Iron farms are broken in numerous ways since the release of 1.11 and not only lack parody with java, but their efficiency is awful.
On java edition in 1.14 iron farms have gotten rates up to 60,000 iron per hour, while bedrock edition we can only achieve 40 iron per hour, it's literally much faster to mine it. While I don't advocate for 60k iron an hour, these bugs are game breaking.
First is how the spawning works together with the villager mechanics. Pre 1.11, each "village" which consisted of 21+ doors and 10+ villagers would spawn golems based on the center point of all the doors. Villages had to be 64+ blocks from each other to register as a new village, and you could only stack them vertically if you did it in separate chunks. In a normal realm ticking area you could fit upwards of 16 individual iron farms (which in itself was much worse than java).
Now in 1.11 we have swapped beds for doors and added bells. The "village center" is now randomly placed on either one of the bed pillows, or the bell. Normally at night the villagers will lose sync with their beds or the bell, and change the village center, making it impossible to accurately predict or plan for where the village center is. Also, the distance required between villages has grown to where you can only have 1 in a ticking area. No other new mechanics such as gossip, or scaring, or otherwise seen to have been added to the game.
Additionally, villagers seem to lose sync with their beds and/or the bells after a night cycle, and there's been numerous reports of the farms stopping working completely. I have also observed but not 100% confirmed that iron golems may be linked with the spawn limitations of hostile mobs, where they will only spawn between 25 and 54 blocks of the player. This has left us with just 1 result....
Bedrock iron farms only produce about 40 iron per hour max after you run a long test with day/night cycle on, where as in java under the gossip system they were able to produce thousands, and under the latest mechanics ilmango has designed a farm that produces 60k iron per hour.
Here are some relevant video’s that go over how players are using the existing mechanics, and some issues they are or were having.
https://www.youtube.com/watch?v=kNsRTPqs4Ls&t=253s
in db’s video we later found out that the spawning was not in a linear fashion from the edge of each bed when foxy ended up doing some testing in this next video.
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60k per hour? That's subjective. You aren't considering size and efficiency.

The issue is you can't scale up on bedrock, you get 40, or you get 40. Docm has a pretty easy to make iron farm with 10k per hour rate, where as now ilmango has a huge complex farm with 150k per hour rate. I'm not even asking for those rates honestly. Just much better than 40.
Do you have a test world with a typical iron farm set up that should be producing iron efficiently?
On Windows 10 you can use the Export world feature.
On Android or iOS you need to use a file explorer to navigate to Device storage > games > com.mojang > minecraftWorlds
On Xbox or Switch the only way is to upload it to a Realm, and then download the world on Windows 10 or Android/iOS.
If the world is larger than 10MB you can upload the world to OneDrive or a similar file sharing site, and then share the link.

I have built many many iron farm designs since the 1.11 update and had similar results.
Using 21 beds, 10 villagers on a 24x24, 2 layer spawning platform, there are minimal spawns. Even with the maximum possible spawn locations in an 8x8 from the village center, i can confirm that it only nets around 20-40 iron/hr.
We in the Bedrock technical community would like a reliable source of iron so we can continue to design and build large redstone projects in survival mode. It is very frustrating to try and build a large project and be bottlenecked by low iron stock constantly.
I think the 3 scared villagers by one zombie mechanic Java is getting is an excellent mechanic and should be incorporated into Bedrock

This needs to be addressed. It makes the game unplayable when compared with java. The villagers do not work properly is probably the core problem.

I have provided a world download of the old pre 1.11 iron farm design, and 2 different iron farm designs I have used personally. I will be releasing a video based on this world tomorrow.
https://www.dropbox.com/s/aegle1v22wyw376/iron%20farm%20bug.mcworld?dl=0

i have made about 3 iron farms in patch 1.14 not really working well it spawns more cats than anything

I think David means 1.11.x

IMO a simple way to compensate for the slow spawn rate without being OP would be to change the drops and smelting.
Iron golems drop 1 - 2 blocks of iron
Smelting armor gives back half the number of ingots used to make the item.

I took a deep look at how villages work. After tests and research I can say that the mechanics aren't that terrible and that they make sense. I even figured out a way to stack villages close to each other to increase spawn rate of irongolems. The only problem I have with the current system is that the irongolem spawning rate per village is relatively slow. So I think there is no reason to change the whole village mechanics.

ok ive held off commenting on this until i had a firm grasp on how the village mechanics worked rather than taking a knee jerk reaction to any new update. the cries of "iron farms are broken" is both inaccurate and unhelpful. the main issue is that it takes 10 villagers and 21 beds to produce 32 iron per hour on average. now with some careful planning and building you can stack villages and you will still get 32 iron ingots per hour per village. if you have 1 village its 32 if you have 9 villages like i have its between 4-4.5 stacks. the mechanics of the villages is solid and doesnt need overhauling like many of the community is claiming. what does need tweaking is the rate at which golems spawn. after a golem spawns there is some sort of timer that dictates the next golem spawn. it appears to be random. what im asking for is either a short timer with a set time or a decrease in the maximum that the random timer can be set to. this would increase rates enough to be useful without being over powered. if needed i can provide link to download of the stacked nine villages and explain how it was stacked

The issues are not about stacking villages in creative mode, most of the farms can be set up to work fine with nothing else in a flat world and only 1 player on.
As soon as it is on a realm or server with other players in a survival world it will just stop working due to the issues villagers have with unlinking beds and randomly chosing new workstations thousands of blocks away.

I would like to state that whether the cat cap actually exists is still a myth. Some say yes and some say no. This is a serious issue as it might be the cause of why the iron farms are so slow.
Edit: After some testing, the cat cap doesn't really affect the spawn rates of iron golems.

Every game tick there is 1/7000 chance for a golem to spawn if there is at least 10 villagers and 21 beds
Max average rates for one village is 41.14 ingots/h
It would be very easy for the devs to tune those values.
At least until we get parity with java, if we ever do.

Hey Yann, Where did you get that data? It would be interesting to see your testing world.A
As a tip, if you create 16 farms of those that produce 40 ingots per hour at height 140, are when you usually playing and building between 60-80 heights that configuration produces an iron block stack per hour if you get on the standby platform without affecting anything on the ground as it is a flat world and do not produce lag even with the (Maximum) 256 entities that may exist in a moment. That works for me with my $ 40 junk phone, 970 MB of RAM and an old Mali GPU. Sorry for my bad English syntax.

Since this has been mainly discussed on the Techrock discord rather than on the bug tracker, I figured I'd update with my (minimal) knowledge. In addition to the issues above:
A golem can be spawned every 7 minutes (ish), capping rates between 20-40 ingots/hour. A decrease between spawning times would increase rates if the Java scare-mechanics aren't to be implemented
Villages can be stacked in 1.12, allowing to get multiple farms each with 20-40 ingots/hour
Village stacking is broken in 1.13, resulting in the low single-farm cap that those who don't go through the pains of village stacking have to deal with
Prior to V&P (for comparison, not for a reversion), it was possible to have up to 16 (maybe more) iron farms in a single tickingarea, while there are now restrictions that greatly lessen the farm's capabilities

I disagree that 30-ish ingots per hour is "broken" or makes the game "unplayable". In a pure survival mode game, getting 20+ ingots per hour is more than enough, in my experience, to get sufficient iron for a steady supply of good tools, an anvil, and enough iron blocks to build a golem in emergencies. If I have to wait for iron, well, I have plenty of other projects that need my attention in the Overworld.
All I want is some consistency:
The village center is not consistent, and that is the number-one thing that makes or breaks an iron farm. It was so much better with the spawn volume around the geometric center of all the doors. Now it's some random bed, or the bell, and it can change overnight.
Slabs used to prevent iron golems from spawning on them. Since 1.11, they haven't. I understand 1.13 fixed the problem of iron golems spawning half-buried in other blocks. I have yet to test slabs.
I'd also like some solid information about whether the cat cap matters for spawning iron golems.

Maybe for how you play it is, but I have builds that have use hundreds of pistons and well over 1000 hoppers, and 32 ingots an hour doesn't come close to cutting it.

So, in 1.13 they added a new bug to the villages mechanics,
Basically, they wanted to prevent pillager patrols to not spawn inside villages. So they added something that computes the rough radious of a village instead of just using the village center.
The issue with this new method is that it's bugged, and breaks stacking villages technics.
I'll open a new bug about this because it breaks a lot of thing in villages.

I started trying to design a more efficient iron farm about a month ago and found it really hard to validate that my design was even working as the spawn rates were crazy low. As in a stack of iron blocks per 24 hour period on average.
So when I heard there was a beta running with a potential fix I figured I'd dive in and give my 2 cents. And boy was I not disappointed. Now, this is not going to get us up to Java spawn rates. That's going to take another rebuild in villager mechanics to fully implement gossip and the way gossip interacts with the golem spawning system. But the results are truly impressive nonetheless.
So how'd my farm go? Well, with no modifications I went from a stack of iron blocks a day or 24 ingots an hour to slightly more than 4.5 stacks of iron blocks in around 8 hours or 324 ingots per hour which is truly nuts in comparison. Personally, this is more than plenty for a single player world, and probably enough for a small multiplayer server unless you like flashing your iron wealth by building with it.
Now, I would like to see the rates hit 1000 ingots an hour because I think large servers are going to want more and that's a more balanced number than what we see in Java whilst not totally nerfing Java as I know Mojang is aiming at mechanics parity between the two in future. But. If they fix the village border mechanics so that you can stack villages, this point would be moot as you'd be able to just stack away and it would only take 3 layers to hit that number.

I know these giant farms that produce thousands an hour are kinda stretching the limits of minecraft, but without these farms, big projects or most projects in general will take very long. There's only so much iron in a chunk, or you're not going to mine out the entire chunk just to get all the iron. If you just go mining, eventually you have to travel a thousand blocks or more into your mine cause you've just mined so much. The farms prevent mining a thousand long strip mine just to get a couple stacks of iron ingots.
After all, Minecraft is a game for your imagination, but in survival we are heavily limited (mainly bedrock) by our auto farms and redstone. There's not enough tutorials on the internet or guides for people to learn redstone alone, compared to the giant java redstone communities. These 2 stacks tops iron farms are bedrock are a joke really. Mining does usually give more per hour but eventually you mined so far that it takes 5 minutes just to get back to base, sometimes more. And you burn through iron too (or stone) for the pickaxes. Hopefully there can be an redstone update for bedrock that can make redstone more "simpler" so more tutorials can pop up non redstone users.
An 1000 per hour farm would be really nice, as well as other farms such as the gold farms which are so ridiculous. (Dozens of giant portals are the only ones I've found). Overall just better mechanics that allow better farms and more compact instead of giant portals so more tutorials can pop up. Or at least make iron fairly more common for the time being until mojang can get a fix.

I've been trying to create a iron golem farm on my Xbox and the villagers will literally not get scared by anything zombies, zombie villagers it just doesn't work and it sucks they need to fix it to the point so I can at least make 4 stacks of iron an hour

Ive created a bedrock iron farm that is getting 7 to 10 stacks of iron a hour. Hard to put it into words without video but will try . you create a 3 layer stack of 21 beds in a seven by seven platform(total 63 beds). stack 3 layer of blocks 7x7. lay a roll of 7 beds then 7 beds then space lantern 3 bells lantern space, then 7 beds. knock out the blocks below those beds and lay 21 more beds under the beds you just laid then knock out the next roll of blocks and place 21 more (easier if you not do 2 rolls of blocks till end so you can get the beds in the center laid). Then remove all blocks under beds. Surround the beds with a wall and the blocks around the top layer of beds place 21 workstation instead ( I did 5 per side and one side with 6). Place solid blocks directly over lanterns and bells because golems will try to spawn there. Brings wall up 2 more layers past beds(I like glass for that and put half slabs in center at glass level not above. Then make a spawning platform with running water all around that platform at top beds level draining down into a central water running platform that pushes to a kill chamber of choice. Add 21 villagers into center bed enclosure and thats it. I hope that was explained good enough.
Resolving issues that were marked as fixed in the 1.15 and 1.16 Betas, now that 1.16.0 is being released.