This is where terrain generation breaks down, and here is a link to the original website: index.html.
Also, take this builder cat before you go:
And also these dogs.
The edge farlands starts at the positive or negative x and z coordinates 12550821, the corner farlands are both, and are where selector noise breaks down.
To survive falling down, have a water bucket on you, there are countless of chasms in the farlands, and you might fall down in one of them, so clutching is key.
Also, keep coordinates on you, you might forget where your base is, due to the place being made of tunnels.
The sky farlands starts at double the edge farlands, or 25101642. there is a void farlands at the negative y axis.
The vertex farlands has coordinates of ±12550821, ±25101642, ±12550821, and looks absolutely insane.
The edge fartherlands starts at the positive or negative x or z coordinates 1004065811. they are where low and high noise break down.
The corner fartherlands starts at the positive or negative x and z coordinates 1004065811, although the corner fartherlands look different from the corner farlands from Part 1. they are where low and high noise break down, and look much different from all the other farlands.