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=64, z=0). Instead, a level.dat editor can be used to teleport the player there. Theoretically, it could be possible for the game to spawn you relatively close to the Far Lands (within reasonable distances like a few kilometers), however this has neither been reported nor confirmed.

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.

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 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 layer looks like a gigantic floating continent, hovering over the next layer, which is shadowed.

The layers are very inconsistent between different maps, making a catch-all description impossible. The middle layer will generate mostly similar to regular land, but is much flatter. The top layer generates very similarly to the second layer, except that when it hits a certain height, the land will go up to the top layer of the map, generating many large cliffs. Trees will only generate on the upmost layer due to the requirement for sunlight. Cacti and Sugar Cane can be found on the lower layers meeting the regular criteria. Like trees, passive mobs can only be found on sun-exposed layers. Layers in the shadows of others will be teeming with hostile mobs.

Beneath sea level, all of the Corner Far Lands will be flooded, similar to the Edge Far Lands. These underwater layers are very large caverns completely flooded with water. At sea level, the "dry" layers will generate floating beaches, some enormous, that will collapse if modified.

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. Ore deposits, snow, and trees fail to generate beyond this point.

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, many of these effects did not exist, such as block movement. In Minecraft Infdev, the blocks would move normally, the game would not lag, and beyond X/Z &plusmn;32,000,000, the blocks would not even render, and walking off the edge would cause the player to become stuck in a glitched position, unable to escape.