As the player travels far from the world origin in Bedrock Edition, the world starts to behave abnormally. This is mostly caused by precision loss of the 32-bit floating point numbers used for location, which dedicates only 23 bits to the fraction; thus, for any position between n and 2n, where n is a power of 2, the precision error makes the world (including blocks and entities) offset by n⁄8388608 blocks, or n⁄524288 block pixels (e.g. at between 16777216 and 33554432, coordinates of all entities are multiples of 2, and only blocks at these coordinates can be rendered; blocks not at these values visually snap to them).
Bedrock Edition uses 32-bit floating points for many of its calculations, such as the player's position. When the player moves, the player changes position each tick, and this change is effected by floating point precision errors. At slow speeds/high coordinates, this change in position is considered negligible, meaning that the player does not move at all. The amount of precision error doubles at every power of 2.
Note that while the positions of the centers of entities are stored in NBT, the positions of the hitbox corners are stored in memory. If the player is crossing a power of 2, these corners may move at different speeds, thus changing the hitbox size. The hitbox size resets to 0.6 in certain situations, such as reloading the world, using the /tp command, and others.[more information needed] However, the player can shrink to size 0, making it possible to fall through the edges of blocks and into the void (MCPE-39299).
There are several ways to slow the player’s movement, such as sneaking, status effects, using an item (e.g. drawing back a bow), or certain blocks (such as cobwebs). In addition, moving diagonally decreases the player’s speed on any given axis. Moving with a solid block in front at slight diagonal causes the player to move sideways as slow as the player’s coordinates allow.
X/Z ±256 (28)
Lowest coordinates at which anyone has fallen through the world, although incredibly unlikely at this distance. Since the glitch is caused by hitbox corners affected by different levels of floating point precision errors, it could theoretically happen at X/Z ±1. However, this would require nearly 6 real-life days of nonstop gameplay (where one must start over if they exit the game).
Coordinates of all entities are multiples of 0.0625.
Paintings are placed halfway inside the block, allowing multiple paintings to be placed on the same block.
The inner part of item frames render flush along the block.
Moving horizontally while on cobwebs becomes impossible.
Jitter is noticeable beyond this point.
Many mobs are unable to jump on blocks correctly.
Sea Turtles can no longer move on land.
3D block model rendering errors (X/Z ±1,048,576–8,388,608)
Blocks are rendered based on their corners, whose coordinates are 32-bit floating point integers. Generally, these are multiples of 1⁄16. Thus, most blocks render normally as long the floating points are precise to the nearest sixteenth. This breaks at X/Z ±1,048,576 (220), and blocks continue to render incorrectly as the coordinates go even farther out.
In the RTX betas, the lighting is unaffected by floating-point precision errors, although block shapes themselves are incorrect.
Besides, many "normal" forms of movement become impossible.
The different types of block model deformation have changed a lot over the years, although the update specifics and hardware requirements are unknown. Previously, blocks such as flowers and grass would appear completely 2D beyond 8,388,608 blocks, whereas they appear as almost normal X shapes in the modern day game. Also, sunflower heads could previously distort to become square, which also no longer happens; the flower appears detached from the plant instead.
X/Z ±1,048,576 (220)
Coordinates of all entities are multiples of 0.125.
It becomes extremely difficult to traverse the world on foot from here. Players need to use ender pearls, chorus fruit, elytra with fireworks or a RiptideTrident (If raining or underwater), horseback, boats, or any method that would be at least five blocks per second under normal conditions (the minimum speed possible from here is 10 blocks per second), meaning moving in normal walking speed is impossible.
Entities less than half a block wide (such as items and silverfish) fall through the edges of blocks, but can still stand on the centers. This is likely because the hitbox corners on both sides round to the same coordinates, resulting in a "null" hitbox; however, it is not confirmed.
Status effect particles snap to the center of the player, causing them to bunch around the center of the screen.
Coordinates of all entities are integers, meaning that all entities are on the edges of blocks. As a result, the player, along with other entities less than 1 block wide, always falls through blocks. The only entities that can stand on blocks from this point onward are boats, spiders, horses, iron golems, polar bears, and ravagers.
If only one coordinate exceeds this value, blocks still have collision detection from the side.
The player can still be considered "under" blocks, meaning that phantoms do not spawn. Thus, it is theoretically possible to travel to and from the Far Lands in survival using horses.
To fly in creative the player must sprint or look directly along an axis. The Speed effect does not work, due to MCPE-61425.
All blocks that normally render as partial blocks are either stretched to become full blocks, or squished to become 2-dimensional. The exception is a few blocks that render normally no matter how far out the player travels, such as chests and bells.
If both coordinates exceed this value, blocks become 1-dimensional and are therefore completely invisible.
The blade of a stonecutter duplicates, with each blade appearing on the edge.
The floating point precision errors cause only blocks with even coordinates not divisible by 4 to render, and are stretched to 2 blocks wide. This phenomenon is known as the Stripe Lands.
Some blocks at other coordinates can render 2-dimensional, but not if they would be rendered on the end of a double-length block. In general, blocks render only if they are "exposed" to air or another see-through block.
Coordinates of all entities are multiples of 2.
This does not impact the way maps are rendered.
2D blocks are non-solid, even from the sides. However, ghasts, large slimes, and large magma cubes treat both 2D and 3D blocks as solid because they are more than 2 blocks wide.
The game does not properly register when the player is in water if the player' coordinates are divisible by 4. As a result, the player falls through water, is unable to enter swimming, and the fog is black or dark blue. However, water still causes the player to exit gliding, and boats still float.
The only method of transportation possible is by elytra or by teleportation.
It is impossible to teleport beyond this distance 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 blocks and the /locate command.
Maximum coordinates reachable in the Overworld via Nether portal.
X/Z ±33,554,432 (225)
Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the Stripe Gap Lands.[unofficial name] Blocks whose sides are not "exposed", such as the naturally-generated water, are completely invisible.
At this point, the slices are 4 blocks apart, but the gap widths double for every power of 2.
The phenomenon is known as the Stripe Gap Lands
Coordinates of all entities are multiples of 4.
It is difficult to place blocks from this point onward. The player must look at an existing block and extend it along an axis. The only way to generate blocks (to place on) without external tools is to use structure blocks.
Block rendering essentially stops completely in the Corner Stripe Gap Lands; blocks are rendered as one-dimensional, and are therefore impossible to see.
Water becomes completely non-solid.
To move, the player must glide with elytra at a downward angle of approximately 45 degrees, or use Riptide. Note that because the player is not considered to be "in water", Riptide can only be activated by rain. Tridents and ender dragons are the only other entity that can move horizontally beyond this point. It is therefore impossible to teleport using ender pearls.
X/Z ±67,108,864 (226)
The only form of movement possible is with Riptide II or higher. It is also possible to teleport using chorus fruit.
Coordinates of all entities are multiples of 8.
The visual gaps are 8 blocks wide.
X/Z ±134,217,728 (227)
Maximum coordinates where generated structures can generate on mobile devices. However, on Windows, structures continue to generate all the way to the 32-bit integer limit.
Coordinates of all entities are multiples of 16.
The visual gaps are 16 blocks wide.
Riptide II can no longer move the player horizontally, and Riptide III only works if the player looks directly along an axis. However, it is still possible to teleport using chorus fruit.
X/Z ±268,435,456 (228)
It is impossible for any entity to move horizontally, without modifying the player's flying speed. Teleportation using chorus fruit is impossible.
Coordinates of all entities are multiples of 32.
The visual gaps are 32 blocks wide.
X/Z ±536,870,912 (229)
Coordinates of all entities are multiples of 64.
The visual gaps are 64 blocks wide.
A large "cone shape" in front of the player disappears from view. This cone is orented along the X or Z axis, rather than the direction the player is facing. It is always compsed of 16x16x16 cubes (essentially sections of chunks).
X/Z ±1,073,741,824 (230)
Coordinates of all entities are multiples of 128.
The visual gaps are 128 blocks wide.
The "cone" in front of the player widens. The world is completely invisible with a render distance of 16 chunks or less.
The game crashes near this point, as this is above the maximum signed binary integer allowed for 32-bit systems, such as C++. Specifically, the game crashes is the player attempts to load a chunk that is within 64 blocks of this limit, so increasing the render distance can crash the game.
The Stripe Lands are an artifact of the game's rendering and block hitbox calculation, rather than a quirk relating directly to terrain generation. The Stripe Lands starts at X/Z ±16,777,216, under the same terrain effects as Nothingness and Skygrid. They exist because coordinates are off by up to a full meter, causing the blocks themselves (not just their corners) to appear in the wrong places.
Past X/Z: ±33,554,432 all blocks are rendered as two-dimensional, and the gap between valid blocks doubles to 1 out of four. This gap doubles again at every power of 2 and reaches 128 blocks wide at X/Z: ±1,073,741,824. This is the widest the gaps can be since the game crashes near X/Z: ±2,147,483,648.
The first screenshot posted of the Stripe Lands, by Tommaso Checchi, at X/Z 32,000,000.
A village in the corner stripe Lands.
A jungle temple in the corner stripe Lands.
Some fossils that have generated in the Corner Stripe Lands.
Overhead view of the Corner Stripe Lands.
The 25-bit boundary area in the form of 2d lands and stripe lands.
At the integer X / Y: 24-bit position, The nether begins to strip and becomes a dot chunk.
A savanna village at the Stripe Lands at X/Z 16,777,216. Any structure that generates past this limit is rendered as two-dimensional.
The previous screenshot at the opposite angle.
A cold biome in the corner Stripe Lands. 2 Polar Bears are visible. Notice how they don't fall into the void.
Like the X and Z axes, the game breaks at excessive Y coordinates. Since blocks cannot be placed above Y=255, block rendering glitches do not occur, but other effects do.
Many of these effects would occur at negative coordinates, but there is a barrier at Y -40. Beyond this entities can move only vertically using the "fall through the world" glitch, or teleporting below Y -40. Thus the barrier can be avoided by teleporting past X/Z ±8,388,608. Also, all entities, except players in creative, disappear in the void.
The effect particles turn black in each power of 2 after the start of this point and return to normal after 64 blocks.
Levitation floating is slightly faster at this point.
Floating upward by holding the jump button with elytra and Slow Falling is no longer possible.
Status effect particles snap to the head, feet, and center of the player, resulting in a glitched animation assuming the player is in first person.
This page was last edited on 26 October 2020, at 18:23.
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