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, 12,520,820 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 task, taking an estimated 800-900 hours of walking in one direction from the center of the map (x=0, y=0, z=0). Instead, a level.dat editor can be used to teleport the player there. Note: Theoretically, it could be possible for the game to spawn you somewhat close to the Far Lands (within several thousand meters), however, this has not been confirmed or reported.

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 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 very 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.

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 actually generates 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 underground layer contains a ceiling made of rock. Gravel often falls out of the ceiling, even in massive pillars.

It is very difficult to give a catch-all description of the Corner Far Lands' layers because they aren't consistent. There are a few types of layers, but the number of each and how large they are is never the same. Naturally, everything except the "roof" of the Corner Far Lands is in absolute darkness, which makes it difficult to explore. Third party programs like MCEditlink? make it easier to view the Corner Far Lands' geography.

On the top of the Corner Far Lands, players can find the "roof": a flat plane at Y-coordinate 127 that is made of grass or sand. Rarely there are depressions, separated by vertical cliffs of about nine blocks in height, that contain trees and more flat terrain. Beneath this is when the more normal terrain begins. There are normal terrain layers, flooded layers, and solid layers. Normal layers only occur over sea level, likewise flooded areas are only beneath sea level. Solid layers can occur anywhere, and caves and assorted features often generate in them and will not be flooded, even if below sea level. Normal layers are comprised of normal terrain, which occasionally can go up to the ceiling or make beaches over the flooded layers. Flooded layers actually generate normal land structures out of stone, but are filled to the brim with water, posing a drowning hazard.

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 takes effect far before the Far Lands' signature terrain starts. Additionally, players will experience extreme framerate drops and very high CPU usage, which will continue until Minecraft freezes completely.

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, the land cannot be modified and ceases to be solid. Thus, if players walk on it, they 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.