Java Edition hard limits
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Reason:
Reason:
- (Various) grammatical mistakes make parts of the page difficult to read.
- This page use second person point of view instead of using 3rd person.
This feature is exclusive to Java Edition.
This page documents current and historical hard limits of Java Edition. These are defined as boundaries which exist due to the game's code and data types, as opposed to limits which have been implemented intentionally (see World boundary) or effects due to precision loss (see Java Edition distance effects).
Current limits
Horizontal limits
| Coordinates | Hard Limits | Images of limits |
|---|---|---|
(X/Z: ±2; Precision loss errors) |
Main article: Java Edition distance effects
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(X/Z: ±370,727; The End generation breakdown) |
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(X/Z: ±33,554,432; Lighting breakdown) |
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(X/Z: ±1,073,741,824; Village generation limit) |
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(X/Z: >±2,147,483,647; 32-bit limit) |
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(X/Z: >±9,223,372,036,854,775,807; 64-bit limit) |
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Vertical limits
| Coordinates | Hard Limits | Images of limits |
|---|---|---|
(Y: ±257 - ±2,048; Lighting breakdown) |
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(Y: ±2^1024; Absolute limit) |
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Historical limits
Horizontal limits
| Coordinates | Hard Limits | Images of limits | |
|---|---|---|---|
Spawn chunk glitch (X/Z: ±524,288–X/Z: ±2,146,959,360) |
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Item entity render limit (X/Z: >±67,108,864)This section is missing information about: start and end versions.
Please expand the section to include this information. Further details may exist on the talk page.
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Rain and snow fading (X/Z: >±134,217,728) |
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Third person view limit (X/Z: >±268,435,456)This section is missing information about: start and end versions, positions...
Please expand the section to include this information. Further details may exist on the talk page.
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Entity shadow limit (X/Z: >±536,870,912) |
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32-bit limit (X/Z: >±2,147,483,647) |
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Cloud render limit (X/Z: ±25,769,803,764) |
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Chunk overflow limit (X/Z: >±34,359,738,368) |
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Region overflow limit (X/Z: >±1,099,511,627,776) |
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Player movement limit (X/Z: >±2,251,799,813,685,248) |
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64-bit integer limit (X/Z: >±9,223,372,036,854,775,807) |
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64-bit chunk overflow limit (X/Z: >±147,573,952,589,676,412,928) |
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64 bit region overflow limit (X/Z: >+4,722,366,482,869,645,213,184) |
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128-bit Indev limit (X/Z: >340,282,366,920,938,463,463,374,607,431,768,211,456) |
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64-bit floating point limit (X/Z: >±1.797693134862315907729305190789×10308) |
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Vertical limits
| Coordinates | Hard Limits | Images of limits |
|---|---|---|
(Y: <−2,147,483,647)This section needs cleanup to comply with the style guide. [discuss]
Please help improve this section. The talk page may contain suggestions.
Reason: organize |
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(Y: >+2,147,483,647) |
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(Y: >+22,502) and (Y: <-30,722) |
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(Y:>+4,503,599,627,370,496) and (Y:<-4,503,599,627,370,496) |
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(Y:>+36,028,797,018,963,968) |
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History
| Java Edition Beta | |||||||
|---|---|---|---|---|---|---|---|
| 1.6 | Test Build 3 | Chunk duplication occurs every 219[verify] blocks and repeats every 524,288 blocks. | |||||
| 1.8 | pre1 | Chunk duplication has been patched. | |||||
| The Far Lands has been fixed to not appear within world boundaries. | |||||||
| The spawn chunk glitch has been fixed to not appear within world boundaries. | |||||||
| Java Edition | |||||||
| 1.14 | 18w43a | Lighting breaks completely at X/Z ±33,554,432 or Y ±2048.[4] | |||||
| ? | Villages are glitched at high distances.[5] | ||||||
| ? | ? | Entity no longer lose their shadows beyond X/Z 536,870,912. | |||||
| ? | ? | Rain and snow no longer fade at various horizontal distances beyond X/Z 134,217,728. | |||||
Gallery
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Picture of someone going to the 32-bit integer limit in Vanilla 1.8 using external programs -
The end of Minecraft terrain generation at X: 2,147,483,794, about 146 blocks over the 32-bit limit. World rendering stops working at this point. -
The end of Minecraft terrain generation in the Nether at X: 2,147,483,644 (231 - 4). -
X: 34,359,738,079, where chunks start to become overwritten. -
Same location as the previous screenshot, but the game is paused (notice an extremely high spike in CPU usage). -
Y: 2,147,483,647, where rain and snow rendering stops. -
A player teleporting to "Not a number" on the X/Z axis. -
Fast clouds disappear exactly at 17,179,869,184 on this limit for 1 frame. -
The far lands map -
The hard limit map that was removed in here Note: Misleading map
References
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| Bugs |
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| Removed |
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