axis
1.17
(21w20a)
Current[47] Current Dropped items are created at the wrong positions File:Item drop precision loss.png


High-time precision loss bugs

该段落需要补充更多信息。

所需信息:Was MC-227557 a time issue?

While not strictly distance effects, these similarly concern precision loss issues with float casting that happen due to excessive time values, regardless of spatial position.

Introduced Fixed/changed Error Example Notes
1.4.2
(12w38a)
1.8.1
(pre3)[48]
The beacon beam becomes more jittery in rotation, eventually stopping rotating and its texture becoming visually broken at high time values. Ancient beacon
1.8
(14w30a)
1.15
(19w35a)[49]
Banners stop moving in the wind after a certain amount of time. Frozen banner The value is somewhere between 3m and 3.5m.
1.15
(19w38a)
1.15
(pre3)[49]
Banners stop moving in the wind after a certain amount of time. File:Frozen banner again.png
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