Java Edition hard limits
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This article is reproduced from Java Edition hard limits on the Minecraft Wiki. Mirrored from revision 3720121. It is licensed CC BY-NC-SA 3.0 by the Minecraft Wiki contributors — not under the Codex’s CC BY-SA 4.0, and it may not be used commercially. Edits belong upstream, not here.
- Current limits
- Horizontal limits
- (X/Z: ±2; Precision loss errors)
- (X/Z: ±370,727; The End generation breakdown)[until: JE 26.3]
- (X/Z: ±33,554,432; Packed coordinate limit)
- (X/Z: ±1,073,741,824; Village generation limit)
- (X/Z: >±2,147,483,647; 32-bit limit)
- (X/Z: >±9,223,372,036,854,775,807; 64-bit limit)
- Vertical limits
- (Y: ±257 - ±2,048; Lighting breakdown)
- (Y: ±2^1024; Absolute limit)
- Historical limits
- Horizontal limits
- Spawn chunk glitch (X/Z: ±524,288–X/Z: ±2,146,959,360)
- Item entity render limit (X/Z: >±67,108,864)
- Rain and snow fading (X/Z: >±134,217,728)
- Third person view limit (X/Z: >±268,435,456)
- Entity shadow limit (X/Z: >±536,870,912)
- 32-bit limit (X/Z: >±2,147,483,647)
- Cloud render limit (X/Z: ±25,769,803,764)
- Chunk overflow limit (X/Z: >±34,359,738,368)
- Region overflow limit (X/Z: >±1,099,511,627,776)
- Player movement limit (X/Z: >±2,251,799,813,685,248)
- 64-bit integer limit (X/Z: >±9,223,372,036,854,775,807)
- 64-bit chunk overflow limit (X/Z: >±147,573,952,589,676,412,928)
- 64 bit region overflow limit (X/Z: >+4,722,366,482,869,645,213,184)
- 128-bit Indev limit (X/Z: >340,282,366,920,938,463,463,374,607,431,768,211,456)
- 64-bit floating point limit (X/Z: >±2^1024)
- Vertical limits
- (Y: <−2,147,483,647)
- (Y: >+2,147,483,647)
- (Y: >+22,502) and (Y: <-30,722)
- (Y:>+4,503,599,627,370,496) and (Y:<-4,503,599,627,370,496)
- (Y:>+36,028,797,018,963,968)
- History
- Gallery
- References
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.
- Some examples on this page are clearly distance effects rather than hard limits.
This page documents current and historical hard limits of Java Edition. These are defined as effects which arise due to integer limits inside of 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) |
|
|
(X/Z: ±370,727; The End generation breakdown)[until: JE 26.3] |
|
|
(X/Z: ±33,554,432; Packed coordinate limit) |
|
|
(X/Z: ±1,073,741,824; Village generation limit) |
|
|
(X/Z: >±2,147,483,647; 32-bit limit) |
|
|
(X/Z: >±9,223,372,036,854,775,807; 64-bit limit) |
|
Vertical limits
| Coordinates | Hard Limits | Images of limits |
|---|---|---|
(Y: ±257 - ±2,048; Lighting breakdown) |
|
|
(Y: ±2^1024; Absolute limit) |
|
Historical limits
Horizontal limits
| Coordinates | Hard Limits | Images of limits | |
|---|---|---|---|
Spawn chunk glitch (X/Z: ±524,288–X/Z: ±2,146,959,360) |
|
||
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.
|
|
||
Rain and snow fading (X/Z: >±134,217,728) |
|
||
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.
|
|
||
Entity shadow limit (X/Z: >±536,870,912) |
|
||
32-bit limit (X/Z: >±2,147,483,647) |
|
||
Cloud render limit (X/Z: ±25,769,803,764) |
|
||
Chunk overflow limit (X/Z: >±34,359,738,368) |
|
||
Region overflow limit (X/Z: >±1,099,511,627,776) |
|
||
Player movement limit (X/Z: >±2,251,799,813,685,248) |
|
||
64-bit integer limit (X/Z: >±9,223,372,036,854,775,807) |
|
||
64-bit chunk overflow limit (X/Z: >±147,573,952,589,676,412,928) |
|
||
64 bit region overflow limit (X/Z: >+4,722,366,482,869,645,213,184) |
|
||
128-bit Indev limit (X/Z: >340,282,366,920,938,463,463,374,607,431,768,211,456) |
|
||
64-bit floating point limit (X/Z: >±2^1024) |
|
Vertical limits
| Coordinates | Hard Limits | Images of limits |
|---|---|---|
(Y: <−2,147,483,647)This section needs cleanup to comply with the style guide. [discuss]
|
|
|
(Y: >+2,147,483,647) |
|
|
(Y: >+22,502) and (Y: <-30,722) |
|
|
(Y:>+4,503,599,627,370,496) and (Y:<-4,503,599,627,370,496) |
|
|
(Y:>+36,028,797,018,963,968) |
|
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.[3] | |||||
| ? | Villages are glitched at high distances.[4] | ||||||
| ? | ? | 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
-
Picture of someone going to the 32-bit integer limit in Vanilla 1.8 using external programs
-
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 hard limit map that was removed in here
References
- ↑ MC-159283 – resolved as "Fixed".
- ↑ Video reupload https://www.youtube.com/watch?v=OiqM07e7Odw
- ↑ MC-194878
- ↑ MC-201113
Sources
- Java Edition hard limits — Minecraft Wiki, CC BY-NC-SA 3.0, revision 3720121.



