264 lines
31 KiB
Text
264 lines
31 KiB
Text
{{about|the area at the edge of the world|the phenomenon that existed before Beta 1.8|Far Lands|the customizable border wall|World border|effects that occur at high distances due to numerical precision loss|Java Edition distance effects}}
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[[File:Worldborderanimation.gif|thumb|right|270px|The world border, by default, marks the area exactly one chunk before the 30,000,000 mark.]]
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The '''world boundary''' is the area defining the intended spatial edges of a ''[[Minecraft]]'' dimension. It is distinct from [[Java Edition hard limits|hard limits]], which are defined by limitations of the programming language itself.
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== General Information ==
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=== Java Edition ===
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==== Horizontal limits ====
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[[File:World border.png|thumb|The world border is located at ''X/Z ±29,999,984''. Chunks still generate past this point, but the player cannot go past ±30 million blocks out.]]
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There are several different intended horizontal boundaries in the game.
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The first layer is the [[world border]], which lies at X/Z ±29,999,984 by default, and establishes an arbitrary (but capped at this default value) blockade to prevent the [[player]] from advancing. There are [[World border#On entities|several methods]] of bypassing this border.
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The next layer lies exactly one [[chunk]] further, at X/Z: ±30,000,000. At this point, there is an invisible "wall" preventing the player from advancing by setting any players' positions beyond it to it, even in spectator mode. Using [[commands]] like {{cmd|teleport}} does not work, since the game does not accept any value beyond X/Z: ±29,999,999.5. This value is hard-coded into the game's source code. Other block interactions, such as TNT exploding or water flowing, affects blocks outside this limit. By using a [[minecart]] (in a [[superflat]] preset with the top layer as [[rail]]s), the player can go even further, up to X/Z: ±30,000,208, which is considered as the third layer in recent versions. At that point, the player is frozen in place until the minecart is destroyed, then they are teleported back to X/Z: ±29,999,999. By using a [[boat]] (in a superflat world), the player can still go even further, up to X/Z: ±30,000,544. At that point, the player is frozen in place with the camera shaking uncontrollably, until the boat is destroyed, then they are teleported back to X/Z: ±29,999,999.
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As the server thinks the player is still at X/Z: ±30,000,000, no more chunks generate past X/Z: ±30,000,544. This is considered to be the absolute edge of the Minecraft world.
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By editing the source code for the game, it is possible to extend the terrain generation and world border past X/Z: ±30,000,544 (up to X/Z: ±2,147,483,647) and experience the game quite normally (no ghost chunks; mobs can spawn alright; commands accept higher values). The game performs normally even at distances of X/Z: ±2,000,000,000, as in modern versions most distance effects have been patched out of the game. It is advisable to take note of what distance effects do exist, as well as the hard limits present - notably the ±33,554,432 lighting stop and hard limit of ±2,147,483,647.
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==== Vertical limits ====
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Each dimension has what is called a build limit. This is the maximum and minimum heights where a player can place and break [[blocks]]. These numbers are controlled by files in a [[data pack]]'s {{code|data/<namespace>/[[Custom dimension|dimension_type]]}} folder. The minimum build height is controlled by the [[JSON]] value {{nbt|int|min_y}}, which must be between -2032 and 2031 and be a multiple of 16. The minimum build heights in the vanilla data pack are Y=-64 in the Overworld and Y=0 in the Nether and End. The maximum build height is controlled by {{nbt|int|height}}, which dictates the total height within which a player may break or place blocks. It must be between 16 and 4064 and be a multiple of 16. The maximum build heights (not the {{nbt|int|height}} values) in the vanilla data pack are Y=320 in the Overworld and Y=256 in the Nether and the End. Regardless of what {{nbt|int|min_y}} and {{nbt|int|height}} are set to, the minimum build height cannot be below Y=-2032 and the maximum build height cannot exceed Y=2031.
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These limits do not apply to [[entities]], which are allowed to travel to and exist above the maximum and below the minimum build heights.
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The space beyond the build limit is often referred to as the [[void]]. Any mob (besides the [[ender dragon]]) that is 64 blocks or further below the minimum build height takes damage at a rate of {{health|4}} every {{convert|10|tick|second}}.
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=== Bedrock Edition ===
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{{split
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|Stripe Lands
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|reason = {{el|be}} does not have a world boundary, and this page says that.
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|section = 1
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|timestamp = UTC 18:41, 4 March 2024
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}}
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==== Horizontal limits ====
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Bedrock Edition technically has no hard boundary, and the world at far distances is far too ravaged by [[Bedrock Edition distance effects|several distance effects]] to provide any semblance of reasonable gameplay. Nonetheless, there do exist intentional defined limits for some game functionality:
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* It is impossible to teleport beyond X/Z ±30,000,000 using commands in the vanilla game. Any attempts to teleport further puts the player back to this coordinate. Attempting to use any block placement command results in an error message. Despite this, it is still possible to use [[structure block]]s and the {{cmd|locate}} command.
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* X/Z ±31,999,872 are the maximum coordinates reachable in the Overworld via [[Nether portal]]. The only way to teleport beyond these coordinates is to use external tools (such as a world editor).
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==== Vertical limits ====
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The player is able to go to Y ±30,000,000 but it is impossible to teleport beyond these coordinates without the use of external tools.
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=== Walking to the boundary ===
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Legitimate terrestrial journeys to the various world boundaries have been done across different versions of Minecraft. The 30M world border {{in|je}} has been reached by Figonometry in 1.17. The world boundary in [[Java Edition Beta 1.7.3|Beta 1.7.3]] has been reached by MysticalMidget, who reached the Far Lands before continuing the journey to 32M. One other player, DumbName, has attempted to reach the world boundary {{in|be}} but ceased at 2.1M due to "lots of storage problems plus the jitter point at 2,097,152 blocks"<ref>[https://premiumminecraft.com/people-who-reached-the-far-lands-rewritten-updated-oct-2023/ <nowiki>The Far Lands Walkers 2 | COMPLETE LIST 2023 [30+ players] – Premium Minecraft Blog</nowiki>]</ref>
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For players who reached the 12.5M Far Lands, see the [[Far Lands]] page.
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Time-wise, the walking (not sprinting) speed is 4.3 blocks per second. Walking for 6 hours per day is equal to 21,600 seconds, giving a travelled distance of 92,880 blocks every day. Walking to the 12.5M Far Lands would take just under 136 days at this pace. The boundary is almost 3x further out.
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== Effects ==
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=== Java Edition ===
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{{main|Java Edition distance effects}}
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Generally, long server response times caused by massive distances produce unintended results, but most [[blocks]] and [[entities]] behave normally, with a few exceptions:
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* {{BlockLink|Piston}}s may sometimes not extend or retract until they receive another block update.<!-- tested in 1.19.4 by /setblock-ing blocks outside the world border. pistons do not update to redstone blocks, but if you place water they do react. -->
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* Beyond the X/Z ±30,000,000 mark:
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** [[Mobs]] do not spawn at all.
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** [[Light]]ing does not update (with exception to sunlight and moonlight).
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** [[Item]]s may jitter slightly.
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Beyond this, most of the unintended behavior of blocks and entities is caused by either the [[world border]] ([[World border#Effects|as detailed here]]) or being sufficiently far from the world origin (see [[Java Edition distance effects|this page]]). Some odd effects that are attributed to the boundary itself are as follows:
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* Attempting to walk into the boundary still displays a walking animation, walking sounds, and cause view bobbing, effects that are not present for walking into the world border or solid walls.<ref>{{bug|MC-198928|resolution=WF}}</ref>
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* Using [[elytra]] to fly into the border causes the flying sound to continue to play at full volume rather than quietly or not at all.<ref>{{bug|MC-198945}}</ref>
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* [[Rain]] particles always hit the ground at exactly sea level regardless of the actual shape of terrain beyond 30 million blocks.<ref name="lazyrainfix">{{bug|MC-171710|resolution=WF}}</ref>
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== History ==
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{{more images|Images of the world boundary in Infdev 20100313 to 20100325}}
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=== Horizontal boundaries ===
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{{info needed section|Console Edition boundary and effects, 3DS edition boundary}}
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{{HistoryTable
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|{{HistoryLine|java pre-classic}}
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|{{HistoryLine||rd-131655|The world has an edge that can be fallen from indefinitely. This edge is located at X/Z: 0 in the negative direction and X/Z: 256 in the positive direction.}}
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|{{HistoryLine|java classic}}
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|{{HistoryLine||0.0.12a|There is now a solid border at the edge of the world.
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|An "infinite" ocean (consisting of a layer of water atop a thick bedrock column) extends past the world boundary rather than being just void. Where this ocean truly ends is unknown, and if said ending is intentionally programmed is also not known. Interestingly, this used the old water texture even when water itself was updated to have a newer texture.
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|These fake blocks beyond the boundary have odd rendering behavior, notably with fog. Looking at them from certain directions, espeially when underwater, can make them appear as a solid color.}}
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|{{HistoryLine||0.0.14a|The location of the positive world border now depends on the world size. The negative world border always remains at X/Z: 0.}}
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|{{HistoryLine|java indev}}
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|{{HistoryLine||0.31|dev=20100106|The world boundary is now variable depending on the chosen world type. It may be even further customisable through world editing.
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|Blocks outside of the world can be targeted and even "broken", but immediately reverts to a prior state afterward.
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|Block rendering has been reported to stop at a variety of different positions; X/Z: ±2,111, ±2,176 and ±2,304.{{needs testing|is this affected by world shape? is this value consistent? and is this value intentionally programmed?}}{{info needed|"In earlier versions of Indev, the Sky and Blocks would stop rendering at the same point." - Is this true or just a result of the aforementioned variability?}}
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|Sky rendering stops at X/Z: ±2,560.{{needs testing|is this affected by world shape? and is this value intentionally programmed?}}}}
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|{{HistoryLine||?<!--between 20100203 and 20100207-1101-->|After attempting to move a bit past the farthest distance that can be built, the player is pushed back toward the center of the world with an increasingly hard force depending on their distance.}}
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|{{HistoryLine|java infdev}}
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|{{HistoryLine||20100227-1414|The world boundary has been completely removed, allowing the player to access terrain as far as the game itself is capable of handling.
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|A skybox ({{color|#0000FF}}) has been added. It stops at X/Z: ±1,024}}
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|{{HistoryLine||20100313|A new boundary has been set in place: blocks no longer generate beyond X/Z: ±32,000,000, giving way to the void.
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|Updating blocks next to this void causes an extreme amount of lighting updates, effectively freezing the game for an extended period of time.
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|The aforementioned skybox has been removed.}}
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|{{HistoryLine||20100413|Attempting to move past X/Z: ±32,000,000 puts the player in a permanent glitchy, jittery stasis<ref>{{ytl|7Yj6qV3xTtE|End of the infdev|Fractal|June 8, 2010}}</ref> requiring external tools to escape.}}
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|{{HistoryLine||?|Moving beyond X/Z: 32,000,000 no longer causes the player to get stuck in a glitched position.}}
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|{{HistoryLine|java alpha}}
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|{{HistoryLine||v1.2.0|dev=<nowiki>?</nowiki>|slink=:Category:Information needed requiring unarchived version|Beyond X/Z: ±32,000,000, phantom "fake chunks" (where chunks of bare unpopulated terrain render, but collision physics are completely absent) now appear. The blocks are not solid and can be fallen through.
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|Terrain beyond X/Z: ±32,000,000 would also not be populated with terrain features such as trees and blobs. As such, this allows the complete avoidance of [[Java Edition distance effects#History|a fatal distance effect]] involving ore generation between X/Z: ±67,108,864 and X/Z: ±134,217,728 which would otherwise cause runaway chunk loading and game crashes.}}
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|{{HistoryLine|unknown}}
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|{{HistoryLine||?|Many single blocks of [[water]] and [[lava]] generate at the edge of the world, which are actually [[spring]]s, as the intangible blocks are considered air.}}
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|{{HistoryLine|java beta}}
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|{{HistoryLine||1.8|dev=Pre-release|The "fake chunks" now start at X/Z: ±30,000,000, 2 million blocks less than in Alpha v1.2.0 - Beta 1.7.3.
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|Using an NBT editor, beyond X/Z: ±30,000,032, the player gets stuck in a glitched position and need to use a program to make their character back. Beyond X/Z: ±30,000,064, blocks no longer render. The map is blank from here on out.{{check version}}
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|Exceeding the 32 million block limit (only possible through nether portals or external editors) now causes the game to crash.{{verify}}}}
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|{{HistoryLine|java}}
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|{{HistoryLine||1.2.1|dev=12w03a|The player's looking direction now freezes when going beyond the 30 million border, rather than the player's head twisting unnaturally on an unmoving body.}}
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|{{HistoryLine||1.3.1|dev=12w18a|The wall that freezes the entities beyond X/Z: ±30,000,032 no longer exists, allowing the player to access terrain up to 32 million blocks.}}
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|{{HistoryLine|||dev=12w27a|Nether portals are now limited to X/Z: ±29,999,872 in the Overworld.}}
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|{{HistoryLine||1.7.2|dev=13w36a|''Minecraft'' crashes after the player surpasses X/Z: ±29,999,840 on Default, Large Biomes, and AMPLIFIED worlds.}}
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|{{HistoryLine|||dev=13w37a|All blocks at X/Z: ±30,000,000, including air itself, now act completely solid, creating an effective wall at this point.
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|This solid wall extends upward to Y: 2,147,483,647 and downward to Y: −2,147,483,648, even though blocks cannot exist in these regions. As such, if a player is moved outside this boundary via commands or external tools, they are unable to move.
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|Walking on this wall far enough{{info needed|how far? is it 32 million as shown below?}} causes the game to crash.
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|Beyond the invisible wall, if items are thrown, the falling animation is jittery. The thrown item disappears upon contact with any block other than air.
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|Beyond X/Z: ±32,000,000, the player is kicked out with an "Illegal Position" message.
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|Some mobs (e.g. slimes) try to go past the world border, to no avail.
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|Using a nether portal to go back to the Overworld right next to this boundary causes the game to crash.{{needs testing}}}}
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|{{HistoryLine||1.8|dev=14w02a|Chunks beyond X/Z: ±30,000,000 no longer render.
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|Blocks beyond X/Z: ±30,000,000 are no longer all solid, allowing players to move slightly beyond this point manually.
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|Actually moving beyond X/Z: ±30,000,000 freezes the player in place, unable to move anywhere else without commands. Their hand and player model in third person view disappears, and they appear frozen in an animation in the survival inventory screen.}}
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|{{HistoryLine|||dev=14w06a|Attempting to move beyond X/Z: ±30,000,000 now kicks the player for being in an illegal position. Rejoining will move the player back to X/Z: ±29,999,931. Attempting to move exactly to X/Z ±30,000,000 will freeze the player in place, until you rejoin or teleport back.}}
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|{{HistoryLine|||dev=14w17a|The [[world border]] has been added. As it causes many effects unrelated to the actual edge of the world, see [[World border#History]] for further information regarding it.
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|Exceeding 30 million blocks now outright crashes the game rather than kicking the user back to the server list.}}
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|{{HistoryLine|||dev=14w18a|Exceeding X/Z: ±30,000,000 now kicks the player again rather than crashing.
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|Some cases of the game completely freezing have been noted in versions with this behavior, forcing the player to close the window with Task Manager or the like.
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|The world border always renders and behave as though it is at ±29,999,984, even if set to be at a value beyond this. It can be set to be smaller however.}}
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|{{HistoryLine|||dev=pre3|There is now an effective "wall" at X/Z: ±29,999,999 preventing the player from surpassing it.
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|This wall is in fact the game simply teleporting the player to exactly X/Z: ±29,999,999 if their coordinates exceed X/Z: ±29,999,999, rather than a solid wall like was present in 1.7. As such, it results in some interesting visual quirks that were not present for the former, such as the player walking animation/view bobbing still playing while walking into it despite the player not actually changing their position.
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|Teleporting anywhere between X/Z: ±29,999,999 and X/Z: ±30,000,000 causes the player to be immediately teleported back to X/Z: ±29,999,999 after one tick. Teleporting to exactly X/Z: ±30,000,000 freezes the player in place (allowing them to teleport back), and teleporting anywhere beyond X/Z: ±30,000,000 crashes the game.}}
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|{{HistoryLine||1.9|dev=15w37a|Chunks beyond X/Z: ±30,000,000 are now rendered again, up to a variable limit, which as been reported as X/Z: ±30,000,224, ±30,000,240 and even ±30,000,496. Many of the issues surrounding block and item rendering have also disappeared; with this, the world boundary is now generally more stable. Also, the chunks beyond X/Z: ±30,000,000 are now solid and can perfectly generate structures like villages, mineshafts, and trees.}}
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|{{HistoryLine|||dev=15w51a|Teleporting past X/Z: ±30,000,000 is no longer possible; the player always gets teleported to X/Z: ±30,000,000, even when using external programs.}}
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|{{HistoryLine||?<!--after 1.10.2-->|Items no longer move erratically beyond X/Z: ±30,000,000.}}
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|{{HistoryLine||1.16|dev=20w06a|Rain always appears at sea level beyond X/Z: ±30,000,000 (likely from fixing {{bug|MC-131770}}).<ref name="lazyrainfix"/>}}
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|{{HistoryLine||1.18|dev=pre1|Nether portals are now limited by the world border - the long-distance nether portal creation distance limit no longer seems to exist.}}
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|{{HistoryLine||?|A new boundary has been set in place: minecarts can no longer go past X/Z: ±30,000,208. A boat can still be used to go past this limit, up to X/Z: ±30,000,544.}}
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|{{HistoryLine|pocket alpha}}
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|{{HistoryLine||v0.1.0|Worlds are 256 blocks long in both directions. The negative world boundary is located at X/Z: 0 and the positive boundary is located at X/Z: 256. Unlike in current [[Old]] worlds, the positions of the boundaries were the same in all worlds.
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|The edges of the world are made up of [[invisible bedrock]]. This extends up to 128 blocks and can be walked on forever.}}
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|{{HistoryLine||v0.9.0|dev=build 1|Added infinite world generation, which removes the boundary for worlds of that type.|The positions of the boundaries in the [[Old]] world type are no longer consistent between worlds, and they are instead located on a [[seed (world generation)|seed]] determined position.}}
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|{{HistoryLine||v0.12.1|dev=build 1|[[Nether portal]]s cannot be generated or place the player any farther than X/Z: ±31,999,872.}}
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|{{HistoryLine||v0.16.0|{{command|tp}} cannot teleport players beyond X/Z: 999,999,999.}}
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|{{HistoryLine|bedrock}}
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|{{HistoryLine||1.2.0|dev=beta 1.2.0.2|The position limit on the {{command|tp}} has been removed.}}
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|{{HistoryLine||1.2.5|dev=beta 1.2.5.15|{{command|tp}} can no longer take the player past X/Z: ±30,000,000.}}
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}}
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; Indev era
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<gallery>
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Indev boundary.png|Coordinates X/Z: ±2,111 on the Indev version released January 30, 2010. Blocks no longer render past this limit.
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</gallery>
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; Infdev-Alpha era
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<gallery>
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InfdevFarEnd.png|World boundary at X/Z: ±32,000,000, where blocks completely stop generating
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InfdevFarBeyond32000000.png|Terrain ([[Java Edition Far Lands|Far Lands]]) as seen from beyond X/Z: ±32,000,000
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Infdev corner.jpg|The northwest corner of the end of the world in [[Java Edition Infdev 20100618]] from third person view.
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</gallery>
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; Alpha-Beta era
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<gallery>
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Lighting stops functioning.png|The "end of the world" as seen from the third person mode.
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</gallery>
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; Beta 1.8-1.6.4 era
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<gallery>
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Fake chunks swamp.png|A fake swamp biome past X/Z: ±30,000,000. There is only dirt on the seafloor. It also does not generate trees and tall grass.
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Fake chunks mushroom fields.png|A mushroom island biome in the world boundary generating without mushrooms or huge mushrooms.
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Fake chunks tree.png|Trees that are generated close to the world boundary stop being generated. Trees may also appear strange, like this.
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Fake chunks village.png|Village generated on the world boundary of a superflat world.
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Fake chunks void with particles.png|A view under the fake chunks (1.6.2)
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Fake chunks ocean.png|The corner of the world boundary in 1.2.5. Normal terrain is at the bottom of the image; fake chunks are at the top. Note there is neither sand nor clay on the seafloor.
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Head twisting error.png|The player's head unnaturally twisting, as seen in Beta 1.8.
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Head twisting error 2.png|The unnaturally twisting head as seen in second person view in 1.0.0.
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Fixed freeze.png|A frozen player in 1.2's development with the head no longer capable of twisting.
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Fake chunks ocean 2.png
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</gallery>
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; 1.7.2-1.7.10 era
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<gallery>
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Solid chunks forest.png|The world boundary, at 30,000,000 meters from the center of the map. Notice that vegetation is cut off at this point.
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Player walking on top of wall 1.7.2.png|A player walking on top of the invisible wall at X coordinate of 30,000,050 and Y of 2,147,683,467.
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Solid chunks wall.png|A redstone torch hanging on the invisible wall in Release 1.7. This can be achieved by placing the torch on a non-solid block (such as glass).
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Solid chunks slimes.png|In Release 1.7, slimes try to go to Z:30,000,000. Notice the abnormally large redstone dust.
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Village near worldboundary-1.7.10.png|A village generated near the world boundary.
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No lighting worldboundary-1.7.10.png|Lighting does not work past the world boundary.
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InvisibleWallTorch.jpg|Torches placed on glowstone next to the invisible wall, the particles emitted from them are also in the wrong place.
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</gallery>
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; 1.9+ era
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<gallery>
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NoLighting1.9+.png|At ±33,554,432 lighting stops working. See [[Java Edition hard limits#Lighting breakdown (X/Z: ±33,554,432).]]
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</gallery>
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=== Vertical boundaries ===
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{{info needed section|
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* Console Edition boundary and effects
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* 3DS edition boundary
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* infdev: player model might break above 1024, and there may be jittering effects out of y bounds
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* entities not rendering above 612 (https://youtu.be/SYuocMFOD6w?t{{=}}1m18s)}}
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{{HistoryTable
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|{{HistoryLine|java pre-classic}}
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|{{HistoryLine||rd-131655|The world has a bottom that can be fallen from indefinitely. It is assumed to be at Y: ±0, as no proper way to view coordinates existed yet.}}
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|{{HistoryLine|java classic}}
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|{{HistoryLine||0.0.12a|The bottom of the world remained unchanged despite the addition of bedrock to make it impossible to fall out of.}}
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|{{HistoryLine|java}}
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|{{HistoryLine||1.9.3|dev=pre1|Teleportation beyond Y: ±512 is no longer allowed.}}
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|{{HistoryLine||1.10|dev=16w21b|Teleportation beyond Y: ±4,096 is no longer allowed.}}
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|{{HistoryLine||1.13|dev=?|Teleportation beyond Y: ±4,096 is again possible.}}
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|{{HistoryLine||1.13|dev=17w50a|Players are now kicked beyond Y: ±30,000,000. Before this version, the game would crash beyond this point.}}
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|{{HistoryLine||1.16|dev=20w06a|Teleportation beyond Y: ±20,000,000 is no longer allowed.}}
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|{{HistoryLine||1.17|dev=21w13a|Players are no longer kicked beyond Y: ±30,000,000,<ref>{{bug|MC-123587}}</ref> allowing for travel for as long as Java can understand.}}
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|{{HistoryLine|||dev=?|Exiting a world beyond Y: ±20,000,000 causes the player to be moved to Y: ±20,000,000 upon logging back in, a bug that Mojang decided not to fix.<ref>{{bug|MC-221890}}</ref> However, edited world file still allows the player to be moved beyond these limits.}}
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|{{HistoryLine||?|The player cannot be moved beyond Y: ±20,000,000 via editing the world files, as logging in now always clamps the player's position to Y: ±20,000,000.}}
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|{{HistoryLine|pocket alpha}}
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|{{HistoryLine||0.1.0|In this version, the player can go up to the single-precision floating point limit (2^128 or 3.4 x 10^38).}}
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|{{HistoryLine||0.9.0|dev=?|The game now crashes when the player goes beyond the 32-bit integer limit (2,147,483,648 blocks) on the Y axis.}}
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|{{HistoryLine||0.11.0|dev=?|A floor was added at Y: -40 preventing the player from falling further.|Players are no longer instantly killed when going below Y: 0.}}
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|{{HistoryLine||0.12.1|dev=build 1|The floor was moved to Y: -272.}}
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|{{HistoryLine||0.14.0|dev=build 1|The floor is now located at Y: -40 again.}}
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}}
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=== Older version effects ===
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{{cleanup|incorporate most of this into the history section}}
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==== Infdev ====
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On February 27, 2010, version of [[Java Edition Infdev 20100227-1414|Infdev]], many side effects would occur as the player walked thousands or even millions of blocks away.
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* X/Z ±512–1,024: Clouds stop rendering.
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In [[Infdev 20100327]], walking off the edge would cause the player to become stuck in a glitched position, unable to escape.
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In previous versions of the game, if the player teleported as high as they possibly could, they were sent to a Y-Axis of 3.4×10<sup>38</sup>. In this zone, the player floats without a purpose, and dropped items that slide with what appears to be no friction before suddenly stop after about 20 blocks. It has been reported that the X and Z-Axis sometimes flicker randomly in this zone. The memory pie chart also sometimes randomly jumps to 100% undefined memory usage, and then disappears upon re-entering the debug menu.
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==== Fake chunks ====
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As the player journeys even deeper into the Far Lands, the effects worsen to the point where the game is unplayable. At X/Z ±32,000,000, blocks are treated as permanently nonexistent, and do not generate even though they may appear to. When Minecraft generates and loads chunks, it loads an empty version of the terrain, complete with grass, stone and water textures that cannot be walked on. This map generates out to the 32-bit integer limit. The game can load chunks only out to X/Z: ±32,000,000, causing a problem between the noise map and the chunk generator. To fix this problem, ''Minecraft'' removes the chunks generated beyond X/Z: >±32,000,000 and generates only the noise map. If the player tries to walk on this map, they fall into the [[void]]. This value is hard-coded in the source code of ''Minecraft'', meaning that it cannot be changed without editing the source files. Because chunks technically do not generate beyond X/Z: ±32,000,000, things like trees, falling gravel, falling sand, mobs, grass, and other entities do not generate either. This can make the map relatively stable and crashes can be somewhat rare; however, crashes can happen on low-end computers. In rare cases, if the player performs the "ghost spawn glitch" that worked in versions between Beta 1.6 Test Build 3 and Beta 1.7.3, the player can cause trees and plants to generate beyond ±32,000,000. However the framerate was actually much better the further one went because of no entities.
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==== Console info ====
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In the [[Xbox 360 Edition]], [[PlayStation 3 Edition]], [[PlayStation Vita Edition]], and [[Wii U Edition]], the Overworld is limited to 864×864 blocks. Additionally, in the [[Xbox One Edition]], [[PlayStation 4 Edition]] and [[Nintendo Switch Edition]], the player is able to further select the size of their worlds, from [[World size|Small]] (1024×1024), [[Medium]] (3072×3072), and [[Large]] (5120×5120, except ''Nintendo Switch Edition''). The edges of these worlds are surrounded by an invisible barrier with an endless sea of [[water]] beyond it. Before being patched out over time, there were often several exploits that could be used to glitch past the border, such as using boats, or using hundreds of TNT Minecarts to blow the player above the world height ceiling.
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== Issues ==
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{{Issue list}}
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== Trivia ==
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{{cleanup}}
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* Traveling from one edge of the world to the opposite edge by [[powered rail]] would take <!-- 6E7 m / (19.6 m/s) = --> 35 days and 10 hours. Building the rails for such a trip would require enough iron and/or gold to fill over <!-- 6E7 / (64*54*9*(16/6)) = --> 723 double chests, even when packed into blocks, as well as [[stick]]s made from enough [[wood]] to fill over <!-- 6E7 / (64*54*(16*4*(4/2))) = --> 135 double chests (as log blocks, not as [[planks]], and excluding the [[redstone torch]]es). (<!-- (6E7 / (64*54*9*(16/6)) + 6E7 / (64*54*(16*4*(4/2)))) * 16/(4*64) = -->53 stacks of logs would be required just to make ''enough chests to hold'' all the building materials for this rail track.) If already crafted, the rails required would fill <!-- 6E7 / (64*54) = --> 17,361 double chests. If the player had to gather the materials to make all those rails, they would wear out <!-- 6E7 / (1562*(16/6)) = --> 14,404 diamond [[pickaxe]]s and <!-- 6E7 / (1562*16*4*(4/2)) = --> 300 diamond [[axe]]s (on average, about <!-- (6E7 / (1562*16*4*(4/2))) / 4 = --> 3,601 diamond pickaxes and <!-- (6E7 / (1562*16*4*(4/2))) / 4 = --> 75 diamond axes, both enchanted with [[Unbreaking]] 3).
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** Even if one were to amass all these materials, actually ''laying'' said track would require the player to travel the entire distance through other means anyway.
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** Factoring in the need for powering the track and assuming the player were to use redstone torches, the player would require 3,529,412 torches for the full track, since a torch can optimally light 17 blocks. That requires 55,148 sticks and bits of redstone dust, which requires 2042 large chests, which requires 128 stacks of log blocks to make the chests (which requires 3 large chests).
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*From -29999984, 0, -29999984 to 29999984, 255, 29999984 there is a total of 921,599,016,960,262,144 (922 quadrillion) blocks in the default world border (Including air blocks)
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* It is possible to generate trees and vegetation beyond 30,000,000 by loading a version of ''Minecraft'' after [[Java Edition 1.9]], then load a few chunks beyond the world border. Then, close the world and load a version of ''Minecraft'' between [[Beta 1.8]] - Release [[Java Edition 1.6-pre]]{{verify}} and load the same world. If the players travel to the world barrier, there are a few chunks that generate beyond 30,000,000 that have trees and grass.
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** It is possible to even generate Far Lands chunks using this method. Load a world in release Beta 1.8 - Release 1.6 and teleport to X/Z: 30,000,000. Close the world before the fake chunks generate and load the world in Beta 1.7.3. The Far Lands chunks load and then, the player can load as many chunks as they want. Then close the world and load it in a newer version, and the player has Far Lands chunks in the 30,000,000 block area.
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* [[Spider]]s can climb the border, continuing to climb upward indefinitely.{{verify|does "border" mean the world border (in which case this does not belong here) or the actual boundary?}}
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* In [[Minecraft 4k]], there is a barrier on the bottom of the map, which is unbreakable by any means.<ref>{{ytl|pZeM7vOP7Xw|The bottom of the world in Minecraft 4k|BSPMinecraft|December 2, 2013}}</ref>
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==References==
|
||
{{Reflist}}
|
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|
||
|
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== Navigation ==
|
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{{Navbox environment}}
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[[es:Límite del mundo]]
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[[fr:Limite du monde]]
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[[ja:ワールド限界]]
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[[ko:세계의 끝]]
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[[pt:Limite do mundo]]
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[[zh:世界界限]]
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