From Minecraft Wiki
(Redirected from The Overworld)
Jump to: navigation, search
The forest and a mountain range as seen in the Overworld.

The Overworld is the dimension in which all players begin their Minecraft journey.


The Overworld is created as the only dimension when the player creates a new world. (The other dimensions—the Nether and the End—aren't created until a player enters the corresponding portal.)


A new world in Minecraft is generated through the use of a seed, which is an integer used as a starting point for the world generation formula. The player can specify a seed or allow the game to generate one randomly. If given a non-integer input (such as the word "Glacier"), the game converts it into a corresponding integer (such as 1772835215).

A given seed will generate almost exactly the same world every time, provided the same edition, game version, and world type are used. Although the exact spawn point varies, the coordinates of all terrain features will be the same. Seeds in Bedrock Edition, Education Edition, and New Nintendo 3DS Edition also generate identical worlds for the same version and world type, but these are completely different from the worlds generated by those seeds in the other editions.


The Overworld is an incredibly complex environment with a wide variety of features.


A river biome running through a badlands biome.

The Overworld is divided into biomes of various types. A biome's type determines the basic characteristics of the terrain within it, and almost all of them have several variations that alter these characteristics to create more realistic terrain. The biome type also influences the biome's size, determines which mobs can spawn within it, and affects how environmental behaviors such as weather are expressed within it.

Natural structures[edit]

A village, one of many naturally generated structures in the Overworld.

The Overworld is composed of a large number of terrain patterns, called structures, whose arrangement varies widely from one seed to another. The exact structures are unique to each world, while the types of structures that can be generated at a given place are determined by the biome type. Structures are meant to represent real-world equivalents such as mountains, caves, and lakes. "Impossible" (in the real world) formations, such as floating islands, can also be found throughout the Overworld.

Along with terrain features, natural structures include naturally-generated buildings, such as villages, dungeons, and mineshafts.

Day-night cycle[edit]

Day Night.gif

The Overworld is the only dimension with a day-night cycle, and thus, the only one where the environment reflects the passage of time. In contrast to time zones in the real world, Overworld time is universal; it is always the same time for every player in the dimension regardless how far apart they might be, even in an "infinite" world.

During the daytime, the sun acts as a powerful light source, with a light level of 15, the maximum. Sunlight is strong enough to grow plants and affect the way mobs spawn, among other interesting effects. During the nighttime, the moon is the only natural light source. However, moonlight is comparatively dim; the light level will fall to a minimum of 4, allowing hostile mobs to spawn. Other than during thunderstorms, nighttime is the only time players may sleep in a bed.

The day-night cycle can effectively be measured using a clock, which allows players to determine the approximate Minecraft time anywhere in the Overworld. Time can also be sped up with the use of the /time command.

The sun rises in the east and sets in the west, just as it does in the real world. Observing its motion is a simple method of telling direction without a compass.


The Overworld is home to a wide variety of mobs. Mobs vary greatly in behavior and the level of danger they present to the player. Different mobs spawn at different times and places depending on the light level and the biome, among other factors. On occasion, a mob will move between the Overworld and another dimension, such as the Nether, by using a portal, but this is relatively uncommon. However, boss mobs like the ender dragon and the wither cannot enter portals.

Passive mobs[edit]

SheepFace.png CowFace.png PigFace.png ChickenFace.png RabbitFace.png SquidFace.png BatFace.png VillagerFace.png MooshroomFace.png
Sheep Cow Pig Chicken Rabbit Squid Bat Villager Mooshroom
SkeletonHorseFace.png TurtleFace.png CodBody.png SalmonBody.png PufferfishFace.png TropicalFishBody.png
Skeleton Horse Turtle Cod Salmon Pufferfish Tropical Fish

Tameable mobs[edit]

WolfFace.png LlamaFace.png HorseFace.png DonkeyFace.png MuleFace.png Red Parrot Face.png CatFace.png
Wolf Llama Horse Donkey Mule Parrot Cat

Neutral mobs[edit]

BeeFace.png PolarBearFace.png EndermanFace.png SpiderFace.png CaveSpiderFace.png DolphinFace.png PandaFace.png
Bee Polar Bear Enderman Spider Cave Spider Dolphin Panda

Hostile mobs[edit]

ZombieFace.png SkeletonFace.png CreeperFace.png SlimeFace.png WitchFace.png ZombieVillagerHead.png SilverfishFace.png GuardianFace.png ElderGuardianFace.png PillagerFace.png RavagerFace.png
Zombie Skeleton Creeper Slime Witch Zombie Villager Silverfish Guardian Elder Guardian Pillager Ravager
HuskFace.png StrayFace.png SpiderJockeyFace.png ChickenJockeyFace.png SkeletonHorsemanFace.png VindicatorFace.png EvokerFace.png PhantomFace.png DrownedFace.png
Husk Stray Spider Jockey Chicken Jockey Skeleton Horseman Vindicator Evoker Phantom Drowned

Utility mobs[edit]

Iron Golem


As with all other dimensions in the game, the Overworld can generate infinitely. However, there are some limitations, as detailed below.

The Overworld encompasses a three dimensional volume that extends vertically from the build limit (y=256) down to the Void (y=0), and horizontally for a virtually infinite distance in each direction. This volume is filled (virtually speaking) with air, terrain, and structures. Technically, the terrain is formed by generating multiple noise maps to produce differing elevations, general land shapes, and complex mountain and cave systems.


Visualization of a chunk.

Chunks are the method used by the world generator to divide maps into manageable pieces. Chunks measure 16×16×256 blocks in size (16 blocks wide, 16 blocks long, and 256 blocks high), with a total volume of 65,536 blocks. Chunks are generated around players when they first enter the world, and additional chunks are generated as needed as they wander around it. Once generated, a chunk becomes a permanent part of the world and is saved with the game from then on.

The game doesn't keep all chunks loaded into memory all the time, because for a large world that could easily exceed the device's capacity. Instead, chunks are saved to external storage when all players have left the area they are in, and are reloaded again whenever a player approaches them later. The game only simulates activity (mobs spawning, trees growing, water flowing, dropped items disappearing etc.) in the loaded chunks, so this limits activity to the chunks that players can actually see and interact with, which makes the best use of the processor's power. Players can alter the number of blocks loaded by adjusting the render distance[Java Edition only] or simulation distance[Bedrock Edition only]. (It should be noted that some chunks are never unloaded. These include the spawn chunks[Java Edition only] and chunks in ticking areas[Bedrock Edition only]. Activity in these chunks occurs for as long as the world is open.)

When infinite worlds were first implemented in Java (Infdev - Beta 1.7), the chunks beyond block coordinates X/Z ±32,000,000 were treated as "fake"; blocks within them will still generate, but the normal physics properties will not be applied to them. As a result, if the player is within one of these "fake" chunks and tries to walk on these blocks, they will fall right through them into the void. These "fake" chunks no longer occur in more recent Java versions, and were never present in Bedrock Edition.


Visual cutoff point of an old Minecraft map (Left is normal Minecraft generation, the right is after limitation.)

While the world is virtually infinite, the number of blocks a player may physically reach is limited. Where the limits are depends on the edition of the game and the world type being played.

In Java Edition, the map contains a world border located by default at X/Z coordinates ±29,999,984. The world border is an animated wall of blue stripes. Standing near the border results in a red vignette appearing around the screen. Most entities are unable to pass the border, except by teleporting. Players who breach the border will receive constant damage unless they are in creative or spectator mode. The player can teleport past the world border and continue as far as X/Z ±29,999,999, where there is an invisible wall. However, the player can travel a few chunks further by riding horses, pigs, and minecarts through it.[verify] Once the player passes X/Z ±30,000,000, "fake chunks" will generate in which the blocks have no collision boxes.

In the Bedrock Edition, Old-type worlds are limited to 256 blocks each in the X and Z directions. The edge of the world is barricaded with an invisible barrier. Infinite-type worlds have no fixed horizontal limits, but either generation stops or normal game behavior begins to break down at extreme distances; the exact details depend on the platform. However, experiments suggest that players can generally reach at least X/Z ±12,550,000 before such problems occur.

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 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.

Terrain features[edit]

A picture of a mountains biome.

The Overworld contains numerous terrain features, at a wide variety of scales.


I Has a different ID as an inventory item.
D Use the item's Damage field to define its durability.
S Requires additional data from the saved game's Data array to fully define the block.
B Requires additional data in the item's Damage field to fully define the inventory item.
N Requires additional data in the item's NBT data to fully define the inventory item.
E Requires a block entity to store additional data.
Red Cannot be legitimately obtained. Only available using the /give command or via inventory editors.
Light Blue Cannot be obtained as an item. (Can only be placed using block-placement commands such as /setblock or /fill.)
Blue Available in the Creative mode inventory by item list.
Purple Available in Creative mode by block picking.
Teal Can be obtained by trading with villagers or in the Creative mode inventory.
Green Only available by having Enchanted tools or in the Creative mode inventory.
Lime Green Only available by having Enchanted tools or via use of /give or inventory editors, but unobtainable in the Creative mode inventory.
Gray Unused data.

Naturally generated[edit]

"Naturally generated" includes blocks that are created through the world seed.

Icon Dec Hex Namespaced ID Block
0 0 air Air
Stone JE4 BE2.png 1 1 stone Stone S B
Grass Block Revision 6.png 2 2 grass Grass Block
Dirt JE2 BE1.png 3 3 dirt Dirt S B
Bedrock JE2 BE2.png 7 7 bedrock Bedrock
Water.png 9 9 water Water S
Lava.png 11 B lava Lava S
Sand JE5 BE2.png 12 C sand Sand S B
Gravel Revision 5.png 13 D gravel Gravel
Gold Ore JE3 BE2.png 14 E gold_ore Gold Ore
Iron Ore JE3 BE2.png 15 F iron_ore Iron Ore
Coal Ore JE2 BE2.png 16 10 coal_ore Coal Ore
Oak Log Axis Y Revision 5.png 17 11 log Wood S B
Leaves.png 18 12 leaves Leaves S B
Lapis Lazuli Ore JE2 BE2.png 21 15 lapis_ore Lapis Lazuli Ore
Sandstone JE6 BE2.png 24 18 sandstone Sandstone S B
Grass JE3 BE2.png 31 1F tallgrass Grass S B
Dead Bush JE2 BE2.png 32 20 deadbush Dead Bush
Dandelion JE2 BE2.png 37 25 yellow_flower Dandelion
Poppy JE3 BE2.png 38 26 red_flower Flower S B
Brown Mushroom JE2 BE2.png 39 27 brown_mushroom Brown Mushroom
Red Mushroom JE2 BE2.png 40 28 red_mushroom Red Mushroom
Diamond Ore JE3 BE3.png 56 38 diamond_ore Diamond Ore
Icon Dec Hex Namespaced ID Block
Redstone Ore JE2 BE2.png 73 49 redstone_ore Redstone Ore
Snow JE2 BE2.png 78 4E snow_layer Snow S B
Ice JE2 BE2.png 79 4F ice Ice
Snow Block JE2 BE2.png 80 50 snow Snow
Cactus JE4.png 81 51 cactus Cactus S
Clay Block JE2 BE2.png 82 52 clay Clay
Sugar Cane.png 83 53 reeds Sugar Cane I S
Carved Pumpkin JE3 BE2.png 86 56 pumpkin Pumpkin S
Stone JE4 BE2.png 97 61 monster_egg Infested Stone S B
Brown Mushroom Block Revision 2.png 99 63 brown_mushroom_block Brown Mushroom Block S
Red Mushroom Block Revision 2.png 100 64 red_mushroom_block Red Mushroom Block S
Melon JE2 BE2.png 103 67 melon_block Melon
Vines JE2 BE2.png 106 6A vine Vines S
Mycelium JE2 BE2.png 110 6E mycelium Mycelium
Lily Pad JE2 BE2.png 111 6F waterlily Lily Pad
Cocoa Age 2 JE2 BE2.png 127 7F cocoa Cocoa I S
Emerald Ore JE2 BE2.png 129 81 emerald_ore Emerald Ore
White Terracotta JE1 BE1.png 159 9F stained_hardened_clay Stained Clay S B
Leaves.png 161 A1 leaves2 Leaves (Acacia/Dark Oak) S B
Acacia Log Axis Y Revision 5.png 162 A2 log2 Wood (Acacia/Dark Oak) S B
Terracotta JE2 BE2.png 172 AC terracotta Terracotta
Packed Ice JE2 BE3.png 174 AE packed_ice Packed Ice
Sunflower JE2 BE2.png 175 AF double_plant Large Flowers S B
Icon Dec Hex Namespaced ID Block
Magma Block JE2 BE2.png 213 D5 magma Magma Block
Kelp (item) JE1 BE2.png 0 kelp Kelp
Seagrass.png 0 seagrass Seagrass
Sea Pickle 1 JE1 BE1.png 0 sea_pickle Sea Pickle
Bubble Column JE1 BE1.png 0 bubble_column Bubble Column

Naturally created[edit]

Naturally created means a combination of events that cause a new block to be placed by natural causes, not the player. Some of these blocks may also be created as part of world generation.

Icon Dec Hex Namespaced ID Block
0 0 air Air
Stone JE4 BE2.png 1 1 stone Stone S B
Grass Block Revision 6.png 2 2 grass Grass Block
Dirt JE2 BE1.png 3 3 dirt Dirt S B
Cobblestone JE6 BE3.png 4 4 cobblestone Cobblestone
Water.png 8 8 flowing_water Water S
Brown Mushroom JE2 BE2.png 39 27 brown_mushroom Brown Mushroom
Red Mushroom JE2 BE2.png 40 28 red_mushroom Red Mushroom
Obsidian JE3 BE2.png 49 31 obsidian Obsidian
Fire.png 51 33 fire Fire S
Snow JE2 BE2.png 78 4E snow_layer Snow S B
Ice JE2 BE2.png 79 4F ice Ice
Cactus JE4.png 81 51 cactus Cactus S
Sugar Cane.png 83 53 reeds Sugar Cane I S
Vines JE2 BE2.png 106 6A vine Vines S
Mycelium JE2 BE2.png 110 6E mycelium Mycelium


Same as naturally generated, but these blocks are only created with the "Generate Structures" option enabled.

Icon Dec Hex Namespaced ID Block
0 0 air Air
Polished Andesite JE2 BE2.png 1 1 stone Polished Andesite S B
Cobblestone JE6 BE3.png 4 4 cobblestone Cobblestone
Oak Planks JE6 BE2.png 5 5 planks Oak Planks S B
Spruce Planks JE4 BE2.png 5 5 planks Spruce Planks S B
Acacia Planks JE3 BE2.png 5 5 planks Acacia Planks S B
Dark Oak Planks JE3 BE2.png 5 5 planks Dark Oak Planks S B
Water.png 8 8 flowing_water Water S
Lava.png 10 A flowing_lava Lava S
Gravel Revision 5.png 13 D gravel Gravel
Coal Ore JE2 BE2.png 16 10 coal_ore Coal Ore
Oak Log Axis Y Revision 5.png 17 11 log Oak Log S B
Spruce Log Axis Y Revision 5.png 17 11 log Spruce Log S B
Sponge JE3 BE3.png 19 13 sponge Sponge S B
Dispenser.png 23 17 dispenser Dispenser S E
Sandstone JE6 BE2.png 24 18 sandstone Sandstone S B
Red Bed.png 26 1A red_bed Red Bed I S
Sticky Piston.png 29 1D sticky_piston Sticky Piston S
Cobweb JE3 BE2.png 30 1E web Cobweb
White Wool.png 35 23 white_wool White Wool S B
Orange Wool.png 35 23 orange_wool Orange Wool S B
Light Blue Wool.png 35 23 light_blue_wool Light Blue Wool S B
Yellow Wool.png 35 23 yellow_wool Yellow Wool S B
Lime Wool.png 35 23 lime_wool Lime Wool S B
Gray Wool.png 35 23 gray_wool Gray Wool S B
Light Gray Wool.png 35 23 light_gray_wool Light Gray Wool S B
Cyan Wool.png 35 23 cyan_wool Cyan Wool S B
Blue Wool.png 35 23 blue_wool Blue Wool S B
Brown Wool.png 35 23 brown_wool Brown Wool S B
Green Wool.png 35 23 green_wool Green Wool S B
Red Wool.png 35 23 red_wool Red Wool S B
Black Wool.png 35 23 black_wool Black Wool S B
Block of Gold JE6 BE3.png 41 29 gold_block Block of Gold
Smooth Stone Slab Revision 2.png 43 2B stone_slab Stone Slab S B
TNT Revision 2.png 46 2E tnt TNT
Bookshelf JE4 BE2.png 47 2F bookshelf Bookshelf
Mossy Cobblestone JE4 BE2.png 48 30 mossy_cobblestone Mossy Cobblestone
Torch.png 50 32 torch Torch S
Spawner JE3.png 52 34 mob_spawner Spawner E
Oak Stairs.png 53 35 oak_stairs Oak Stairs S
Chest.png 54 36 chest Chest S E
Inactive Redstone Wire (unconnected).png 55 37 redstone_wire Redstone Wire I S
Crafting Table JE4.png 58 3A crafting_table Crafting Table
Wheat Age 7 Revision 4.png 59 3B wheat Wheat S
Farmland Revision 2.png 60 3C farmland Farmland S
Furnace.png 61 3D furnace Furnace S E
Oak Door.png 64 40 wooden_door Oak Door I S
Ladder JE3 BE2.png 65 41 ladder Ladder S
Rail (NS).png 66 42 rail Rail S
Cobblestone Stairs.png 67 43 stone_stairs Cobblestone Stairs S
Oak Wall Sign.png 68 44 sign Wall Sign I S E
Lever.png 69 45 lever Lever S
Stone Pressure Plate.png 70 46 stone_pressure_plate Stone Pressure Plate S
Iron Door.png 71 47 iron_door Iron Door I S
Oak Pressure Plate.png 72 48 oak_pressure_plate Oak Pressure Plate S
Redstone Torch.png 76 4C redstone_torch Redstone Torch S
Icon Dec Hex Namespaced ID Block
Stone Button.png 77 4D stone_button Stone Button S
Ice JE2 BE2.png 79 4F ice Ice
Snow Block JE2 BE2.png 80 50 snow Snow
Oak Fence.png 85 55 oak_fence Oak Fence
Redstone Repeater.png 93 5D unpowered_repeater Redstone Repeater I S
Oak Trapdoor.png 96 60 oak_trapdoor Oak Trapdoor S
Stone JE4 BE2.png 97 61 monster_egg Stone Monster Egg S B
Stone Bricks JE3 BE2.png 97 61 monster_egg Stone Brick Monster Egg S B
Cracked Stone Bricks JE3 BE2.png 97 61 monster_egg Cracked Stone Brick Monster Egg S B
Mossy Stone Bricks JE3 BE2.png 97 61 monster_egg Mossy Stone Brick Monster Egg S B
Chiseled Stone Bricks JE3 BE2.png 97 61 monster_egg Chiseled Stone Brick Monster Egg S B
Stone Bricks JE3 BE2.png 98 62 stonebrick Stone Bricks S B
Stone Bricks JE3 BE2.png 98 62 stonebrick Cracked Stone Bricks S B
Stone Bricks JE3 BE2.png 98 62 stonebrick Mossy Stone Bricks S B
Stone Bricks JE3 BE2.png 98 62 stonebrick Chiseled Stone Bricks S B
Iron Bars (unconnected).png 101 65 iron_bars Iron Bars
Glass Pane.png 102 66 glass_pane Glass Pane
Brewing Stand.png 117 75 brewing_stand Brewing Stand I S E
Cauldron.png 118 76 cauldron Cauldron I S
End Portal Frame Revision 2.png 120 78 end_portal_frame End Portal Frame S
Oak Slab Revision 5.png 126 7E wooden_slab Oak Slab S B
Spruce Slab Revision 4.png 126 7E wooden_slab Spruce Slab S B
Sandstone Stairs.png 128 80 sandstone_stairs Sandstone Stairs S
Tripwire Hook.png 131 83 tripwire_hook Tripwire Hook S
Tripwire.png 132 84 tripwire Tripwire I S
Spruce Stairs.png 134 86 spruce_stairs Spruce Stairs S
Flower Pot.png 140 8C flower_pot Flower Pot I S E
Carrots Age 3 JE2 BE2.png 141 8D carrots Carrots I S
Potatoes Age 3 JE2 BE2.png 142 8E potatoes Potatoes I S
Acacia Log Axis Y Revision 5.png 162 A2 log2 Acacia Wood S B
Acacia Stairs.png 163 A3 acacia_stairs Acacia Stairs S
Prismarine JE2 BE2.png 168 A8 prismarine Prismarine S B
Sea Lantern JE1 BE1.png 169 A9 sea_lantern Sea Lantern
White Carpet.png 171 AB white_carpet White Carpet S B
Magenta Carpet.png 171 AB magenta_carpet Magenta Carpet S B
Light Blue Carpet.png 171 AB light_blue_carpet Light Blue Carpet S B
Yellow Carpet.png 171 AB yellow_carpet Yellow Carpet S B
Lime Carpet.png 171 AB lime_carpet Lime Carpet S B
Pink Carpet.png 171 AB pink_carpet Pink Carpet S B
Gray Carpet.png 171 AB gray_carpet Gray Carpet S B
Light Gray Carpet.png 171 AB light_gray_carpet Light Gray Carpet S B
Cyan Carpet.png 171 AB cyan_carpet Cyan Carpet S B
Purple Carpet.png 171 AB purple_carpet Purple Carpet S B
Blue Carpet.png 171 AB blue_carpet Blue Carpet S B
Brown Carpet.png 171 AB brown_carpet Brown Carpet S B
Green Carpet.png 171 AB green_carpet Green Carpet S B
Red Carpet.png 171 AB red_carpet Red Carpet S B
Black Carpet.png 171 AB black_carpet Black Carpet S B
Spruce Fence Revision 2.png 188 BC spruce_fence Spruce Fence
Dark Oak Fence Revision 2.png 191 BF dark_oak_fence Dark Oak Fence
Acacia Fence Revision 2.png 192 C0 acacia_fence Acacia Fence
Spruce Door.png 193 C1 spruce_door Spruce Door I S
Acacia Door.png 196 C4 acacia_door Acacia Door I S
Beetroots Age 3 JE2 BE2.png 207 CF beetroots Beetroot Seeds
Grass Path JE2 BE2.png 208 D0 grass_path Grass Path
Bone Block Axis Y JE2 BE2.png 216 D8 bone_block Bone Block
Icon Dec Hex Namespaced ID Block
Tube Coral Revision 1.png 0 tube_coral Tube Coral
Tube Coral Block Revision 2.png 0 tube_coral_block Tube Coral Block
Brain Coral Revision 1.png 0 brain_coral Brain Coral
Brain Coral Block Revision 2.png 0 brain_coral_block Brain Coral Block
Bubble Coral Revision 1.png 0 bubble_coral Bubble Coral
Bubble Coral Block Revision 2.png 0 bubble_coral_block Bubble Coral Block
Fire Coral Revision 2.png 0 fire_coral Fire Coral
Fire Coral Block Revision 2.png 0 fire_coral_block Fire Coral Block
Horn Coral Revision 1.png 0 horn_coral Horn Coral
Horn Coral Block Revision 2.png 0 horn_coral_block Horn Coral Block

Technical information[edit]


Dimension Namespaced ID Numeric ID
Overworld overworld 0


In Java Edition, information on the Overworld is stored in the region folder of the .minecraft/saves/worldname directory, with "worldname" being the name of your world.

Deleting the region folder will reset the Overworld, so that all player-made changes and buildings in that dimension will be undone.


The classic finite generator used in late 2009
The version of the terrain generator used prior to Alpha v1.2.0
The world generator used from Alpha v1.2.0 to Beta 1.7.3.
The world generator used in release 1.7 onwards
Java Edition pre-Classic
Cave game tech testThe map is originally finite, with randomly-generated terrain.
rd-132211The map terrain is changed to be completely flat.
rd-160052The terrain is now composed of hills and valleys.
Java Edition Classic
0.0.12aTerrain changed to shallow hills.
The Minecraft world is now surrounded by an ocean with a floor of bedrock.
Pressing N generates a new level.
August 25, 2009New generator showed off with terrain given more cliffs, longer and narrower caves.
Java Edition Indev
February 12, 2010, 1Added the day-night cycle.
Java Edition Infdev
February 27, 2010First test of infinite world generation, using the same terrain generator as in Indev.
March 27, 2010New terrain generator, removing flowers and caves temporarily.
Height limit increased to 128.[verify] Previously the build limit was 64 (32 blocks above sea level and 32 below).
June 11, 2010Changed terrain generator.
Java Edition Alpha
v1.2.0previewAdded proper biomes.
v1.2.3The F3 key toggles a debug console which shows the player their exact coordinates.
Java Edition Beta
1.3Player's can now specify a world's name and seed.
1.5Added weather.
1.7An 'f' value was added to the debug console, indicating the direction the player is facing.
1.8?New terrain generator.
Some biomes were changed, added, or removed.
Players can find the current map seed by pressing F3.
Animals spawn on world generation, and don't spawn randomly as much.
The Far Lands were removed and were replaced with void.
Java Edition
1.2.112w07aNew maps have a height of 256 thanks to the new Anvil level format.
1.6.113w17aDesert biomes do not generate large pools of water anymore
1.7.213w36aCave Generation was tweaked, making caves less dense and interconnected.[1]
New biomes were added and some old biomes were changed.
13w37aAn invisible barrier at 30,000,000 blocks was added. This removed the last remnants of the Far Lands.
1.814w17aAdded a world border, which appears one chunk before the world boundary, and can be penetrated.


Issues relating to "Overworld" are maintained on the bug tracker. Report issues there.



  • The maximum number of blocks that can be generated in the Overworld is approximately 921.6 quadrillion (9.216×1017) blocks, assuming a distance of 30,000,000 blocks in either direction.
    • The total area is about 8 times the surface of the Earth, or approximately the surface area of the planet Neptune.
    • This means that storing a filled world, with no entities or block entities, would require 3.6864 quintillion (3.6864×1018) bits (409 petabytes) for the block data alone, based on the fact that each standard block is assigned 4 bits of information.
    • By manually modifying the game, it is possible to generate the world up to 2,147,483,647 blocks (the 32-bit integer limit) in either direction.
  • A 1:1 (1 block = 1 meter) scale map of the Earth, built in Minecraft, would be 510.9 trillion (5.109×1014) blocks in size.
    • Assuming the map is only one block deep and uses 1 byte per block, its size would be approximately 475,800 GB (464.7 TB).
    • A Moon-sized map would be made of 37.95 trillion (3.795×1013) blocks.
      • Its data size would be 35,340 GB (34.52 TB).

See also[edit]