Do minecraft worlds end

Do minecraft worlds end DEFAULT

A Minecraftplayer by the name of Kurt J. Mac is on a mission to reach the end of the world, and he's documenting it for all to see, The New Yorker reports.

Mac began his journey on March 28, His aim was to reach what Minecraft developer Markus Persson calls the Far Lands, the area at the very edge of the infinite Minecraft world where the landscape distorts and fractures due to a glitch in the game's underlying mathematics. "Pretty early on, when implementing the 'infinite' worlds, I knew the game would start to bug out at long distances," Persson told The New Yorker. "But I did the math on how likely it was people would ever reach it, and I decided it was far away enough that the bugs didn't matter."

Upon hearing about the Far Lands, Mac saw it as an opportunity to distinguish his own Minecraft videos from others. He set out with a compass (which always points to the player's original spawn point) and began walking in the opposite direction of the spawn point.

Mac has walked more than virtual kilometers in almost three years. It is estimated that it will take him another 22 years to cover the Minecraft world's remaining 12, kilometers. He's documenting all of it on YouTube while raising money for the Child's Play Charity. Season 4 of his Minecraft trek has already raised $, at the time of writing.

Mac and Persson's full interview with The New Yorker can be read here.


On March 28, , a man who calls himself Kurt J. Mac loaded a new game of Minecraft. As the landscape filled in around his character, Mac surveyed the blocky, pixellated trees, the cloud-draped mountains, and the waddling sheep. Then he started walking. His goal for the day was simple: to reach the end of the universe.

Nearly three years later, Mac, who is now thirty-one, is still walking. He has trekked more than seven hundred virtual kilometres in a hundred and eighty hours. At his current pace, Mac will not reach the edge of the world, which is now nearly twelve thousand kilometres away, for another twenty-two years.

In the four years since its initial release, Minecraft has become a phenomenon that is played by more than forty million people around the world, on computers, smartphones, and video-game consoles. It is primarily a game about human expression: a giant, Lego-style construction set in which every object can be broken down into its constituent elements and rebuilt in the shape of a house, an airship, a skyscraper, or whatever else a player can create.

Minecraft’s universe is procedurally generated, meaning that an algorithm places each asset—every hill, mountain, cave, river, sheep, and so on—in a unique arrangement every time a new game is loaded, so that no two players’ worlds are exactly alike. Markus Persson, the game’s creator, planned for these worlds to be infinitely large: if a player kept walking in a single direction, the game would create more of the world in front of him, like an engineer forever laying track for an advancing train.

But, at extreme distances from a player’s starting point, a glitch in the underlying mathematics causes the landscape to fracture into illogical shapes and patterns. “Pretty early on, when implementing the ‘infinite’ worlds, I knew the game would start to bug out at long distances,” Persson told me. “But I did the math on how likely it was people would ever reach it, and I decided it was far away enough that the bugs didn’t matter.”

In March, , Persson wrote a blog post about the problem in the game’s source code and the mysterious area where Minecraft’s world begins to warp and disintegrate, which he calls the Far Lands. Around that time, inspired by the legions of Minecraft players who record and broadcast their adventures, Mac started a YouTube channel to document his virtual exploits. As he cast about for a fresh angle to distinguish his episodes from those of other YouTube Minecraft-casters, he came upon Persson’s post. It was exactly what Mac had been searching for: he changed the name of his YouTube channel to Far Lands or Bust!, and he set off to see them for himself. “In my ignorance, I thought the journey might take a year or so,” Mac told me. “Had I known that the Far Lands were so many thousands of kilometres away, I might have been more hesitant.”

Mac’s preparations for the hike were basic. He gathered the materials to craft a sword, for protection, and a pickax, for digging rudimentary shelters to hide from the game’s lethal nocturnal terrors. “Most important, I brought a compass,” he said. “The compass always points toward the original spawn point. That way, I would know that, as long as I walk in the direction opposite the needle’s point, I am headed in the right direction.”

Mac has filmed his entire odyssey, breaking it up into separate YouTube episodes, which now make up four seasons. “The YouTube format serves the journey well, allowing the viewer to experience the entire adventure along with me,” he said. “Also, if anyone had doubts as to whether or not I was making this trek to the Far Lands without cheating, they could go back and watch all of the footage.” But Mac soon realized that he would have to fill each episode with commentary, both to engage his audience and to stave off loneliness. “The series transformed into a sort of podcast, where the topics I talk about might have little to do with the journey itself,” he said. “Of course, it is always exciting when Minecraft re-grabs my attention with a perilous cliff, a zombie attack, or a memorable landscape, and I remember the journey I’m on.”

By one measure, Mac’s endeavor is motivated by the same spirit that propels any explorer toward the far reaches of the unknown. Today, we live in a world meticulously mapped by satellites and Google cars, making uncharted virtual lands some of the last places that can satisfy a yearning for the beyond, as well as locations where you are simply, as Mac puts it, “first.” “My viewers and I are the only people to ever see these places exactly as they are,” he said. “Once we walk past, we will never see them again.”

While the premise of walking in a single direction through a video game for hundreds of hours may seem banal, Minecraft has a special ability to create unscripted character drama. In almost every one of Far Lands or Bust’s three hundred or so episodes, each of which lasts for around thirty-five minutes, Mac encounters something of note. “On June 6, , in episode thirty-two, I tamed a wolf,” he recalled. “He quickly became a fan favorite and my only companion on the trip. Unfortunately, on the final day of the season, Wolfie, as I’d named him, mysteriously disappeared during a break.” Mac presumed that Wolfie had been glitched out of the game, and his disappearance lent a sour note to the season finale. But, in an unlikely plot twist, Mac was reunited with the Wolfie during the first episode of season four, and the pair continued the journey together.

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This article is about the area at the edge of the world. For the phenomenon that existed before Beta , see Far Lands. For the customizable border wall, see World border. For effects which occur at high distances due to numerical precision loss, see Java Edition distance effects.

The world boundary is the area defining the intended spatial edges of a Minecraft dimension. It is distinct from hard limits, which are defined by limitations of the programming language itself.


Java Edition[]

Horizontal limits[]

There are several different intended horizontal boundaries in the game.

Firstly is the maximum distance nether portals can generate at in the Overworld, at X/Z ±29,, blocks ( blocks, from the 16 blocks per chunk multiplied by the 8 block multiplier). This limit prevents any surpassing of the next borders using the Nether to multiply distance by 8.

The next layer is the world border, which lies at X/Z ±29,, by default, and establishes an arbitrary (but capped at this default value) blockade to prevent the player from advancing. There are several methods of bypassing this border.

The third layer lies exactly one chunk further, at X/Z: ±30,, 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 does not work, since the game does not accept any value beyond X/Z: ±30,, 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 rails), the player can go even further, up to X/Z: ±30,, At that point, the player is frozen in place until the minecart is destroyed, then they are teleported back to X/Z: ±30,,

The fourth and final layer lies at X/Z: ±30,,, which can be considered the absolute edge of the Minecraft world, as chunks no longer generate beyond this point, so it's impossible to advance past this point without the use of modifications.

By editing the source code for the game, it is possible to extend the terrain generation and world border past X/Z: ±30,, (up to X/Z: ±2,,,) 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,,,, 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,, lighting stop and hard limit of ±2,,,

Vertical limits[]

The player is able to build up to y= (&#;[upcoming:JE ]), and down to y=0 (&#;[upcoming:JE ]). But it is not possible to build any further than that. However, one can still fly with creative mode or an elytra, or use explosives/slime blocks and pistons to get past y= (&#;[upcoming:JE ]).

In Java Edition from snapshot 20w49a, the height limit could be altered in custom worlds, as well as the lowest height below bedrock. In 21w06a, the default world generation was changed to use a height limit of y= and also a bottom of y= In 21w15a, this was reverted and delayed after the decision to delay the parts of the update that dealt with World Generation. The height will once again be extended in the second half of Caves And Cliffs&#;[upcoming:JE ].

Bedrock Edition[]

Horizontal limits[]

Bedrock Edition technically has no hard boundary, and the world at far distances is far too ravaged by several distance effects to provide any semblance of reasonable gameplay. Nonetheless, there do exist intentional defined limits for some game functionality:

  • It is impossible to teleport beyond X/Z ±30,, 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 command.
  • X/Z ±31,, 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).

Vertical limits[]

The player is able to go to Y ±30,, but it is impossible to teleport beyond these coordinates without the use of external tools.


Java Edition[]

Main article: Java Edition distance effects

Generally, long server response times caused by massive distances produce unintended results, but most blocks and entities behave normally, with a few exceptions:

  • Water and lava fall normally, albeit at a much slower pace due to long response times.[verify]
  • Extended pistons may sometimes not render until they receive another block update.[verify]
  • Beyond the X/Z ±30,, mark:
    • Mobs do not spawn at all.
    • Lighting does not update (with exception to sunlight and moonlight).
    • Items may jitter slightly.

Beyond this, most of the unintended behavior of blocks and entities is caused by either the world border (as detailed here) or being sufficiently far from the world origin (see this page). Some odd effects which are attributed to the boundary itself are as follows:

  • Attempting to walk into the boundary will still display a walking animation, walking sounds, and cause view bobbing, effects which are not present for walking into the world border or solid walls. Mojang has decided not to fix this issue.[1]
  • Using elytra to fly into the border will cause the flying sound to continue to play at full volume rather than quietly or not at all.[2]
  • Rain particles will always hit the ground at exactly sea level regardless of the actual shape of terrain beyond 30 million blocks. Mojang has decided to also not fix this.[3]


Horizontal boundaries[]

This section is missing information about Console Edition boundary and effects, 3DS edition boundary.&#;

Please expand the section to include this information. Further details may exist on the talk page.

Java Edition pre-Classic
rdThe world has an edge which can be fallen off of indefinitely. Where this edge exactly is is unknown nor is if it is constant between worlds, however it is blocks long in both directions.
Java Edition Classic
aThere is now a solid border at the edge of the world. Where exactly this edge is is unknown, and it may vary from world to world.
An "infinite" ocean (consisting of a layer of water atop a thick bedrock column) will extend 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.
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.
Java Edition Indev
The world boundary is now variable depending on the chosen world type. It may be even further customisable through world editing.
Blocks outside of the world can be targeted and even "broken", but will immediately revert to a prior state afterwards.
Block rendering has been reported to stop at a variety of different positions; X/Z: ±2,, ±2, and ±2,[needs&#;testing][more information needed]
Sky rendering stops at X/Z: ±2,[needs&#;testing]
?After attempting to move a bit past the farthest distance that can be built, the player will be pushed back towards the center of the world with an increasingly hard force depending on their distance.
Java Edition Infdev
The world boundary has been completely removed, allowing the player to access terrain as far as the game itself is capable of handling.
A skybox (
&#;#FF) has been added. It stops at X/Z: ±1,
A new boundary has been set in place: blocks no longer generate beyond X/Z: ±32,,, giving way to the void.
Updating blocks next to this void causes an extreme amount of lighting updates, effectively freezing the game for an extended period of time.
The aforementioned skybox has been removed.
Attempting to move past X/Z: ±32,, will put the player in a permanent glitchy, jittery stasis[4] requiring external tools to escape.
Java Edition Alpha
v?Beyond X/Z: ±32,,, 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.
Terrain beyond X/Z: ±32,, would also not be populated with terrain features such as trees and blobs. As such, this allows the complete avoidance of a fatal distance effect involving ore generation between X/Z: ±67,, and X/Z: ±,, which would otherwise cause runaway chunk loading and game crashes.
?Many single blocks of water and lava generate at the edge of the world, which are actually springs, as the intangible blocks are considered air.
Java Edition Beta
Pre-releaseThe "fake chunks" now start at X/Z: ±30,,, 2 million blocks less than in Alpha v - Beta
Using an NBT editor, beyond X/Z: ±30,,, the player gets stuck in a glitched position and need to use a program to make their character back. Beyond X/Z: ±30,,, blocks no longer render. The map is blank from here on out.[is this the correct version?]
Exceeding the 32 million block limit (only possible through nether portals or external editors) now causes the game to crash.[verify]
Java Edition
12w03aThe 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.
12w18aThe wall that freezes the entities beyond X/Z: ±30,, no longer exists, allowing the player to access terrain up to 32 million blocks.
12w27aNether portals are now limited to X/Z: ±29,, in the Overworld.
13w36aMinecraft crashes after the player surpasses X/Z: ±29,, on Default, Large Biomes, and AMPLIFIED worlds.
13w37aAll blocks at X/Z: ±30,,, including air itself, now act completely solid, creating an effective wall at this point.
This solid wall extends upwards to Y: 2,,,,[more information needed] 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.
Walking on this wall far enough[more information needed] causes the game to crash.
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.
Beyond X/Z: ±32,,, the player is kicked out with an "Illegal Position" message.
Some mobs (e.g. slimes) try to go past the world border, to no avail.
14w02aChunks beyond X/Z: ±30,, now no longer render.
Blocks beyond X/Z: ±30,, are no longer all solid, allowing players to move slightly beyond this point manually.
Actually moving beyond X/Z: ±30,, will freeze the player in place, unable to move anywhere else without commands. Their hand and player model in third person view will disappear, and they will appear frozen in an animation in the survival inventory screen.
14w06aAttempting to move beyond X/Z: ±30,, will now kick the player for being in an illegal position.
14w17aThe 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.
Exceeding 30 million blocks now outright crashes the game rather than kicking the user back to the server list.
14w18aExceeding X/Z: ±30,, now kicks the player again rather than crashing.
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.
The world border will always render and behave as though it is at ±29,,, even if set to be at a value beyond this. It can be set to be smaller however.
pre3There is now an effective "wall" at X/Z: ±29,, preventing the player from surpassing it.
This wall is in fact the game simply teleporting the player to exactly X/Z: ±29,, if their coordinates exceed X/Z: ±29,,, rather than a solid wall like was present in As such, it results in some interesting visual quirks which 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.
Teleporting anywhere between X/Z: ±29,, and X/Z: ±30,, will cause the player to be immediately teleported back to X/Z: ±29,, after one tick. Teleporting to exactly X/Z: ±30,, will freeze the player in place (allowing them to teleport back), and teleporting anywhere beyond X/Z: ±30,, will crash the game.
15w37aChunks beyond X/Z: ±30,, are now rendered again, up to a variable limit, which as been reported as X/Z: ±30,,, ±30,, and even ±30,, 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,, are now solid and can perfectly generate structures like villages, mineshafts, and trees.
15w51aTeleporting past X/Z: ±30,, is no longer possible; the player always gets teleported to X/Z: ±30,,, even when using external programs.
?Items no longer move erratically beyond X/Z: ±30,,
20w06aRain always appears at sea level beyond X/Z: ±30,, (likely from fixing MC).[3]
Pocket Edition Alpha
?Worlds are blocks long in both directions. Whether the positions of the boundaries actually used to be consistent are unknown, although they are not in current Old worlds.
The edges of the world are made up of invisible bedrock. This extends up to blocks and can be walked on forever.
vbuild 1Added infinite world generation, which removes the boundary for worlds of that type.
?Nether portals can no longer be generated or place the player any farther than X/Z: ±31,,
? can no longer take the player past X/Z: ±30,,
Indev era
  • Coordinates X/Z: ±2, on the Indev version released January 30, Blocks no longer render past this limit.

Infdev-Alpha era
  • World boundary at X/Z: ±32,,, where blocks completely stop generating

  • Terrain (Far Lands) as seen from beyond X/Z: ±32,,

Alpha-Beta era
  • The "end of the world" as seen from the third person mode.

Beta era
  • A fake swamp biome past X/Z: ±30,, There is only dirt on the seafloor. It also does not generate trees and tall grass.

  • A mushroom island biome in the world boundary generating without mushrooms or huge mushrooms.

  • Trees that are generated close to the world boundary stop being generated. Trees may also appear strange, like this.

  • Village generated on the world boundary of a superflat world.

  • A view under the fake chunks ()

  • The corner of the world boundary in 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.

  • The player's head unnaturally twisting, as seen in Beta

  • The unnaturally twisting head as seen in second person view in

  • A frozen player in 's development with the head no longer capable of twisting.

  • FarLandsFakeChunks.png
  • The world boundary, at 30,, meters from the center of the map. Notice that vegetation is cut off at this point.

  • A redstone torch hanging on the invisible wall in Release This can be achieved by placing the torch on a non-solid block (such as glass).

  • In Release , slimes try to go to Z,, Notice the abnormally large redstone dust.

  • A village generated near the world boundary.

  • Lighting does not work past the world boundary.

  • Torches placed on glowstone next to the invisible wall, the particles emitted from them are also in the wrong place.

+ era

Vertical boundaries[]

This section is missing information about
  • early Pocket Edition boundary (when was that floor added?)
  • Console Edition boundary and effects
  • 3DS edition boundary
  • infdev: player model might break above , and there may be jittering effects out of y bounds.&#;

Please expand the section to include this information. Further details may exist on the talk page.

Java Edition pre-Classic
rdThe world has a bottom which can be fallen out of indefinitely. It is assumed to be at Y: ±0, as no proper way to view coordinates existed yet.
Java Edition Classic
aThe bottom of the world remained unchanged despite the addition of bedrock to make it impossible to fall out of.
Java Edition
?Teleportation beyond Y: ±4, is no longer allowed.
?Teleportation beyond Y: ±4, is again possible.
?Teleportation beyond Y: ±20,, is no longer allowed.
?Players are now kicked beyond Y: ±30,,
21w13aPlayers are no longer kicked beyond Y: ±30,,,[5] allowing for travel for as long as java can understand.
?Exiting a world beyond Y: ±20,, will cause the player to be moved to Y: ±20,, upon logging back in, a bug which Mojang decided not to fix.[6] However, edited world files will still allow the player to be moved beyond these limits.
?The player cannot be moved beyond Y: ±20,, via editing the world files, as logging in will now always clamp the player's position to Y: ±20,,

Older version effects[]

This article needs cleanup to comply with the style guide.&#;[discuss]

Please help improve this page. The talk page may contain suggestions.
Reason: incorporate most of this into the history section


On February 27, , version of Infdev, many side effects would occur as the player walked thousands or even millions of blocks away.

  • X/Z ±–1, Clouds stop rendering.

In Infdev , walking off the edge would cause the player to become stuck in a glitched position, unable to escape.

In previous versions of the game, if the player teleported as high as they possibly could, they were sent to a Y-Axis of x1038. 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 % undefined memory usage, and then disappears upon re-entering the debug menu.

Fake chunks[]

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,,, 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 bit integer limit. The game can load chunks only out to X/Z: ±32,,, causing a problem between the noise map and the chunk generator. To fix this problem, Minecraft removes the chunks generated beyond X/Z: >±32,, 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,,, 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 Test Build 3 and Beta , the player can cause trees and plants to generate beyond ±32,, However the framerate was actually much better the further one went because of no entities.

Console info[]

In the Xbox Edition, PlayStation 3 Edition, PlayStation Vita Edition, and Wii U Edition, the Overworld is limited to × 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 (&#;), Medium (&#;), and Large (&#;, 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 cieling.


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


  • Traveling from one edge of the world to the opposite edge by powered rail would take 35 days and 10 hours. Building the rails for such a trip would require enough iron and/or gold to fill over double chests, even when packed into blocks, as well as sticks made from enough wood to fill over double chests (as log blocks, not as planks, and excluding the redstone torches). (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 17, double chests. If the player had to gather the materials to make all those rails, they would wear out 14, diamond pickaxes and diamond axes (on average, about 3, diamond pickaxes and 75 diamond axes, both enchanted with Unbreaking 3).
    • 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.
    • Factoring in the need for powering the track and assuming the player were to use redstone torches, the player would require 3,, torches for the full track, since a torch can optimally light 17 blocks. That requires 55, sticks and bits of redstone dust, which requires large chests, which requires stacks of log blocks to make the chests (which requires 3 large chests).
  • Traveling from 0,0 to the edge of the world by foot takes around days.[7]
  • It is possible to generate trees and vegetation beyond 30,, by loading a version of Minecraft after Java Edition , then load a few chunks beyond the world border. Then, close the world and load a version of Minecraft between Beta - Release Java Edition pre[verify] and load the same world. If the players travel to the world barrier, there are a few chunks that generate beyond 30,, that have trees and grass.
    • It is possible to even generate Far Lands chunks using this method. Load a world in release Beta - Release and teleport to X/Z: 30,, Close the world before the fake chunks generate and load the world in Beta 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,, block area.
  • Spiders can climb the border, continuing to climb upward indefinitely.[verify].
  • In Minecraft 4k, there is a barrier on the bottom of the map, which is unbreakable by any means.[8]


I walked to the edge of the world in Minecraft (Fastest method)


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He WALKED to the Minecraft Far Lands...


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