Bedrock Edition Far Lands

The Far Lands is the area that forms the "edge" of the "infinite" map. The distance from the center of the Minecraft map to the beginning of the Far Lands, 12,550,820 meters, is about 31% of the circumference of the Earth at its equator. When players make it to the Far Lands, they will experience an excessive amount of lag and the map will be severely distorted. According to Notch, this distortion can be fixed, but since no one is likely to make it to the Far Lands without some form of cheating, he says that he will likely not fix it since he likes the idea of a mysterious world beyond a certain distance.

Getting to the Far Lands
Getting to the Far Lands without the use of an external program would be a very difficult (or at least time consuming) task, taking about 820 hours to walk there from the center of the map. Instead, a level.dat editor can be used to teleport the player there. It is not possible to spawn close to the Far Lands as you will always spawn within a few hundred meters of the centre.

The boundary between the normal map and the Far Lands (defined by when the map starts generating the distorted terrain) occurs at X/Z of &plusmn;12,550,821.

The hard limit where chunks get overwritten is at X/Z of &plusmn;34,359,738,368, which is about 25% of the distance from the Earth to the Sun. At X/Z of &plusmn;2,147,483,648, (1/16th of the former distance), item positions, mob pathfinding and other things using 32-bit integers will overflow and act weird, usually resulting in Minecraft crashing. Far before those two points however, many things still act strange, such as the map generation, block physics, and the map updating according to where the player is.

Geography of the Far Lands
Both areas of the Far Lands feature extremely strange terrain, although they are significantly different. In both zones, any area beneath sea level, excluding regular caves, will be flooded with water. The Far Lands' structure is dependent on the seed used for generating the map, although the general patterns remain the same. Beyond X/Z of &plusmn;32,000,000, trees no longer appear, mobs no longer spawn, and lighting ceases to function.

The Far Lands will generate biomes but most biomes will be indistinguishable except by the color of the grass. Desert biomes will be covered in sand and snow-covered biomes will be covered with snow, excluding the top of the map (because there's no space for the snow cover up there). Trees will generate somewhat normally, but can only be found in the upper areas of the map due to the need for grass.

Ores can be found up to their respective maximum heights just like in the normal world. Unfortunately, due to the flooding, everything except for coal is difficult, if not impossible, to acquire. In the solid areas of the Far Lands, normal caves will generate but will be limited and small. Along with the caves, dungeons (extremely rare) and lakes can be found in solid areas. Water and lava springs can be found out in the open and in caves.

Much of the open space in both areas is shrouded in darkness and thus hostile mobs run rampant, making the Far Lands as a whole incredibly dangerous. This is especially problematic in the Corner Far Lands due to its layered structure. The flooded zones are filled with squid.

Edge Far Lands (The Loop)
The boundary of the Edge Far Lands (that is, where it meets the regular map) looks like a solid wall, all the way to the top of the map (Y-coordinate 127) that is filled with gaping holes perpendicular to the edge. These holes are extremely long, perhaps infinite, and on the whole seem to change very little no matter how deep the player ventures. They can be blocked, either partially or completely, but such blockages are rare and temporary. This "wall of Swiss cheese" pattern continues beneath ground level, all the way to the bottom of the map, and seems to be partially caused by a large one-dimensional distortion in the map generator's output.

Corner Far Lands (The Stack)
At a corner, when two perpendicular Edge Far Lands sections meet, the Corner Far Lands begin to generate. Unlike the infinite-length holes in the Edge Far Lands, the Corner Far Lands contains more normal terrain. This terrain is "stacked" on top of itself to create a bizarre sandwich with layers of ground and air, which gives it its nickname. Each layer looks like a gigantic floating continent, hovering over the next layer, which is shadowed.

The number of layers isn't always the same, and varies between three to five. Layers can be grouped into three categories:
 * The top layer. This layer alternates between two flat areas, one at the absolute top of the map and the other eight blocks below. The lower area is where a majority of the trees and passive mobs can be found, as the top layer receives almost all of the sunlight. Due to the lack of space the areas at the absolute top can't have trees or mobs.
 * The dry layers. These generate slightly flatter than normal terrain and have grass, despite the lack of sunlight. At sea level massive floating beaches can be found, which will collapse if modified. Hostile mobs are very common here due to being in the shadow of the top layer. Rarely, there are holes in the top layer that allow sunlight to reach these layers. Caves that have one of these layers as their "surface" can occasionally be carved out of dirt instead of stone. These layers have cave-like ceilings made out of stone, gravel and dirt.
 * The flooded layers. Like the dry layers, these generate somewhat flat terrain, but it is comprised primarily of stone. Sand and sandstone will show up down here, even up to 30 meters below sea level. Except for coal, all the ores can only be found in these layers.

Sometimes there are extremely tall pillars of gravel that stretch from the ground to the ceiling of a layer. Likewise, some of the beaches that collapse will create pillars of sand all the way down to the ground, despite there not being that much sand to begin with. The Corner Far Lands is also prone to having near-perfect diagonal lines being carved into the ceilings or floors of layers. If traced, these lines all intersect at the corner (X/Z &plusmn;12,550,821). This seems similar to how the Edge Far Lands have a consistent pattern along lines perpendicular to their edge, but is much less pronounced.

In The Nether
The Nether Edge Far Lands look identical to the regular Edge Far Lands. They're constructed out of Netherrack with some Soul Sand mixed in. Glowstone will be found in coral-like structures like the rest of the Nether. Both the floor and ceiling bedrock layers will be present, as well as the lava ocean (at Y-coordinate 31).

Effects of the Far Lands
There are many effects that will be noticed after traveling millions of blocks away from the center of the map. The very first effect that will be noticed is the jumpy or stuttering movement of the map, which isn't directly related to the Far Lands themselves but instead to floating-point precision errors. This jumpy movement is notable even at 500,000 m from X/Z 0. Players will experience extreme framerate drops and very high CPU usage, which will continue until Minecraft freezes completely. The framerate drops do not occur in multiplayer servers.

As the player journeys even deeper into the Far Lands, the effects worsen to the point where the game is unplayable. At X/Z &plusmn;32,000,000, block physics stop functioning correctly. Lighting doesn't work and the blocks, although they appear to be there, aren't solid. If the player tries to walk on these blocks, he or she will fall into the Void. Because of this, it's impossible to get even close to X/Z &plusmn;34,359,738,368 or &plusmn;2,147,483,648 without the assistance of editors or mods.

Additionally, as seen in some of the screenshots, sand and gravel fall in an odd pattern. Only one in every four blocks responds to gravity. This may also be due to floating-point precision errors, as the falling sand and gravel are entities using floating-point numbers for positions.

In previous versions of Minecraft
Very little is known about the Far Lands of older versions of Minecraft for many reasons; they had no official name, and few knew of their existence. Fewer still tried to make them known to the world, and so they remained unknown. When Notch mentioned them on his blog and gave them an official nickname, interest took hold.

In Infdev, although the Far Lands existed, many of the side effects didn't. There was no lag or stuttering movement, and beyond X/Z &plusmn;32,000,000, the blocks would simply not render. Walking off the edge would cause the player to become stuck in a glitched position, unable to escape.

It has been confirmed that in Alpha v1.1.2, the blocks would not render beyond X/Z &plusmn;32,000,000, like older Infdev versions. It is unknown in which version the "phantom blocks" started to render.

Trivia

 * The Far Lands spawn hostile mobs at a rate far higher than any natural chunk, due to the sheer amount of space in absolute darkness. In the Corner Far Lands, the spawn rate likely approaches the maximum possible because the stacked terrain works like a mob tower.
 * Conversely, placing torches to light up an otherwise dark area (especially in the Corner Far Lands) will cause passive mobs to spawn very quickly.
 * The flat plane at the very top of the Corner Far Lands tends to light incorrectly in day-night transitions. This is because the sunlight calculation doesn't work when the entire chunk is blocked at Y-coordinate 127.
 * Even traveling through the Nether, it would take 102 hours of walking in a straight line to get to the Far Lands. This could be possible by using a portal glitch to get on top of the Nether's ceiling, allowing optimum travel time. It's merely a curiosity because it would be impossible to get back down.
 * The Edge Far Lands' average block composition: 36% Stone, 25% Air, 23% Water, 10% Dirt/Grass, 2% Bedrock, and 4% others. (Based off of a 14x14 chunk selection)
 * The Corner Far Lands' average block composition: 40% Stone, 28% Water, 16% Air, 10% Dirt/Grass, 2% Bedrock, and 4% others. (Based off of a 14x14 chunk selection)