Shannon Young
- smallwisdom
- smallwisdom
- Europe/Stockholm
- Yes
- No
Shannon Young - In the two examples you have shown, it looks like the pens are directly situated on chunk borders, which I have marked in red and green here:

If the mobs are located on these areas when the game crashes (or the Realm/Server stops) then the animals have a high chance of despawning (which is the bug at play here).
The workaround is to locate the chunk borders, and then move the animal pens so they do not cross any borders.
Each chunk is 16x16 in size, and you can calculate where the chunks are positioned. One easy way to calculate and visualise the chunks is to use a site such this and enter your coordinates: https://depressed-pho.github.io/slime-finder-pe/#0,0
@Rogue Cheddar the reason I asked about the villager being the most recent one added, is because I suspect in some cases the game may be reloading the chunk before saving it, overwriting any changes.
@Shannon Young hitting a monster no longer gives it persistence in 1.16. Taking damage now gives non-persistent mobs 30s of despawn immunity. So to preserve a monster mob beyond simulation distance you’ll need to name-tag it.
@Blake Lewis this is a Bedrock edition bug report. Please find a report on the Java project that fits your issue.
@Shannon Young The bug tracker is not the place to get detailed help sorting out your designs, sorry. I can give you a few pointers:
- Iron golems should not continue to spawn if you trap one village-spawned golem inside the village for every 10 villagers.
- Rather than a water trap, it might be easier and more space-efficient to leash iron golems to a fence post, or trap them in a boat or minecart.
- There is no such thing as a village leader. (See my last comment on MCPE-54183.)
- Bells do not define village centers. Instead, they set gathering points for villagers and the spawn area for wandering traders.
- The bell over your water trap is very likely to trigger the village center to shift every afternoon because villagers are blocked from gathering near it. (Again, see my comments on MCPE-54183.)
- Slabs, grass paths, etc. do not block iron golem spawns if there is a solid block underneath (what this ticket is about).
- Top slabs and double slabs do not block anything (it's not possible to place beds on bottom slabs, so I'm guessing you meant top slabs or double slabs).
- The spawnable blocks for iron golems have not changed at least since the Village & Pillage update, to my knowledge. The only change I am aware of is that the golems will usually spawn above any non-solid blocks that are on top of the solid block they spawn on, rather than inside those blocks. I believe that was the fix to
MCPE-41886. The block rules are just different for iron golems than natural mob spawns, but I think that is by design as I suggested in my earlier comment here. - You can find more information about controlling iron golem spawns and village centers on the Iron Farm Tutorial on the wiki (which I have recently re-written).







Device: iPad mini 4 (Model FK9P2LL/A)
OS: 12.1.1
Minecraft version: Bedrock 1.11
World Seed: 1970374129
Mode: Survival, Normal
World Spawn: 233, 69, 12
Nether Portal – Overworld: 90, 63, 24, Nether: 4, 62, 1
Sheep Farm: 140, 64, 13 x 148, 64, 20
Horse Corral: 243, 70, -124 x 245, 70, -129
Broken Zombie Spawner: 237, 60, -123
Player-Created Village: 245, 70, -133 x 212, 70, -109
What happened: Almost all the sheep and the horse despawned.
Additionally, all the villagers that I had interacted with previous to this release retained their professions with their current level of training but then despawned after I'd attempted to use the new game mechanics to set up work stations for them, but I am assuming that is "intended" behavior for a player-created village or else a bug related to Villager mechanics.
I am not sure about when that happened relative to any trips to the nether, but I don't think that this was before I went. I had just updated to Bedrock 1.11 and was spending time trying to understand villager mechanics so wasn't going to the Nether. That said, the game crashes every time I background the game by closing the cover on my iPad. It took me a while to figure out but I suspect it is crashing in part due to the lag caused by
MCPE-42427(in hindsight, locating a village directly above a zombie spawner was perhaps not the best plan - oh well). Unfortunately, I did not make a copy of the world prior to updating (I have automatic updates turned on). I also have not had time to implement the suggested work-around so all the spawners are going crazy overtime. (This world has several deactivated spawners in it that are all located right around my farm and world spawn.)Hope this helps.
iPadAir2 Crashes.zip
iPad Air 2
iOS 12.3.1
Minecraft 1.11.4
Just finished setting up my daughter's iPad with an Xbox Live account and now it won't load whether or not I am connected to the internet (turned off WIFI). Tried turning off all content restrictions. I also tried changing WIFI routers. No luck.
My daughter has no followers since I just created the account for her. It did not fail until after I changed the settings (through Xbox.com) to unblock realms by allowing multiple player and clubs.
Update: Last night I tried 4 devices, crashed on iPad Air2 and iPad Mini 2, succeeded on iPhone 7 Plus and iPad mini 4. This morning it is working on all devices and I was able to log her out so she could play without risking it crashing. It appears to be related to the device, how recently the account was changed, and possibly whether or not iOS restrictions are turned on.
Update 6/17/2019: I think that Martin (below) has the fix. My daughter's iPad started working the next day. Probably the token expired and when it issued a new one, it started working again.
Same issue.
iPad mini A1538
iOS 12.1.1
Minecraft v1.12.0
Both custom skins and Minecraft skins loaded from the marketplace.
Not sure if it is relevant but I mostly play in a realm. My kids play in the same realm (I'm the owner) and use a lot of custom skins, but they do not seem to have this problem. My iPad crashes/freezes frequently so it might be because I am killing the app and restarting almost every time I come into the game.
Just finished a small, well-protected village. Torches every 4 blocks (or less). Normal mode. This is in a realm. There are 10 villagers in the village. A captain spawned in the village thought luckily my son and his friends were able to kill it before it took out any of the villagers. That spawned a raid but the raiders all spawned outside the village wall.
v1.14.60
I have had some success with using corrals of solid blocks and gates (not iron doors) on all the chunk borders. Additionally, my son and I had a discussion and decided that it was not "cheating" to use MCCToolchest to edit his realm and restore the villagers. That said, this is a serious problem and is definitely much worse in 1.16
Hi everyone, when making an "I lost entities, too" comment, please include information about what happened and what you were doing at the time.
If you look at when this issue was opened (April, 2017) you will realize that this is clearly a very difficult problem that Mojang has been chasing for years. I know how frustrating this is and how upsetting it is to spend a lot of time trading up a villager, getting a fox to trust you, taming a wolf, etc. only to find that entity has despawned. If you play in a realm or on a server, this can lead to trust issues between players who suspect each other of griefing. I hear your frustration but this is not an issue that is going to be fixed with confidence any time soon. Please help those of us who really like playing anyway to figure out how to mitigate the problem. Thanks!
Information that is useful to include:
1. What version are you playing on
2. What platform (iOS, Switch, Xbox, Windows)
3. Type of entity (villager, door, etc)
4. Coordinates of the entity
5. If the entity can move, what is the corral made of (fence, solid block, glass)?
6. Did the world crash?
7. Did you go to the nether?
8. If the entity is a mob, did you interact with it in a way that should cause it not to despawn? (name tag, trade, feed, tame, etc.)
9. Did you "Save and Exit" or did you just turn off your device?
10. Did you move away from the entity and then come back (unload the chunk)?
Work-around for resetting villager trades:
1. Check your new villagers trade before trading with them.
2. If you don't like the trade, then break the workstation and set it again.
3. Repeat steps 1-2 until the villager has a trade you want to keep.
4. Buy/sell from the villager to lock the trades.
Work-around for chunk loading:
Use solid blocks to build walls along all the chunk borders (0, 16, 32, 48, etc) and use gates to keep mobs from moving between chunks. (Note: villager AI can get "stuck" on fences and open trap doors, but seem to know better than to get stuck on a gate.)
Expected behavior:
Certain mobs should despawn when you move away from them. Specifically, to keep a mob from despawning, you should do one of the following:
1. Feed
2. Tame
3. Trade (villagers only)
4. Name tag
In case its of interest:
1. Version: 1.16.0
2. Platform: Realm with players on Switch, Windows, iPad, Xbox
3. Entities that disappeared: Villagers, foxes, wolves, sheep, and doors
4. Coordinates: All over the world, different bases - all reported instances have been in an area where the entity can cross a chunk border.
5. Can it move: Yes, except for the doors.
6. Did the world crash: Often, we have been booted from the server several times.
7. Did you go to the nether: Often.
8. Did we interact with the entity: Yes, tagged, traded, tamed, sheared, etc.
9. Did you "save and exit": No, members of the realm are now warned that this might be a cause.
10. Did you unload the chunk? Yes
Note: In our case, we have changed the layout of farms and villages - putting up walls to restrict movement to within a single chunk - and have not had any further instances. I started with more visually pleasing fences and still had villagers despawn. Not until I put up solid blocks did the problem appear to go away. (fingers crossed)
Joshua, do your mine carts cross chunk borders? Chunk borders are places where the coordinates, when divided by 16, are a round number. 0,16,32,48, etc. I have found that editing my builds to block entities from being on a chunk border has stopped the random despawning. In every instance where something has despawned (when it shouldn't), it was possible for the entity to move between chunks.
For example, in the attached images, I have built walls along the chunk borders and use gates to keep the villagers from being able to move between chunks. I have holes in the walls to allow 1 block high entities (chickens, cats, and children) to move between the chunks, but not the adults. This is a village that I started early-game from two igloo villagers, which is why it is underground. I also modified my minecart automatic farming where I use moving minecarts to not cross a border. The build I am showing does include minecarts that are on a border (to allow the farmer to throw carrots at the other villagers), but those are locked into a single block and cannot move.
If you want to collect from multiple chunks into a central location, I would recommend looking into using water/packed ice/bubble elevators/droppers and/or hoppers to move stuff across borders.
Lance, Can your villagers cross chunk borders? As you can see from previous comments, this seems to be the defining characteristic of this issue and the work-around for not having entities despawn. If you have an example that contradicts that assumption, then that is very useful to know.
Note: fences along chunk borders can allow entities to cross a border b/c they can move into the neighboring chunk and get stuck on the fence. Only walls will completely block the villagers.
@ Kurt, Hi.
If you read the bug description, there is a message from Mojang that states in part: "Currently entities can end up being lost if they happen to be positioned on the boundary between two chunks when the game crashes." In other words, that is exactly what this issue is about.
In your original bug report that you opened yesterday
MCPE-90596, you asked for help. Those of us who are asking about entities crossing chunk borders and suggesting work-arounds are trying to to do just that - help.I get that you are frustrated. It helps my 10 year old and his friends to think of this bug as a creeper. While it is really frustrating when a creeper blows up your chicken farm, it is a part of the game. We practice our elocution and then rebuild - this time with a moat and a fence. ¯_(ツ)_/¯
Please do not leave comments that offer nothing but complaints and insults. It isn't helpful to either the developers or the community. There is enough stress in the world right now and Minecraft is suppose to be fun.
Peace.
@srnatthan
Yes, I also hope they find a fix and don't decide to make the "bug" part of the game like they did with the creeper!
@ Y F
Hi. What you are describing sounds like it might be intended behavior. With 1.16, Bedrock despawn rules were intentionally changed to have parity with the Java edition. This means that only entities with which you have "interacted" will not eventually despawn once you are 32 blocks away from the entity. What counts as an interaction is a bit vague, but definitely includes name tags, leashing, feeding, and taming.
That said, there is also a bug right now where any entity that is either standing on or can cross a "chunk border" can also despawn, even if it has been interacted with. That behavior is super annoying and definitely a bug.
I just had a villager disappear who was not able to cross chunk borders.
Coordinates: (328, 34, 202) - (330, 34, 204)
Seed: -355490836
Version: 1.16.1
Villager: Diamond belt, I don't remember what all of his trades were.
Underground village in a tundra biome so no possibility of zombies spawning.
Playing in a realm. Between the backup when the villager was last in the realm and when he disappeared, the only person in the realm was my son and I have verified that he did not kill the villager.
Version 1.16.10
Not on a chunk border.
Exited using "Save & Quit" button. Playing in a realm, but I was the only person in the realm during this time.
I trapped a zombie villager in a dirt box. He was also standing in water. I made sure that I hit him so that he had been "interacted" with. Went to go make a potion of weakness and when I came back he was gone.
@GoldenHelmet
Thanks for your reply. At the time when I wrote this up,
MCPE-21416was being reported as specific to chunk borders since that was the original bug opened in April, 2017. I have been following that issue and it has since come up in the comments (and I have added a few of my own) that relate to entities that are not able to cross chunk borders - although the description still includes chunk borders as the defining characteristic of that issue.WRT the chunk saving incorrectly, that's what's so strange about this one. One of the red carpet tiles was in the original location that was generated by the world (this was an igloo basement), while the other piece of carpet was moved to make space for the added chest in the corner of the room. The chunk in question is [20, 14]. I used MCCToolchest and realm backups to inspect the player positions for the players who were playing in the realm during the time between about 8:30AM and 9:00AM. I was not playing at that time.
Player 1 - [37,22] to [37,24]
Player 2 - [31,19] to [37,22]
Player 3 - [37,23]
Player 4 - [38,40] to [39,40]
Since that is more than 4 chunks away, chunk [20,14] should not have even been loaded.
None of the players came over to my village during that time and so no, nothing was placed or removed from either that chest nor the hidden one underneath the chiseled stone brick. I may have placed or removed items from one or both of those chests the night before. At this point I don't remember.
WRT the cats, I later discovered a whole bunch of cats had teleported (while sitting) to inside one of the villager's rooms. It does not appear that any of the cats despawned.
@GoldenHelmet
Help. The issue I am having is that I do NOT want iron golem spawning inside my village. I have walls/light to protect from zombies and raids and the iron golem are just annoying. Accidentally hit one and you have to allow yourself to be killed or else kill it, get negative points and never be able to enter your own village again. Also, they stomp on crops so you are constantly chasing after them with a hoe. Etc.
I was having the same issue with the wandering trader and his annoying lamas and have resolved by placing the bell centered over a 15x15 water trap. I get leather and leads, no more annoying lamas destroying my farmer's crops. Thought I could use the bell placement to also deal with the golem.
So... that doesn't work for the iron golem. I moved the "lead" villager to the other side of the village and that appeared to fix the issue for 1.16.10 with most Iron golems spawning in the water trap. Woohoo! The ones that didn't spawn in the trap will spawn in the river outside the village walls. They throw around zombies and eventually die. Whatever. Either way, since they aren't destroying crops or killing players, not an unsurmountable problem.
However, with 1.16.20, the iron golem are spawning in the village again.
I've attached a screenshot of the village. All beds and workstations are placed on slabs. All roofs are slabs. All fences are placed on slabs. Carpet, walls, fences, or lanterns are placed over every workstation. Any other block is dirt path. The bell is located 2 blocks to the water side (east) of the center of the water trap. Most of the villagers are librarians. The island to the west of the village is needed to allow raids to have a spawn point outside the village.
Update: I discovered that the lead villager changed ownership to the other side of the village. Not sure why b/c the previous lead villager is still there. I moved the new lead villager to the water-side and now the golem are spawning in the water trap again. Looks like the issue may be that with 1.16.20, the lead villager changed. The lead villager is currently in the 2nd cubicle in from the left on the water side. I will run this for an hour and see if golem are spawning outside the water trap. That said, how do I possibly guard against the lead changing again and why isn't the bell the village center?
Additionally, if the rules keep changing wrt what blocks they are allowed to spawn on, how are we players possibly suppose to keep up and try and build a functional village that still looks (fairly) nice?
Thanks.
Took about 20 minutes for a golem to spawn outside the water trap on the roof. (See screenshot)
Another just spawned (see screenshot IMG_0193) on the grass path block.
@GoldenHelmet
Thank you for the explanation.
I can't say that I am not disappointed with Mojang's UI/UX design choices but oh well. ¯_(ツ)_/¯
Interesting idea concerning other mobs being able to move between borders.
In our current realm world, I have not had any villagers despawn (knock on wood). It's set up so that no mobs - passive or hostile can spawn inside the village borders. My sheep, however, keep despawning and my son's farm animals keep despawning, but the fence areas do allow for other mobs that are naturally spawning to move in and out of the chunks. In the village, the only mobs that could spawn in the village and then move out of the village are fish and drown.
In the previous realm, there were chickens, rabbits, cats, and foxes that could move freely throughout the several chunks of the village. These would sometimes despawn (as per the original bug description), but the strange thing was that the villagers would also despawn. Always the same two villagers, neither of which had their bed or work station anywhere near a border. This was a tundra village that was underground so its not zombies and I never came upon an illager patrol that spawned in the village (after the 1.16 update).
Version 1.16.40 Bedrock Realm
This has happened twice this week while we have been building or AFK near the village but not in the village. Someone returns to the village and there are scads of villagers wandering around. Looking at MCCToolchest, both the babies and the adult will claim the same bed but the baby will be trying to pathfind to the bed while the adult will be wandering around and not sleeping.
Due to
MCPE-21416, the village is set up to block adults from moving between chunks and no passive or hostile "land" mob can spawn in any village chunks.All villagers were originally added one at a time and linked to a bed and workstation (and they can reach the bed) before setting another bed to breed another villager. That said, I was not aware of this issue and did not guard against it in creating the village so that the entire village would always be loaded.
Version 1.16.40
Villagers went missing from a single-chunk village (iron golem farm) where the villagers are constrained to a single x,z position and standing in water. The village was built over water to guard against "land" mobs spawning in the village and then leaving the chunk. Using MCCToolchest to check the number of villagers assigned to the village, there should be 20 villagers but there are only 13 so it isn't that the villager teleported. Instead, I can confirm that they despawned.
@Westlander
Hi. I'm as disappointed as you are by this. It's really disappointing that the only way to make an iron farm is to make an ugly iron farm.
If you look at the previous comments, spawning on everything is apparently by design.
Not sure which of Silentwhisperer's iron farms you are using. Is it the one chunk version with the beds placed around a 3x3 block hole? If you are using that version, the center of the village is not in the center of the chunk. The spawn volume should be a 16x6x16 volume around the lower north-west corner of the first bed placed.
It should be pretty simple to get your farm working again.
(a) Make the upper level 2 full blocks and then add the slabs (for hostile mobs). Tip: Add a ladder to one of the blocks above the water to allow you to "escape" the water trap in case you accidentally fall in.
OR
(b) add a ring above the slabs that are 4 blocks above the floor, and then place half-slabs on that. That will allow you to "escape" from the top water trap and get out of the trap.
Further explanation
The spawn area for the iron golem is a 16x6x16 area that should theoretically extend 3 blocks up from the bottom of the first bed placed and three blocks down. That's why the beds are placed 3 blocks up from the first floor. Iron golem can spawn in any point in that volume where they have 4 blocks above them and 2 blocks in the x-z plane. Only solid blocks are considered "filled in" spaces where golem cannot spawn. Half-slabs don't count. Nor does glass, etc.
The Silentwhisperer farm was build with the idea that the spawn blocks are inclusive (bed + floor + 1 block wall) but my own testing suggests that the wall is spawnable b/c the top of that wall is included in the 6 block range.
This said, it is a really disappointing design choice by Mojang and I think it's totally confusing. Oh well. This should allow you to use the iron golem farm with minimal changes since I know how frustrating it is to set these things up! Good luck!
Oh, and while we're talking about iron golem farms, be sure to guard your farm against
MCPE-21416by placing a fence or wall at ground level to keep any passive mobs from being able to move in/out of the chunk. It doesn't appear to break if you build over water, but sheep, chickens, cats, etc. that spawn inside the chunk and then move out of the chunk when the chunk is unloading can cause your villagers to despawn. And that is even more frustrating.I also recommend after you make the farm, to AFK for a few days in case Mojang introduces a different "rule" or bug that breaks it.
Hi @GravityBoots,
That’s a wonderfully extensive report! Thanks so much! You are incorrect, however, on one point.
Entities that cannot cross borders can despawn if there is a different entity that can cross. I’ve had this happen bc of chickens, tamed cats, tamed foxes, etc.
Note: it does appear that the entity that can move across borders must be an entity that the game rules say shouldn’t despawn when you move more than 44 blocks away from the entity. What that means is that you don’t need to guard against stray cats, for example, but you should ensure that if you tame a cat, that it cannot be pushed across a border when sitting. In fact, it is best to ensure that the cat is wholly out of the chunk once tamed and cannot cross back into it.
@GravityBoots
No, a single tamed cat that can cross borders or is sitting on the line between two chunks, can cause villagers that are wholly encapsulated to despawn. This scenario happened to my iron farm. I set it up so it wouldn’t kill the cats for my daughter. She tamed them and left them sitting on the ground. I pushed the cat across the border (oops) and later realized that some villagers despawned. I then used MCCToolchest to look at positions both the cat and some of the villagers disappeared.
In a different world where I had set up a village that crossed several chunks, the villagers were restricted but bc my son liked to prank my base by throwing eggs and creating bunches of chickens, I put a name tagged fox in the village and made 1 block holes for the fox to go through so he could kill the chickens. Kept having villagers despawn in that village, too. It took a while to figure out but someone has observed that there seems to be a connection between despawning entities and other entities that cross a border.
Anyhow, its a weird edge case but now I build solid walls along the borders of my villages which are all 1 chunk with < 20 beds. That way, no golem spawn and the entire village loads/unloads at the same time. Haven’t had problems since. (Fingers crossed)
@GoldenHelmet
My experience is anecdotal. Honestly, I spend so much time working around this bug so that my kids don't cry over their lost stuff that I really have no idea at this point what works and I don't have time to build a test world and check it 50 times to see if an entity despawns. I just keep adding to the protective measures. That in mind...
Factoid #1: We play in a realm
Factoid #2: I use MCCToolchest to replace villagers and other mobs that are removed by this bug. It's a pain but I'm getting really good at it.
Factoid #3: I have had villagers who were protected and locked by solid block walls into their chunk disappear.
Factoid #4: I occasionally download a copy of the world, turn to creative with chunk borders, and then report back to my kids and their friends about any entities (including beds and double chests - those disappear, too) that they have that cross a border.
Case #1: Chickens (spawned using eggs) and foxes (name tagged) were allowed to move between chunks in a village that was spread across 4 chunks. Villagers kept despawning anyway.
Case #2: I had a 1-chunk iron farm based on silentwhisper's design, build over water. My daughter wanted me to stop killing cats so I modified it to allow cats to survive. She tamed a bunch of them and left the gate into the village chunk open. About 8 of my villagers despawned, breaking the farm.
Since then, I have only built 1-chunk villages using vertical stacking if necessary. I carefully ensure that no mobs (passive or hostile) can spawn in the chunk or move in/out of the chunk. I hid my iron farm so that my daughter doesn't have to know about the cats. I have not had any issues since then.
I originally got to this set of work-arounds by following the comments on this thread. Specifically, the comments related to @Rogue Cheddar's missing librarians.
@Danny
The villagers were locked in place, but there was a gate that kept surface mobs from moving in/out of the chunk. For Iron Golem farm V2, I ended up making my own design that was a combo of a bunch of different versions. I can try and figure out how to create a video tutorial but short version:
1. Lock villagers in and have them stand in water.
2. If building over water, ensure that there is land within 64 blocks to allow (accidental) raids to spawn outside of the village.
3. If building over land, block the entire chunk so that no surface passive mobs can move in/out. (My suspicion about this one is purely anecdotal - belt and suspenders, as it were.)
Seems pretty reproducible but just in case its helpful, I uploaded `village_1_16_100.mcworld` which exhibits this issue.
@Hunter
Hi. I have mostly given up on this one but buried in the comments are examples of entities disappearing that are safely locked within chunk borders. My own examples are with missing villagers in a realm that my kids and their friends play in.
I have also had villagers and other mobs that are locked to a single chunk despawn. It’s super annoying and I agree that the description does not accurately convey that even if you carefully lock in your mobs, they can still despawn. There are two approaches that the kids and I use- first, accept the things we cannot change and second, protect where something is really valuable and time-consuming to set up.
That said, I have a set of work-arounds that seem to work. My experience is with villagers but it applies to other mobs as well.
Trading Villages:
1. Design so that all villagers are in a single 16x16 chunk.
2. Use solid block walls around the borders with gates to keep any other entity from spawning in the chunk and then moving out of the chunk. (Cats, passive mobs, etc)
Alternatively, you can also design a multiple chunk village as long as the villagers can’t cross chunk borders, can’t breed (no framers) and there is no grass (passive mob spawning). This is harder to get right, though.
Iron Farms:
1. Build on a small island or over water - somewhere that is close enough to land for raids to spawn outside of the borders but far enough away that neither passive mobs nor other players may wander in and out of the chunk loading area.
2. AFK from the same chunk as the farm. AFK for a long time after making the farm in case future versions of the game break the farm.
3. Build out your water trap beyond the “center” of the chunk bc the village center will move every in-game day.
4. For a 16x6x16 volume around any possible center that is not inside the watertrap, have only solid blocks (underground) or air (above ground).
silentwhisper has a design for a 1 chunk farm that can be adapted to meet these requirements.
Breeding Villages:
1. Use a 1 chunk design with solid walls.
2. Put your farmers in one section and use a 1 block high trap door drop through for the babies.
3. You can send them to the nether but frankly, I find it easier to use a watertrap under an area with beds and wait for the babies to grow up.
4. Once they are grown, filter out the nitwits (either kill or drop through water trap and let drown do it.)
5. Use boats or minecarts and the watertrap to move adults to a different village.
6. Lather, rinse, repeat.
Hostile mobs:
Nametag them. “Interaction” is not enough to keep them from despawning, in spite of what the wiki says.
Passive mobs:
Lock them in using solid block walls and gates at the chunk borders.
@GoldenHelmet Thanks for updating the description.
The description should also include reference to
MCPE-71243andMCPE-101202which are related to the "appearance" of villagers despawning but with the difference that if you use MCCToolchest to inspect the data, you discover that they are either (a) positioned in walls (but not suffocating ¯_(ツ)_/¯ ) or (b) present but invisible. Having all players exit the realm for 15 minutes is the current work-around. Additionally, these issues are new in 1.16.100, fixed in 1.16.200-beta, and unrelated to chunk borders.@Kyle
Hi, let me start by saying that I am sorry for your loss. For what it’s worth, my experience with this issue is that the chunk border problem is not only related to keeping your villager locked into a single chunk, but additionally, ensuring that all naturally spawning entities are restricted from entering or exiting the chunk. This includes cats, fish, etc. Also, fencing needs to be set up to keep mobs wholly within their chunk. Typically, if I am really concerned about despawning then I will use solid blocks instead.
For an iron farm, I build underground with a surface level whirlpool to pull in any other spawns and kill them. I then use a red stone filter to filter out any stuff that I don’t want. For trading villages, I use fencing and landscaping to ensure that mobs can’t move between chunks that include villagers. For villages built for looks (Western town, Alien ship, etc) I build them with a nearby zombie spawner so that I can restock the village.
That said, as others have mentioned, this is a very old bug. My kids and I don’t play survival anymore because of it. My daughter still plays the game but only in creative and adventure modes. My son and his friends play on Java. I canceled their realm subscriptions. My point being that the last iron farm I made was a year ago and I haven’t played since, but this might work to fix your farm. I would suggest testing in creative before spending all that time trying to get it working in survival. Good luck!
Still happening. Playing on a realm, but also happening in a creative copy.
Bedrock v1.19.80
Happened once unexpectedly where I was teleported into the void. We rolled back the world and tried again. Now it’s teleporting me to a spot near the overworld portal.