Coordinates | Effects |
---|---|
X/Z 16,384 (2^14) |
The coordinates of every entity are slices of 512 blocks. Minor jittering happens. |
X/Z 32,768 (2^15) |
The coordinates of every entity are slices of 256 blocks. The jitter gets more noticeable when sneaking. |
X/Z 65,536 (2^16) | The coordinates of every entity are slices of 128 blocks. The jitter even gets more noticeable. |
X/Z 131,072 (2^17) | The coordinates of every entity are slices of 64 blocks. Jitter now becoes noticeable and gets worser when the coordinates doubles each power. |
X/Z 262,144 (2^18) | The coordinates of every entity are slices of 32 blocks. |
X/Z 524,288 (2^19) | The coordinates of every entity are slices of 16 blocks. |
X/Z 1,048,576 (2^20) | The coordinates of every entity are slices of 8 blocks. Lanterns gets stretched. The player is kinda more faster now. |
X/Z 2,097,152 (2^21) | The coordinates of every entity are slices of 4 blocks.
The minimum speed is now 2.5 blocks per second. (maybe) It is no longer possible to walk while sneaking from this point. Doors and Trapdoors gets stretched. |
X/Z 4,194,304 (2^22) | The coordinates of every entity are slices of 2 blocks. The minimum speed is now 5 blocks per second. It is impossible to walk on here as you'll fall through the World. Ender Pearls, Chorus Fruit, Elytra with Fireworks, Horseback, Boats, Riptide Trident and Creative flying are now only possible movements. |
X/Z 8,388,608 (2^23) | The coordinates of every entity are integers of 1 blocks. The minimum speed is now 10 blocks per second. Most entities less than 1 block will now fall through the World (including Players). The only mobs that can stand on here is Ravagers, Boats, Spiders (non-cave), Iron Golems, Shulkers, Polar Bears, Horses (grown only) and Mnecrafts (if placed correctly). Large Slimes and Large Magma Cubes can even stand on here. |
X/Z 12,550,821 | The old location where the Far Lands used to generate. This happens because the Perlin Noise overflows. This generates Nothingness instead for PlayStation, Windows and Xbox. This no longer happens starting with Beta 1.17.20.20. If you try to go to this coordinate in 1.17.30 and later, you will just see normal terrain. |
X/Z 16,777,216 (2^24) | The coordinates of every entity are multiples of 2. The minimum speed is now 20 blocks per second. Every other block is now considered "Invalid", the camera breaks in those "Invalid" spaces but not on the "Valid" spaces. This does not affect the way maps are generated. The blocks are stretched to be 2 blocks wide. |
X/Z 33,554,432 (2^25) | The coordinates of every entity are multiples of 4.
The minimum speed is now 40 blocks per second. The gaps changes to be 4 blocks wide. Horizontal rendering stops completely, leaving only vertical rendering, making terrain look like 2D. Block rendering is 1D in the Corner Slice Lands so it almost entirely stops. |
X/Z 67,108,864 (2^26) | The coordinates of every entity are multiples of 8.
The minimum speed is now 80 blocks per second. The gaps changes to be 8 blocks wide. The world crashed here below 1.18 without the Caves and Cliffs experiment on. |
X/Z 134,217,728 (2^27) | The coordinates of every entity are multiples of 16.
The minimum speed is now 160 blocks per second. The gaps changes to be 16 blocks wide. Teleportation using Chorus Fruit is no longer possible. Riptide I becomes less usuable. |
X/Z 268,435,456 (2^28) | The coordinates of every entity are multiples of 32.
The minimum speed is now 320 blocks per second. The gaps changes to be 32 blocks wide. Riptide I no longer works. Riptide II becomes less usuable. |
X/Z 536,870,912 (2^29) | The coordinates of every entity are mutliples of 64.
The minimum speed is now 640 blocks per second. The gaps changes to be 64 blocks wide. Some low and mid-end devices here crash at this point since beta 1.17.30.24. Only high-end devices (like the iPhone 13 and iPad 7th Generation) can survive beyond this point. Riptide levels below III no longer works. Making vanilla movement impossible. In versions older than 1.18, frustum culling lost its precision. Making areas directly in front of the Player invisible. |
X/Z 1,073,741,824 (2^30) | The coordinates of every entity are multiples of 128.
The minimum speed is now 1,280 blocks per second. The gaps changes to 128 blocks wide. The world is invisible with render distance of 7 chunks or less. Riptide levels below IX no longer works. |
X/Z 2,147,483,647 (2^31 - 1 ) | The game crashes here due to this being the maximum value for a signed 32-bit integer in C++. |
X/Z 2,147,483,648 (2^31) | The coordinates of every entity are multiples of 256.
The minimum speed is now 2,560 blocks per second. The gaps changes to 256 blocks wide. |
X/Z 4,294,967,296 (2^32) | The coordinates of every entity are multiples of 512.
The minimum speed is now 5,120 blocks per second. The gaps changes to 512 blocks wide. |
X/Z 8,589,934,592 (2^33) | The coordinates of every entity are multiples of 1,024. The minimum speed is now 10,240 blocks per second. The gaps changes to 1,024 blocks wide. |
X/Z 36,028,797,018,963,968 (2^55) | The coordinates of every entity are multiples of 4,294,967,296.
The minimum speed is now 42,949,672,960 blocks per second. The gaps changes to 4,294,967,296 blocks wide. |
X/Z 53,905,378,846,979,747 | The Far Lands would probably start here since 2^63 / 171.103 = 53,905,378,846,979,747. But since the Source Code is unaccessible, it will be impossible to determine. It is unknown if the Corner Far Lands will look like The Stack from Java Edition or keep being the Skygrid. It is also unknown if the Farther, Farthest and Fartherer Lands would exist. |
X/Z 9,223,372,036,854,775,807 (2^63 - 1) |
The game crashes here due to this being the maximum value for a signed 64-bit integer in C++. Happens if the game was patched to use 64-bit long values. |
X/Z 9,223,372,036,854,775,808 (2^63) |
The coordinates of every entity are multiples of 1,099,511,627,776. The minimum speed is now 10,995,116,277,760 blocks per second. The gaps changes to 1,099,511,627,776 blocks wide. |
X/Z 3.4028237e+38 (2^128) | This is the maximum value for a signed 32-bit floating-point number in C++.
The coordinates will roll over to say "Infinity" since it has run out of numbers to display. It is impossible to go further since this breaks rendering code in Bedrock Edition. It can even display as "NaN", which again will break rendering code. This will result in unpredictable behavior, such as visual glitches, invalid position and even the Game crashing. |
Coordinates | Effects (Overworld) | Effects (Nether and The End) |
---|---|---|
X/Z +12,550,821 | The Far Lands generate. | The Far Lands generate. |
X and Z +12,550,821 | Terrain stops generating expect the stuff listed below. | The Skygrid generates. |
X -12,550,824 | Terrain stops generating expect the stuff listed below. | Terrain stops generating expect the stuff listed below. |
Z -12,550,824 | Terrain stops generating expect the stuff listed below. | The Skygrid generates. |
X +12,559,913 | The transition from the Tunnel Lands to the Pole Lands begins. | The transition from the Tunnel Lands to the Comb Lands begins. |
X +12,560,361 | The transition from the Tunnel to the Pole lands finishes. | The terrain now has more comb structures. |
X +12,561,029 | The Fringe Lands generate. | The Fringe Lands generate. |
Z +12,561,029 | The transition from the Tunnel Lands to the Pole Lands begins. | The transition from the Tunnel Lands to the Comb Lands begins. |
X +12,562,277 | The world now generates rarely from this point on. | The second stage of the Fringe Lands generate. |
Z +12,562,277 | The transition from the Tunnel Lands to the Pole lands finishes and changes into the Fringe Lands. | The Fringe Lands generate. |
X +12,758,545 | Terrain stops generating expect the stuff listed below. | Terrain stops generating expect the stuff listed below. |
Z +12,758,545 | Terrain stops generating expect the stuff listed below. | Terrain stops generating expect the stuff listed below. |
● The AntVenom video that helped me get beyond 30,000,000 blocks