Press F3 in Java or turn on Show Coordinates in Bedrock, then drop your X, Y and Z in here.
A chunk is the 16 by 16 column the world generates in. The offset is where your block sits inside it, useful for lining up farms on chunk borders.
Each region holds 32 by 32 chunks and saves to one .mca file in the world's region folder. Use the file name to delete or back up just the area you mean to.
X and Z divide by 8 going into the Nether and multiply by 8 coming out. Y never changes. Build the matching portal at the converted X and Z by hand so the link is exact. For the full search-range map and teleport commands, the dedicated nether portal calculator is linked below.
Flat-map distance is what you read off a filled map or plan against on the surface. True 3D distance counts the height difference too, which matters for elytra glides and tunnel digs. The heading is the compass direction you face to walk straight at the target.
Every Minecraft world stores blocks at whole-number X, Y and Z. Those block coordinates roll up into chunks (16 by 16 blocks) and chunks roll up into region files (32 by 32 chunks, saved as r.X.Z.mca). The toolbox converts a single block position into all of those at once, and the only trick that trips people up is negative numbers: the game rounds down toward negative infinity, so block -1 is in chunk -1, not chunk 0.
To go from a block to its chunk, divide X and Z by 16 and round down. The game does this with a right shift (blockX >> 4), which is identical to Math.floor(blockX / 16). The leftover, the position inside the chunk from 0 to 15, comes from blockX & 15. That offset is how you line a build up flush with a chunk border for spawn-proofing or farm timing.
To go from a chunk to its region file, divide the chunk coordinates by 32 and round down (chunkX >> 5), or skip the middle step and divide the block coordinates by 512. The result names the file: region 2, -3 saves to r.2.-3.mca in the world's region folder. Knowing the exact file lets you back up or delete just one area instead of the whole world.
Y never factors into chunk or region math. A chunk is a full-height column, so a block at Y=5 and a block at Y=200 directly above it share the same chunk and the same region file.
The Nether runs at an 8:1 scale. One block walked in the Nether covers eight blocks in the Overworld. To find where an Overworld spot lands in the Nether, divide X and Z by 8 and round down. To go the other way, multiply the Nether X and Z by 8. Y is never scaled, so a Nether portal at Y=12 still pairs with an Overworld portal at Y=64.
The reliable way to link portals is to convert the coordinates here, then build the destination portal yourself at the exact converted X and Z before you travel. If you let the game place the second portal, it searches a radius around the converted point and may grab a different portal or build a new one offset by dozens of blocks. For the full portal search-range map and ready-to-paste teleport commands, use the nether portal calculator linked at the bottom of this page.
| Conversion | Formula | Example |
|---|---|---|
| Block to chunk | floor(block / 16) | -1290 to -81 |
| Block to region | floor(block / 512) | -1290 to -3 |
| Overworld to Nether | floor(block / 8) | 344 to 43 |
| Nether to Overworld | block * 8 | 43 to 344 |
The distance section measures the gap between two points two ways. Flat-map distance uses only X and Z, the same figure you plan against on the surface or on a filled map, and the same figure that mob spawning and simulation distance use. True 3D distance adds the height difference, which is what an elytra glide or a straight diagonal tunnel really covers. The compass heading is the direction you face to head straight at the target, given as an eight-point name like South-East and a finer sixteen-point bearing.
Minecraft headings follow the same axes the F3 screen shows: positive X is east, positive Z is south. The toolbox reads those directly, so the needle and the name always match what your in-game compass and coordinates tell you.
The reason this tool insists on rounding down everywhere is that negative coordinates are where homemade math goes wrong. Truncating -1 to 0 would put your block in the wrong chunk, name the wrong .mca file and send you to the wrong Nether spot. The game always floors toward negative infinity, so this tool does too, and the answers stay correct on both sides of the origin.
Divide the block X and Z by 16 and round down. The toolbox does this with Math.floor, which matches the game's blockX >> 4, so block X=-1 sits in chunk -1, not chunk 0. Y has no chunk coordinate because a chunk is a full-height 16 by 16 column.
A region is 32 by 32 chunks, which is 512 by 512 blocks. Take the chunk X and Z and divide by 32 rounded down, or divide the block coordinates by 512 rounded down. Block X=-1290, Z=300 lands in region -3, 0, so the file is r.-3.0.mca in the world's region folder.
Divide the Overworld X and Z by 8 and round down to get the Nether coordinates. Y stays the same. To come back the other way, multiply the Nether X and Z by 8. Build the matching portal at those converted coordinates by hand so the link is exact.
Minecraft floors toward negative infinity, the same as a signed bit shift. So block -1 is in chunk -1, and the offset inside the chunk is 15, not -1. Naive truncation would put -1 in chunk 0 and give the wrong region file. This tool uses floor everywhere, so the answers match the game.
Enter both sets of X, Y and Z in the distance section. The flat-map distance ignores Y, which is what you plan against on the surface or a filled map. The true 3D distance includes the height change. The compass heading is the direction you face to walk straight at the target, like South-East.
Flat distance uses only X and Z, so it matches what you read off a map and what mob spawning or simulation distance care about. The 3D distance also counts the Y difference, which is what an elytra glide or a straight tunnel actually travels. The toolbox shows both.
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