Iron golems no longer can be made or spawn naturally in iron farms
I was trying out my iron farm again for the first time since the Aquatic update (on a realms world). It's worked great prior to the 1.4 release. Now however I noticed Iron golems are no longer spawning. I check the amount of villagers and doors and everything on that end is unaffected(the same).
In further testing the issue I also noticed that one can no longer manually create Iron golems (with blocks of iron and a jack o lantern).
These two bugs may all ready be a known issues with the bedrock edition.....so I apologize if this is a duplicate issue ![]()
Linked Issues
Created Issue:
Iron golems no longer can be made or spawn naturally
I was trying out my iron farm again for the first time since the Aquatic update (on a realms world). It's worked great prior to the 1.4 release. Now however I noticed Iron golems are no longer spawning. I check the amount of villagers and doors and everything on that end is unaffected(the same).
In further testing the issue I also noticed that one can no longer manually create Iron golems (with blocks of iron and a jack o lantern).
These two bugs may all ready be a known issues with the bedrock edition.....so I apologize if this is a duplicate issue
Iron golems no longer can be made or spawn naturally in iron farms
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Unsure if I should be adding my "me too" here, or creating a new issue. My problem is basically the same, but I'm willing to provide details of testing (see discussion in MCPE-33751 for example). I'm working in a new world created in 1.4.2 on Xbox One.
In short: iron golem spawns are at best very inconsistent and at worst they are broken in a way that I haven't been able to narrow down yet. I have a snail farm (24 doors, at least 14 villagers) that has been confirmed to produce golems, but which goes an hour (and several hours, cumulatively across play sessions) without spawning a single golem. This is with me in the vicinity (no more than 50 blocks away from a village edge) doing other stuff or just waiting for a golem. I'm happy to copy/paste the discussion from the other issue here so devs have what they need.
My farm design is attached. It's flowing water to a central drop hole (corner blocks of pool are water source blocks); pretty standard design. Numbers indicate height above ground level (doors are placed on 0-level blocks).

Thank you for your report!
However, this issue has been closed as a Duplicate of MCPE-33751.
Please add a vote and any new information to the main ticket, which will be updated accordingly.
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@Mega_Spud, Auldrick stated that MCPE-33751 was specific only to non-oak doors being used. He encouraged me to search for or create a different issue, and I found MCPE-31497 already created (and rather dormant) about general lack of iron golem spawning. Is this ticket a known duplicate of the non-oak door issue? Or should it be tied to the still-open MCPE-31497?
I am still testing and gathering information for that ticket.
Edit: bug report can be closed, the issue fixed itself somehow
This is not a duplicate of MCPE-33751!
I have a chunk aligned iron farm that won't spawn iron golems, unless I remove all the water blocks. Then they appear. If I put the water back again, the iron golems stop spawning.
Conclusion: Iron Golems refuse to spawn in Update Aquatic's water blocks.
Again, this is not a duplicate of MCPE-33751. I found out more info.
Any doors underneath could well interfere with the village detection, due to MCPE-20537.
Have you managed to resolve the issue mentioned here now, or could the issue be covered by MCPE-33751 or one of it's related tickets?
Thank you for your report!
However, this issue has been closed as a Duplicate of MCPE-33751
It has been linked to this report. If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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If you are still experiencing this problem, it looks to me like the most likely explanation is that the game is not recognizing any village. A village is a prerequisite for either iron golems spawning or villagers becoming willing. The game recognizes a village by finding a valid door within range of a villager. So either your doors are not valid, or they are not being detected by a villager.
Some things you might want to check are:
- Is there at least one door whose bottom half is within 16 blocks horizontally and 4 blocks vertically of a villager?
- Does at least one door have a different number of blocks with sky access on each side? Sky access means a block is open to the sky. The blocks tested for sky access are the 5 blocks in front of and behind the bottom block of the door (closed), not including the block it's on.
- Are all of the doors oak? Due to
MCPE-33751, doors made of other species of wood will usually not be considered valid doors. - For iron golems, is there anywhere they can spawn? Iron golems can spawn on solid blocks with 3 blocks of space above them, but they can't spawn in a water source block (flowing water is ok) or on a waterlogged block.
- Are there at least 10 villagers in the village? Villagers over 64 blocks from the center will probably not be within the village. To test a villager, throw a snowball at them; if they display anger particles (little lightning bolts in red and yellow) they're in a village, otherwise they aren't. But a villager only shows anger particles after you've opened their trading interface the first time, so do that first if you haven't.

When you manually made the golem...did you place the jack o lantern last? Because you have to place the pumpkin last for it to work. Could you maybe add a short video on that?
Hi @Jeffrey,
Sorry, to clarify....the issue appears limited to when attempting to build a golem in partial water (see video link https://1drv.ms/v/s!AgJR8HV9Zk6MiTzsMILVOoj-Io8p). There doesn't appear to be an issue building them on land. I noticed this when attempting to build one (just to see if it turned into a golem and fell in my trap as designed). Could the reason they no longer spawn naturally in iron farms be related at all to how they can't be made in partial water (like the video)?
There should not be* non-air blocks* adjacent to the iron block T shape. See more info here about spawning iron golems.
Golem Spawning
Were you at least 40 blocks near the farm, or did you go somewhere far? The default simulation distance for Bedrock is about 4 chunks. Try to wait near the iron golem farm for about 15 minutes or more.(the link you sent was unavailable so I didn't see what you did)
Sorry about that @Jeffrey. Onedrive must of shut off the viewing availability for the video. You should be able to see it now (Link https://1drv.ms/v/s!AgJR8HV9Zk6MiTzsMILVOoj-Io8p ). I don't believe my Iron farm poses any conflict with non-air blocks when building a golem manually in partial water. But you can confirm that when you review the video.
As far as being with in range (for an iron golem to spawn naturally) I have an AFK safe zone room right underneath the Iron farm. So I'm well with in the needed chunk range for them to spawn. As mentioned the iron farm worked as expected till the last release
Check this Link about Iron Golem Spawning
Your video shows that you are spawning the golem incorrectly. The spaces under your golem was water. Water is a non air block and that is why the golem did not spawn. That seems to be working fine. Try to build an iron farm in a different world as it is made in a tutorial then wait for about 15 min. or more. If that does not work check if mob spawning is on because I play on 1.4.2 and my previous iron farm still spawns golems.
Confirmed that something is amiss with iron golem natural spawning when sufficient villagers and doors exist. I had problems with a village that exists under my golem catch area. Villagers would breed, but no golems. I then travelled to a village, added doors and made sure that villagers were willing. They bred, but again, when sufficient doors and villagers exist, no golems will spawn.
Has anything changed for natural iron golem spawning? I ensure that I have at least 10 villagers and at least 21 valid doors.
Android LG Q6 Nougat Minecraft 1.4.2
I'm on andrpid bedrock 1.4.2
Iron farm used to work doesnt work anymore.
Someone says removing water made it spawnable. But above case on village is not the same case so..
Natural spawning iron golem does spawn in water so as long as they dont change the behavior the farm should work.
Could not reproduce in Windows 10 version 1.4.2.0.
In a desert village, I added buildings with plenty of doors. Within 10 minutes an iron golem spawned spontaneously, and within 20 minutes a second one spawned.
In my Creative test world, iron golems were not spawning in my iron farm, but I found out it was because Mob Spawning was turned off. When I turned it on, they started spawning. This is apparently a recent change, because it used to work with Mob Spawning turned off.
Please verify that you have Mob Spawning turned on.
Mob spawning is turned on. No cheats are enabled. No mods or behaviour packs added. All other passive and hostile mobs spawn correctly. Might be worth testing on mobile platform for 1.4.2 Bedrock too.
Note that world was created in 1.4.0. I received only a few golem spawns but none after upgrading to 1.4.2. Tests involving villages were done after 1.4.2 was installed. I will test another village that is within running distance of the test naturally generated village. Note that the golem farm village is almost 100 blocks away from nearest village.
That's good information. Both the worlds I tested with were much older than 1.4.0, so I doubt it was an issue with the upgrade, more likely something new blocking the spawning. It would be helpful if you could describe your farm's spawning platform, or even better if you do some screenshots or video (I'm assuming those are possible on Xbox One).
It's highly unlikely that it's a platform-specific bug. All the platform-specific bugs are related to platform-specific features or OS differences. But we'll look at that possibility if we can't find any other way to reproduce this issue.
My golem farm is a slightly modified version of this one for the base model and dimensions. (YT LINK) https://www.youtube.com/watch?v=qtHzOsqSyDk
Instead of having pods on the sides, I build a third level below where I put my villagers. This way, I can give them a bit of a garden patch and make them willing to build their numbers so that is serves as both a trading village and a golem farm.
I usually start with two villagers and let them build from there.The doors in my version are on the villager level, and I add some glass to ensure light levels for the doors. Never had a problem with this configuration before.
I did modify the platform levels to have some dry spots, but that did not affect the golem spawning.
Forget about "it used to work". Unless it's already been said by a dev that your specific configuration should work, you can't rely on past behavior of a complex device like this to remain unchanged in an update.
One thing you should look for is whether you've added any doors within a 64-block radius of your farm. A single door added nearby would probably only reduce its efficiency a little (because it would only move the village center by a little bit), but a single door near the 64-block limit could cause it to stop working altogether if it moved the center somewhere golems can't spawn.
We really have to be able to reproduce your problem, which means in this case we have to reproduce your farm pretty accurately. I really thing we're going to need screenshots showing enough different angles to allow us to copy it.
I think he should send a video link of how to build his farm, that way we can test whether the update caused the issue or there is something wrong with the farm configuration itself.
I re-made the iron farm exactly as in the YT video ( https://www.youtube.com/watch?v=qtHzOsqSyDk ). I made it over the ocean biome and populated from willing villagers from village nearest to spawn. (Seed = Stronghold Village "-1804478546")
The golem farm does work. Golems generated regularly and would drop for up to 4 iron ingots and occasional poppy flower.
However, I noticed that fish mobs were also spawning on the top level (not sure about the lower level). They would swim around and only occasionally fall into the lava pit.
The salmon dropped as raw salmon and the raw fish dropped as cooked fish along with the periodic bone drop. Not sure if that is new intended behaviour for the fish drops.
The top level corner coordinates are as follows if you need to recreate to test. (top slab edge blocks).
NW = 422 75 222 / NE = 441 75 222
/ SW = 422 75 241 / SE = 441 75 241
The villager pods are located on the North Side and the South Side of the build, exactly as illustrated in the video.
Hoppers in the killing pit are at Y level 62. And lava source is at Y level 64 (one block higher than player standing height). This allows player a chance to survive lava fire if accidentally falling into the killing pit.
Still no golems at naturally generated village nearest to spawn. (East of Spawn). 21 valid doors added. Plenty of villagers bred, willing, and self-farming.
I would like to clarify two things. First is that the creator of the post be the one to provide a video, image or any link to show the exact configuration of the farm so we may try to reproduce the bug. Secondly, about the manual spawning of golems. Make sure that there is nothing but air touching the T-shape iron block configuration to spawn the golem and place the pumpkin or jack o lantern last.
The bug tracker is not a chat forum. Please restrict comments to providing information about the bug, and feel free to consider or disregard comments from non-staff as you see fit.
Sorry for the delay all. A couple things to clarify and add from my end.
I get that it may be a legacy thing since my map is older.....but it seems silly that we have to create a new iron farm or map every time a new major release happens.
While I would like to try creating a new iron farm in survival to see if I have the same issue (and work more closely on the feedback for this issue) I simply don't have the time. So if someone wants to open a new ticket and work more closely with the bug team on it (and Mojang closes this ticket out) that is fine.
We've had reports (including mine) of several iron golem farms in worlds upgraded to 1.4 or later, some of which work and some of which don't. To be able to reproduce this bug and work on it, we need to get a copy of one that doesn't work. You can't really get a copy of an Xbox One world, so does anybody using Android or Windows 10 have such a world they would be willing to share? If we have to, we can find a way around the world size limit.
Again, it's unlikely that it's a platform dependency, but I would never rule that out entirely. It will just be more efficient to leave testing the least likely theory until more likely ones have failed.
Thanks @Auldrick. That I can do
Exporting my world from windows 10 (realms) is not a problem. I've exported it to a zip file and made it available to download here (https://1drv.ms/u/s!AgJR8HV9Zk6MiT3x2KWNdRZ6GN3E). Hope this helps you all. The Iron Farm coordinates are at 774, 177. Let me know if you have any issues accessing the zip file.
Sam Adams Sorry, I can't access that URL (404 error). Did you share it in OneDrive? Was it shared for a limited time, which has expired now?
sorry about that @Auldrick. Yeah it's on my OneDrive. Try it again please (https://1drv.ms/u/s!AgJR8HV9Zk6MiT3x2KWNdRZ6GN3E ). I made sure to set the expiration time for longer.
I have it now, thank you! Feel free to delete or protect it now if you prefer.
If needed I have an iron farm that produces zero golems but was plentiful before update aquatic. For ease it is identical to GruvaGuy's tutorial here: https://www.youtube.com/watch?v=2HB6lqAGRDY
Interestingly I had two of these at y=200 above the ocean, both highly productive before the update aquatic and after the update one still produced golems although at a lower rate and the other produced none. I have since built a third farm at sea level and it has not spawned a single golem. Is it to do with the passive mob cap/fish? All the farms catch prodigious amounts of fish and ink. and for reference all farms have 24 doors with appropriate sky access, 10 or more villagers, adequate head height for spawning etc. I am on Windows 10 with simulation distance at max
Confirmed on Windows 10 using 1.4.2.0. There definitely seems to be a problem with villagers detecting doors made of a wood other than regular oak. There may also be a problem with calculating the size of a village and the number of iron golems it should generate.
Sam Adams: I was able to get your iron farm producing again by making two changes: I added more villagers to the pod that only had 5 in it, and I replaced all the dark oak doors with regular oak. Changing either of those by itself didn't fix the problem. However, I noted that your iron farm is just barely 125 or so blocks from a village you've built up with added doors and buildings, and which has four iron golems in it with what look to be too few villagers to authorize that many. That probably means some or all of these golems were spawned manually, but if the iron farm and the village are getting blended by the game, the excess golems would prevent more from spawning at the farm. I'm not sure how much separation is required in cases like this: The technical community have experimented and drawn conclusions, but experiments can never be definitive for this purpose. So we're going to need guidance from the developers on this. You should be able to get your farm working by making the same easy changes I made, though.
To everybody: Iron farms are tricky and can fail for lots of reasons, so it's possible that different people's iron farms are having different problems. As various workarounds and possible solutions are mentioned here, please try them in your own worlds. If they work for you, then this is the bug report you want to watch for a permanent resolution. But if they don't, please let us know so that we can identify a new group of people having iron farms with a different problem. Depending on the details, we might create a new bug report or amend the current one with the additional information. If you decide to create a new report yourself, be sure to stress that you have already tried the workarounds suggested here and that they didn't help. Otherwise, your report will probably just be closed as a duplicate of this one, which won't help any of us if it's actually different.
Confirmed. After swapping out my doors with regular oak doors and adding 5 more villagers it started working again. Thanks @Auldrick for the workaround while the bug is being worked on
After some additional experiments, it appears that non-oak doors can be used, but there's a difference in how villagers detect them. Villagers look at the 5 blocks on either side of the bottom half of a door, not counting the block the door is on. They test whether each of these blocks has "sky access", meaning there are no blocks above them that would block sunlight. If the number of blocks with sky access is different between the sides, the door is considered valid and is added to the village. Otherwise it's ignored.
For oak doors, this test is repeated periodically, so if the door initially has equal sky access but you later place or break a block that makes it unequal, the door will be detected and become valid.
But for non-oak wooden doors, this doesn't happen. Sky access for non-oak doors is only tested right after the door is initially placed.Update: It's not what I thought. What's actually happening is that for non-oak doors, the test for sky access is being performed on the wrong blocks. Instead of testing the blocks perpendicular to the plane of the (closed) door, the sky access test is being performed on the blocks in the same plane as the door.
Note that once a door (any kind of wood) is determined to be valid, it will remain valid for as long as it exists. That is, later changes to the sky access on either side will not cause it to become invalid. Another way to say this is that villagers only add doors to villages, they don't delete them. The only way to delete a valid door from a village is to break it.
Wow. Mind blown. I only do "natural-ish" snail iron farms and my process has always been 1) build spawn area and kill pit, 2) place doors (of various types due to architectural/aesthetic concerns) where they need to be, 3) build houses around doors.
And then comes 4) wonder why the dang iron golems are spawning outside the wading pool, and why the villagers seem to ignore the south block of flats...
Note to self: add step 3a) break all doors and replace them after houses are built.
Thanks @Auldrick!
MD: Golems spawn within 16 blocks of the village center. If they're spawning outside the spawn pad, it's because the village center isn't where you want it to be. The center is recalculated each time a valid door is added, so the order they're added makes a difference. If you continue to have this problem, place your doors a few at a time and work from both ends toward the middle. If you have doors on both sides of the spawn pad, alternate between the sides as you work. That will keep the center from jumping around too far from the center of the spawn pad.
Thanks. I do understand the mechanism - I worked up an Excel sheet that will calculate village center based on Xs placed in cells to indicate doors. And back in the old Console Edition the layouts worked fine.
I think probably my problem was that some doors were, say, dark oak, and after placing them (100% sky on both sides for 5+ blocks out) I would then build the house around it. But, I learned from your post, those doors would not be valid no matter how many "roof" blocks I added behind it, since it's only checked when placed. So yeah my village center was off because half my doors (the non-oak ones) were probably not valid even though they looked valid.
When I do step 3a) break-and-replace all doors (as the final step before populating the village and starting up the farm), I will pay attention to the order I replace them. Alternating sides, as you say. Good idea, thanks.
MD I just now updated above. My previous conclusion was slightly off. I'm sure you'll find the correction helpful.
@Auldrick Thanks. And also great googly moogly that's a "fun" bug. Nearly impossible for a console heathen like myself to ever figure out.
Another anecdote: in my (brand new 1.4.2) world I finally found a village (built, apparently, over the Hellmouth - half of the foundations stretch down into caves, so I named it Sunnydale) and proceeded to:
In light of the information in this bug, I built the entire village before adding a single door. So all walls and roofs were already in place.
I then added 24 doors with symmetrical arrangement around the pool, made a short fenced chute from the old village to the new condos, and broke the last original village door. The villagers dutifully "discovered" the new doors and moved through the chute into the condos. I then razed the old village down to foundations.
So I have 24 doors, about 14 villagers and...no iron golems. For about 3 hours of game play, not a single one. I have searched hither and yon even though if it was some sort of weird village center issue, the out-of-whack center point couldn't be more than about 10 blocks from my intended center because the closest door of original village (and the last one to be destroyed) is only maybe 20 blocks from the closest "condo" door.
I have also destroyed all 24 doors and replaced them (all are regular oak, by the way). Still no golems.
Tonight I plan on destroying the doors and leaving it that way for a good hour, then replacing them to see if the golems will start spawning. So far, however, there does seem to be a bug unrelated to the bizarre non-oak valid door check.
Diagram of the condo village is attached. The border of the pool is a cobble block with fence on top. Outer farm border is 2 cobble blocks; roof (all the way around the perimeter) is dark oak plank and dark oak stairs. White area is just grass blocks, where the villagers mingle and make new villagers (in clear violation of the HOA policy!) Numbers indicate height above ground level (doors are resting on ground of course). This is my standard snail farm design and it's worked on several maps before.
I can only speculate, but I think your problem is that the center IS where you intended it to be. Golems can only spawn within 16 blocks of the village center, and in this case that would be very close to the lava. The only blocks within range are water source and lava, and golems cannot spawn on either. (They can spawn on flowing water with a solid block underneath, just not on a source block.) As to why this design has worked in other situations, maybe it's because the order you placed the doors was different and drew the center to the side far enough to bring the grass within range? It wouldn't have to shift very far, although the farther it shifts the more grass will be available for spawning.
My apologies, my description was bad and I feel bad. This is a bog standard flowing water/drop hole/lava blade snail farm. Only water source blocks are in corners of pool. Center area is not actually lava, its a 2x2 hole that drops to the kill area. Drops feed to hoppers and a chest. Golem Farm 101. The design is still sound, as far as i know.
Broke all doors and waited a bit, then put them back. Played an hour, no golem. Copied world and opened in creative, removed 4 water source blocks, got a golem. So now I’m testing flowing water more closely. Maybe survival map is confused about the water? There have never been source blocks anywhere but the corners, but...shrug.
Given the revised description, it seems to me your condo iron farm should work. In fact, my own Creative iron farm is almost identical, and it reliably spawns around 6-8 golems an hour in the flowing water. I've tested it in Survival, too, so the flowing water shouldn't be a problem.
The only thing that's a bit different with yours is that your doors and villagers are a little bit farther from the center and are more spread out. The way I understand how villages are formed and golems are spawned, your setup should work, but it wouldn't hurt to add more doors as a test. They don't have to be useful doors, you could just put them against the blank walls.
Your diagram is brilliant, btw. Very efficient way of communicating your build.
Thanks. I did some more testing last night and...well...I still think something's wrong with the world, but the farm is working now. Since I had copied it to creative and removed the water blocks and that worked, I tried copying the world and opening in survival. The idea being just copying the world might fix whatever glitch I think I had.
Waited maybe a half hour without getting a golem, so then I removed the water blocks. I did get a golem after that. So I put the water back, flushing the golem - Golem 1 - down the hole (5 iron; this will be important in a moment), and got back to waiting. The idea now being that for whatever reason maybe removing and replacing the source blocks un-glitched the farm.
After another 20 minutes or so (off destroying the original village; not paying close attention to the pool), I come back and there are 10 iron in the chest. So at least one more golem - Golem 2 - had spawned.
Next I moved about 20 blocks from the edge of the village and nerd-poled up about 30 to look down at the pool and watch. Spent about 30 minutes up there and never did see a spawn in the pool (I was not staring at it the entire time), but when I came back down and went into the village there was a golem - Golem 4 (trust me) - roaming the walkway outside of the pool. So clearly I have a slight village center problem, but that's fine I can fix it.
After corralling that golem and pushing it through a break in the outer pool wall, I went to check the chest and there was 21 iron in there. So again at least one other golem - Golem 3 - had spawned some time when I was watching-not-watching the pool from my nerd pole.
Alright, so overall maybe 40-50 minutes of time from when Golem 1 spawned on the dry pool to when Golem 4 spawned outside the pool fence. With 21 total iron it could easily have been 5 or even 6 golems in that time (maybe they spawned right next to the hole and dropped so quickly I never saw them). So...not really that far from what might be expected?
My last tests tonight will be back in the original world - I'm going to give the existing farm a solid 30 minutes to spawn something, and if it doesn't I'm going to remove the water source blocks again. Trying to suss out whether a) there is no glitch; I was just really unlucky getting no spawns in the first half-hour I was running the farm, b) there is a glitch, related to the water, or c) there is a glitch, and copying the world fixed it.
I'm glad you're having more success with your farm, but I'm afraid we've gotten a bit away from the original bug report here. That problem was caused by non-oak doors being used, and this seems to be a different issue, so if you're able to establish that there is something definitely not working properly, please open a new ticket for it. (But don't forget to search for an existing one first, please.)
Well, I can open another ticket, but the original title: "Iron golems no longer...spawn naturally in farms" seems to apply. I think the non-oak door bug is a contributor, but after more testing last night and this morning I think the more generic description is apt. I just don't get golems consistently. I had a good run for a while the other day, but last night and today, no matter what combination of water/no water or original world or copy, survival or creative, the golems didn't come. I think the spawn logic is messed up. If I create a new ticket, it will have essentially the same title as this one. I'm OK with that if you are.
MD: The problem with adding it to this ticket is that we've identified a specific bug with non-oak doors that was causing the OP's problem, and that has already been passed on to the developers. Your problem has a different cause, and we can't specify what it is yet. We don't want to delay work on the known bug by conflating it with what might be a totally different bug having a similar effect. If we had more of a handle on what's causing your problem, then yes, we might add it to this ticket if it involved the same part of program logic. But since we don't know that, it's better to treat it independently.
Also, the devs rely on the bug tracker report, including comments, for background. That's why we try to keep these reports focused on the reported bug and discourage chatting and unnecessary "me too" comments, because those are just irrelevant noise to the devs. Comments about related problems can often be helpful, either by providing more clues for the devs or by getting them to look for a broader common cause, and that's why I've kept this conversation going. But at this point a common cause between the OP's problem and yours is looking quite unlikely, and that's why I think it's time to move this discussion to its own report.
Every once in a while, iron farm stops working by the certain update. All I had to do is remove old doors, burn it, replace with the new doors. Iron farm starts working again. It has been in my 5+ years of experience. Hope that helps for some.
Closing this as invalid as the Iron Golem spawning mechanics have changed since the Village & Pillage update. Any new issues should be reported in a new bug report please.