Wait, Minecraft Has NEGATIVE Enchantments?!
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- Опубликовано: 15 май 2024
- Randomly I discovered that minecraft has negative enchantments, and they behave in very strange ways. From doing the opposite effect, to working entirely differently then they should, minecrafts strange negative enchantments sure are interesting...
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CivetKitty Level 46341 Efficiency Video - • Negative Enchantments ...
0:00 - Negative Enchantments?
1:18 - Negative Sharpness
3:46 - Weirdly Behaving Negative Smite
5:27 - Very Odd Efficiency Pickaxe Bug?
6:53 - Negative Armour Enchantments
8:46 - Other Negative Enchantments
9:26 - Strange Bedrock Behaviour
Music Used:
1. Medieval Astrology - Underbelly & Ty Mayer
2. Resolution - Wayne Jones
3. Scott Buckley - Dragons Lullaby
4. Scott Buckley - Signal to Noise
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#minecraft #minecraftsmp #minecraftserver - Игры
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I think it underflows and goes to a insane damage
My guess as to why the negative sharpness on 1.8 behaves weirdly is due to the damage calculations done when you take damage in the .5 seconds invincibility frames. You end up taking the larger amount of damage, so if you were to normally hit a mob and then crit it within .5 seconds you would deal damage equal to the crit attack, while the mob would only display damage animation from the normal attack because of the invincibility frames. Perhaps the critical hit is calculated differently in invincibility frames which makes the sword deal damage only when spammed
could be the same function as if you're getting "rod-tricked" but with a sword only?
I had 2 of my comments deleted, but it has to do with i-frames and damage compensation caused a bit overflow.
this
yeah this definitely reminded me of rod tricking, no idea how it works but when you hit someone with a fishing rod bobber and then crit them during their invincibility frames, they still take damage as if they were hit by a sword, allowing you to deal massive amounts of damage quickly as you're hitting them 2 times faster than you're supposed to
@@idonthaveanameyetsothiswil4182 blocks an attack with a shield actually deals 0 damage to the person who blocked.
Just had an idea, maybe the output for the smite formula is so neg large it hits integer overflow, dealing a positive smite level. Doesn't explain all of it though
omg i had this same thought too
I had 2 replies get deleted. The "spamming" makes mc do damage compensation during an entity's i-frames/immunity and it causes a bit overflow for smite and critting.
Floating point numbers don't overflow, they become denormalized
@@mariocamspam72 floating points do actually overflow and denormalize. Any signed number which includes floating points has a sign bit which makes it overflow. Denormalization is when a value loses precision similar to sigfigs in science.
It'd be funny if sometimes when enchanting an item you'd end up getting a negative enchantment
And then, perhaps, if there was a villager who you could pay to reroll your enchantments, except there's a chance that the item could actually get _worse_ and he'd still charge you and _wait I think there's another game that does this_
Relatable. Wait, your reforges sometimes get better?
@@TheBaconeer16 loyal subs- Am I a joke to you?
@@TheBaconeer16 frequent watcher of his videos. A sub, even.
A certain grindy sky related ga- GET OUT OF MY HEAD
*terraria flashbacks*
The addition of your barehand damage mak3s sense. When you hover over a weapon it says "+7 Attack damage"
Attack damage is a player stat that is unconnected to what weapon you're holding ,and is normally .5, when you hold a sword it adds the swords damage to your hand.
This is the way every piece of equipment in every video game ever works, but for some reason I've seen several Minecraft players confused by this
@@Radar_of_the_Stars not every game
@@toasterproductions3733 which games doesn't?
EXACTLY
It doesn't say this anymore. It used to, but now the plus is gone.
The reason why you take more damage during an I-frame is because of how damage is calculated in them, for some reason people dont know that you can take extra damage in I-frames but the calculation for damage taken in an I-frame is NewDamage - OldDamage = DamageApplied and it gets kind of broken with negative numbers as you cant heal when you hit someone, but it gets applied into the calculation for the next damage hit, so if you hit someone for -500 damage and then crit for +2 damage in the I-frame then it will do 2 damage because -498 - (-500) = 2 damage, you can confirm this because if you hit someone with the -500 damage sword then they take "normal" damage (e.g. hitting with fist, fire damage) they will get 1 shot because 1 damage from fire -(-500) will equal 499 damage dealt to the player
The reason for why your Pickaxe couldn't break any stone with Efficiency level 46341 was because of integer overflow.
If you check the breaking speed calculation on the Wiki, which is 8 for diamond + (1+efficiency level^2) and then put in the efficiency level 46341 you get:
8 + (1+46341^2) = 2147488290
Since the breaking speed is stored as a 32-bit integer, which have a limit of 2147483647 it overflows, meaning it goes back to -2147483648 + the remainder.
An efficiency level of 46340 calculates to a breaking speed just below the 32-bit integer limit so it still works fine.
Finally, another person who gets it right.
With the "healing sword" that suddenly does damage that's also float overflow
I believe that the efficiency past 46341 is happening because when minecraft calculates the break time for the stone block, the value as said by civet kitty, it rolls past the bit limit into the negatives. Casper Madlener figured out something that might be the source of the overflow. 46341^2 is a number that can be negative when stored in a 32 bit int, while 4630^2 isnt. Anna Perez found out that efficiency is squared for mining speed.
Same here. There could be a separate breaking speed value and equation that when 46341 is inputted, outputs one of the integer limits. The tricky part is where to find it and how it got changed.
@@CivetKittyMC Squaring.
46341²=2147488281, a little bit more than 2³¹=2147483648. Likely no coincidence.
@@caspermadlener4191 you are a god. That is literally the EXACT reason. Im not joking about it. In order for bit overflowing and negatives to take place, it needs to be larger than 2^31.
@@caspermadlener4191 i modified my comment to mention what you said
isnt it due to two's complement?
The negative sharpness enchant might be happening from how damage works. During the immunity period of an entity, the damage that was dealt to the entity is stored, and the result of the next hit during the immunity period is equal to (ongoing damage - total damage) and it would be applied if its not smaller than 0. When the damage is updated, it ends up overflowing the sign bit to be positive again. The rest is really confusing, but it mainly is that the value with crit sharpness and normal sharpness loops and gives a disaster of a number. A lot of it if from how the sharpness is calculated as a double.
The formula shown at 1:01 is incorrect according to the wiki, it’s actually 0.5*max(0,level - 1). Means it makes perfect sense that a negative sharpness value does nothing
tbh, that helps alot considering this comment section would be apocalyptical for non-programmers.
Oh, I got that formula from the history section of the wiki as well, strange
The damage isn't a bug, your base Melee Damage is 1 the sword says +7, it's adding 7 to your Melee damage. This was intentional a long time ago, there was a time strength potion also added flat melee damage as well.
Which logically shouldn't happen, since that's not how a sword should works. That'll make sense if this is a Turn based RPG game but this isn't.
You don't get bruises from punches when you cut yourself with a knife, you bleed and that's what should happen. If the cut deals 7 damage, you should not take 1 extra damage from punches. You got cut, not punched.
Idk why the made it this way but that's kinda stupid tbh. Their decisions on removing barehand damage from dealing extra hearts of danage is correct.
When playing with a real time combat simulation, you need to use real time combat logic, not turn based rpg.
@@monke4044 It is not realistic either that swords have flat damage that doesn't take in to account your strength. A more realistic calculation would be to multiply your strength by the sharpness of the sword, a sword is a damage multiplier, someone stronger is going to have more momentum in their swings and thus deal better cuts.
@@diablo.the.cheateryup because even jrpgs do this they use strength to help with bladed and blunt weapons
Kind of disappointed that knockback -32767 doesn't work as a magnet, or that negative curse of vanishing duplicated your item
I'm not sure, but I think it's because of integer overflows. In computers, some amount of memory is allocated for integers to be processed. What happens here is probably that when the numbers hit the upper bound, they go to the lower bound (the negative numbers) and vice versa. It's pretty similar to the way Far Lands used to generate (essentially hitting the 32-bit integer bound and going to negatives). I don't think this is a sufficient enough explanation though, but it is my best guess. I am curious to hear what might be behind this.
Same here. There could be a separate breaking speed value and equation that when 46341 is inputted, outputs one of the integer limits. The tricky part is where to find it and how it got changed.
7:43 when TheMisterEpic theme hits 👌
Once more a beautifully edited and structured video, also very interesting 👀 would be funny though if negative silktouch somehow dropped those negative amount blocks which you then can place infinitely.
I already know all of this since I was messing around in the NBT editor. But you put this to be very entertaining.
Amazing video! :D I've always wondered what happens when you have negative enchantments! :D
In minecraft 1.7.10, the combination of the Lord of the Rings mod's modifiers for items and the low damage value of the Chocolate quest mod's rusted dagger meant I once got my hands on a negative damage weapon on a survival server. Not really useful but a nice trinket
5:45 I believe it may a limit of some sort. Java (what minecraft was built off) has an integer limit, and the maximum one will wrap around to negatives. This bumber isn't at the limit, but it seems to sustain a similar behavior.
How can over 20 people be "first?"
Questions that need answers
Other comments may have not rendered yet for them.
People are egotistical
They opened their commands early but didn't refresh
They opened comments and the other comments didnt render yet
Hmmm I’ve never thought about negative enchantments but I have played with potions and positive enchantments this is going to be a good informative video.
The answer to why the efficiency works that way is probably pretty straight forwards, on that efficiency level the variable calculated for use in an 'if' statement would be a positive value then another variable is calculated; probably 'time to break' is calculated, and that is when an integer overflow occurs. having it at a higher value would cause an integer overflow to happen before the if statement meaning the entire section of code inside the if statement which is changing the time to break would never be run
Why is the music so eerie. I literally had freaking nightmares from this.
How did I not know this, with all the Minecraft I watch, even technical ones? Interesting lol
the answer to most of these is integer overflows. i believe that -32767 is the 16(or 32, i dont remember)bit integer limit, and anything past that will overflow back to lower integers(like 1)
There's always interesting things that can happen from Minecraft What If's
i actually knew about this from an old skeppy video where he tried to apply a really high sharpness enchant to a sword but the number was so high it just went negative.
The title of this video perfectly fits how I’m reacting to the idea of negative enchantments.
Heres why negatives roll back:
In a nutshell, as numbers in computers are stored as ones and zeros. It is called a base-2, aka binary, system. Instead of values multiplying by 10 each digit, it multiplies by two. For example, to store 69: 0 1 0 0 0 1 0 1. But, to store negatives, we flip the last bit: 1 1 0 0 0 1 0 1 = -69. The ways computers count (increment) is by adding one to the right-most bit. If that makes it two, pass it over, just like with base-10. And since integers (32-bit numbers) are incredibly large, when incrementing, we rarely ever reach the end. So when a number gets so high that it can't be stored in 31 bits, the 32nd bit gets flipped, which actually makes it a negative. This is the same reason why despacito had negative views for a while - it passed 2 billion, which can't be stored in 31 bits, making it flip to -2 billion. RUclips fixed this by changing the way numbers are stored to 64 bit numbers, aka longs. So my theory for this is that when a formula's output gets so high that it flips the 32nd bit, it becomes negative and does weird stuff.
I’ve been waiting for a Minecraft mechanic stretching video
negative smite oneshot is probably the damage getting SO LOW because the cooldown lowering that it OVERFLOWS into the positive integers again. This is just a theory, I haven't tried to verify it because I don't know how to NBT edit and I always play on 1.20 and barely ever switch versions because texture packs
I assume the reason it only deals damage when spamhitting is because you hit multiple times per 10 tick cooldown. If you deal little damage (e.g. regular hit) and then deal more damage (e.g. crit), it allows you to hit. Though hit cooldown isn't reset anymore among other things. Maybe this breaks some formulas too for negative enchants?
The efficiency one is quite simple. I did a quick google search for the efficiency formula and found that the mining speed increase is just the level squared plus one.
46340^2+1 = 2,147,395,601
46341^2+1 = 2,147,488,282
The 32 signed bit integer limit is 2,147,483,647 (2^31-1) which is exceeded for 46341. When the signed integer is exceeded, it'll start counting backwards from -2,147,483,648. For 46341^2+1, it'll land on -2,147,479,014. And you guessed it! That much negative speed means you can't break blocks.
That makes so much sense. 😄 How did it change on 1.5+though?
It might just take an incredibly long time to mine because the progress can overflow backwards and become positive.
Your comment deserves more likes than mine.
Damn, I remember the original TooManyItems being capable of giving you 32k’s. I had so much fun with the super knockback sticks…
4:55
i cant think of an explanation for this. The damage value type is int (int32), because fraction of damage is impossible to display, so float (float32) doesn't make sense. And the thing is that int32 can't be less than -~32k (2 to some power, I dont remember exactly), so when the damage is less than that, it becomes huge positive.😮
>gives my friend negative punch bow
>goes to a place “conveniently” full of creepers
>gets popcorn
My theory on why Smite BOA Sharpness etc. do have a lot of damage while on cool down is that it could be because the cool down reduced the damage, and that somehow looped it back to positive
Negative smite might be different because enchantment damage is calculated differently from normal damage when spam clicking
Negative prot does nothing but it cancels out protection on other pieces
Wish there's a video on negative statuses since these are way more interesting
"Mojang, please fix." nice kliksphilip reference
The negative sharpness sometimes dealing damage happens because the way damage is calculated during invulnerability is that if the second attack is stronger than the first, it deals damage equal to the difference between them. Since a crit does 2 more hearts than a normal hit, the attack will deal the 2 hearts difference.
And the reason it's 2 hearts is because enchants are calculated after the crit calculation.
4:33
Maybe the game takes a bit of damage away when your attack is on cooldown, so it loops back around.
Epic really encapsulated the AntVenom thumbnail and title
Negative potions, like Levitation and Jump boost, still work. Set the value to 128 - 255, then the corresponding negative value is just that number minus 255.
Suprised you took this long to learn these existed they are all accessible via /give
I am guessing the efficiency bug occured because 46341 probably exceeded the limit of numbers the code for efficiency considers as adequate. You input a number so high that it exceeds the limit.
In such cases, there is a default set in the code, to return in cases of inputs that don't satisfy conditions. Normally, such defaults are just negative integers(if your normal cases are positive).
So Minecraft gives a default negative output, which now feeds into the efficiency formula and renders a mining speed of 0. I am guessing dirt types get a pass because they are meant to be broken by shovels.
By this logic, wood blocks and wart blocks would also work, but resource blocks, obsidian and stuff won't.
There is this weird interaction between negative sharpness with resistance 5 in Java minecraft 1.8.9. Even though resistance 5 gives you 100% damage reduction, if you attack mobs or player with resistance 5 with negative sharpness sword, the mob or player will still receive damage. The weird thing is, when I tested it, if you attack with a sharp -10 diamond sword, it takes 25 hits to kill zombie with resistance 5, 11 hits with sharp -15, 7 hits with sharp -20. I don't know how it works and how the damage calculate, I also haven't checked with other minecraft version, only 1.8.9, maybe this needs to be looked into if no one has before.
This video has more "or does it" twists than anything uploaded by vsauce
Love the video! Your actually one of the only interesting minecraft youtubers I watch.
fun fact: if you summon an experience orb that gives you negative levels, it'll destroy mending items
You can get negative knockback if you have a high level of blast protection like 160 on the armor pieces. When a creeper explodes near you it will launch you in the opposite direction it would normally do.
The smite works like this because it's checking if a mob is undead or not and if the mob is undead then it will apply the enchant but if the mob is not an undead then it will ignore the enchantment.
There should be a pull enchant that acts the opposite to knockback, a launch enchant that acts like knockback but vertical, and a fling enchant that acts like both launch and knockback
What shader and resourcepack did you use for that outro? It looks so pretty!!
For the smite negative enchant, could have there been possibly been an overflow in the damage calculation? Because that would explain the instant kill since it would be doing 30000 damage.
4:58 i think that when you spamclick in 1.8 or this version that the difference is that you are sending to many packets and then minecraft calculates it wrong.
4:43 it works like with instant health. negative damage should heal but since they're undead it goes contrary and damages
It would have been funny if an armor piece with negative Curse of Binding couldn't even be equipped. it just YEETS itself off you lol.
My guess would be after you hit negative cumulative to far looped it back around to positive values You use to see this more back in the day with game sharks/ codebreakers so on and positive value switching to negative after passing max values. I forget how it went but its a value that can be both neg and positive When it goes beyond max it looped to neg. But in this case it be opposite, when you get to max neg dmg it goes positive. Maybe
2:30 I think I know what's happening
You hit with a regular hit
Negative damage but invincibility starts
You hit with a critical hit
You do negative but it's still 3.5 damage more than no critical
Since the more powerful hit is kept, the game must run "Stronger hit - Weaker hit" wich gives you 3.5 damage.
4:30 Spammed smite could maybe overflow into positive with all the reductions
I thinnk that negative sharpness damages if you spam, so ots when you hit mob when it has invincibility frame (is red) and mabye this frame inverts damage so negative damage becomes normal damage, but you may think that normal sharpness will heal player but it probably checks if inverted damage is negative and dosent attack hoever when inverted is positive it damages player
1.13's limit for efficiency probably works because the formula is going above the 32 bit integer limit, which then instead drops it to negative 2 billion.
It's called float overflow when it's higher than a special number (like 32 bit ) it gets into -
I'm just guessing here, but the negative smite might deal the same as 75% of max smite on the uncharged attack due to some damage being subtracted, rolling the damage it would do back into the positive. I'm guessing with negative levels, it adds negative (subtracts) the 1.25 damage per level.
I think the negative smite and BoA was because the critical damage gives an increase, and there's some weird thing where the negative enchantment multiplies the increase to a positive amount.
the reason for the negativ bow enchantments not to work is, that the game code looks if the enchantment lvl of these is above 0, so if the enchantment is below, it will not work
I think its possible that the reason negative smite works the way it does is the integer for smite is unsigned, and so it overflows to some (considerably higher numbers)
shorts are signed in java
Java has no unsigned integers tho. You can use some methods to work with Java's ints like with unsigned ones, but it'll require some more work and code rewriting, so I'd say it's not something you'd casually do in Java
that would be strange since in Java all numbers are by default signed 32-bit integers unless specified to be treated like unsigned or 64-bit (signed or unsigned) integers.
so why would they explicitly treat smite an unsigned integer when it comes to doing the damage math? that just seems oddly specific
thank you smart java people. As someone who works in c++ i am used to using unsighned chars, but now I know thats not a thing in java!
@@proxy1035 @imDaniX enchantments in minecraft use shorts, not ints
Idk much about what I'm about to spew but maybe this is a stack overflow error thing? Where it goes past the 32 bit limit and "overflows" going back to 0 I think.
I doubt it's solely that but there you go. Could be a part of this weird behavior.
edit. He addresses this slightly towards the end
I needed to know this.
You missed a formula.
When a mob blinks red, including the player, they go into a mode, in which the strongest attack will have the damage applied.
The formula looks to me like the strongest attack's damage gets applied, but what I assume it does is to apply the damage that is stronger than the attack before it, gets applied, minus the amount of damage the previous attack did.
I believe you can describe it better than me.
could you make a vid about old bugs?
Fun fact with potions there was a version where either the max level or second to max level instant healing potion was able to instant kill players in creative
There were so many plot twists
This was extremely interesting
Some enchants would have interesting effects if it's really negative
Fire aspect with regeneration on hit
Mending that breaks your tool when you get xp
Punch that hooks enemies toward you
Etc
Would be funny
FireAspect works by duration.
mending has no levels
Does an uncharged attack get a negative damage bonus when it swings? If so, that could be flipping the negative smite into a positive while the uncharged swing is doing its thing.
To me it seems that tickrate of minecraft cant calculate how much -32767 deals, probably because it causes to loop its own dmg result in both negative and biggest positive dmg in a single tick
This video in a nutshell: 'Or does it?"
this feels like an antvenom video with an australian accent
Im curious what would negative fortune do to a „normal” diamond pickaxe and some diamond ores..
actually, it doesn't deal more damage as it says, since there is a "+" in the Attribute so it getts added to the default, which is 1 (fist hit) (and 7+1 is 8, which means, that a diamond sword does 8 damage or 4 heards)
What is the shader pack used at the end of the video? it looks sick
have you tried to hit the zombie on bedrock with fist first, and then hit it with smite? maybe it jsut would heal, unless it is full hp
9:15 drowned arent actually affected by tridents so thats why they could be damaged
hey uh, I think I just duped the dragon while messing around in creative mode(I didn't use command)
picture is in my community tab
Huh weird
@@richardsboysplay1819 yeah for some reason dragon duped himself
i think i saw some of them once, i might be wrong
Fun fact Alp Jashanica is the actual first person, I checked all the way at the bottom of newest before the comments go up and up and up
Guesses at Impaling:
Drowneds are classified as an undead mob, not an aquatic mob.
Just read it yesterday lol
I honestly don't know how minecraft is coded but I actually do have an idea of why some things happened. It's like the sharpness enchantment, what it would do is basically it's the normal damage (with your hand) + the weapon and enchantment. So, basically, 1 damage point (half a heart with your hand), 1 damage + 7 + (Enchantment extra damage). If, say, the enchantment damage was 2 points, it would be 1 + 7 + 2 = 9, but what if it's negative? Well, it cancels them out... 1 + 7 + (-10) = -2. Now, what does the -2 do? What the code (probably, I'm not a mojang dev and haven't looked at the code bc idk how) does, is player health - damage inflicted. So if the player has 20 health points (which is 10 hearts) what the code does is 20 - (-2). And as you know, this would result in 22 health points, so it HEALS the player. Now, the code is like "wait wait wait right there buddy, you can't have 22 health points!" So it resets it back to 20. Now, since your alt was at 20 health at the start, you thought that it wasn't taking damage, and it wasn't (sort of), but instead you were HEALING your alt. And now, since it was at full health, you couldn't see that. You could maybe try to do the experiment but while your alt is at half health and see. If it doesn't heal, then it's probably because the code launches an error (That you can't see) since it can't add a higher value to your health. In this case, try with a lower number. And my theory on the reason why critical hits don't work but spam clicking does (Now this part is especulation bc I'm a bedrock player but I know how Java's combat works in general) is because it probably applies the critical hit damage ALONG with the inflicted damage, but if you spam click my theory is that if you calculate the cooldown right, it just changes it by 0, but if you don't wait and the cooldown is at half, say, it reduces it by 2 health points (Or whatever depending on when you clicked) but this time it reduces it separately in a way where it's 20 - 2: 18 no matter what enchantment it is so that way it DOES apply damage. For some other of them I'm not very sure to say anything but I think this is the case for the sword enchantments. But since a lot of things work differently in java I'm not sure of what to think of armor but if I get Java at one point and understand what's going on I'll go back and tell it here. Thanks for reading this looooooong comment (Lol) and also if you're wondering how I deducted all this I just have some coding experience. You should try to look for some tutorials on youtube, seriously, it's not that hard once you understand it. You just need some logic.
Lol i was the first to watch (it says "no veiws") my suspition on why negitive smite, sharpness and bane of arthropod dont work is the int limit. something like the 255 level health pot that kills ppl in creative.
tho its cool seeing someone covering stuff like this :)
Misterepic, what is your opinion on oranges?
Cool vid!
Most of this is probably because of a common workaround to prevent crashes, rounding or absolute values. Since the game isn't really designed to handle negative values for damage, it's probably designed to calculate damage either by rounding to zero or by making it an absolute value, meaning the negative sign is ignored. This doesn't explain everything, but it does most things. And while yes, damage is a flat amount and not an RNG range, it still does need to calculate how much damage is dealt after everything is considered, and since some potential boosts to your damage or the target's defenses are percentages and not whole numbers, that makes it even more likely they round things up to the nearest positive integer, which for -100 would likely be 0, or maybe 1 (depends on whether or not they included 0 for the calculations or set 1 as the absolute minimum). Damage, of course, not hearts.
"the only thing worst than killing your enemy is healing them"
The weird stuff could be explained by them. Just dumb casting away the signedness of the integer used for the enchantment level. Because signed negative 1 is the same as unsigned max int [in most cases (2^32)-1].
With impaling it doesn’t do extra damage to drowned, so maybe try fish or guardians
Welp in bedrock you can get -enchantments,in any version,i also have a theory about
"Negative,NEGATIVE enchantment"
So thats why it says +7 damage...
How have I been playing this game for over a decade never once noticed this??
My guy is asking all the questions we wish to know.
Now I'm going to put this here, I'd say a lot of it is due to integer limits being hit, and Minecraft having code in it to prevent anything strange from those integer limits. It's just a guess, and I don't really want to go through all of Minecraft's code to find out that I was wrong or something. And, well, I also can hardly read code.
I'm back for my random Minecraft information
Hahahahaha
Guys I think TheMisterEpic has turned into VSauce, hasn't he?
Or did he?