I seem to have the same problem in an older SSP game that was recently updated to 1.6.1 on a newer Windows 10 PC.
I got 1 phantom to spawn after several nights (more than 3) of not sleeping, and killed it when it swooped, but then waited outside for many nights in a row without another spawning in the entire time. I was standing out of doors looking into the sky, and was watching a movie while waiting for another phantom to show up. 4 hours IRL and no more phantoms have shown up since the first.
This is still occurring, and still intermittently. Even restarting the laptop, or putting it to sleep and waking it up does not work consistently. Sometimes I can launch a world by trying more than once by restarting MC. Sometimes it shows the loading bar but does not leave the world selection screen. The next time it will not even show the loading bars, or it might actually work. The only thing that seems to work is waiting for 30 minutes or so before trying to load, but again not always. Getting frustrated and may quit playing until the next update comes through.
Found the problem with this issue for me. Mob griefing had somehow gotten turned off. Turned back on and carrots were picked up immediately.
I am also having this issue on a redstone flat world in Windows10 MC ver 1.2.13. I was trying to recreate GruvaGuys new version for a clean villager breeder that allows baby villager's to drop with a clean inventory in Bedrock ed. and was trying to fill the inventory of the breeding villagers (spawned from an egg) with carrots. I tried throwing 8 stacks of carrots to 4 of them while they were contained in boats like in the youtube video, but they were allowed to despawn without any being picked up after 5 minutes. I then killed off the villagers in boats and built a new floor above the boats, at first floored with glass, then tried again floored with dirt, and tried to give a new villager a full carrot inventory. He allowed all 8 stacks to remain until they despawned and never picked up one. I tried this with brown coats, white coats and black coats, and none picked up any thrown carrots. This happens in both creative and survival. In my main survival world, my old potato patch breeder still is working, as are my auto farms using zombie infection and curing to clear their inventories.
Steps to reproduce:
1. build 4x5x2 box with glowstone in the lower layer (foot level) & surround box with wood doors (90)
2. spawn villager with mob egg.
3. trap villager in smaller area and toss 8 full stacks of carrots at his feet
4. wait for 4 min 45 seconds for villager to pick up carrots.
5. jump in and pick up the remaining carrots to see if any were taken by villager
6. if none are missing, repeat tossing the 8 stacks then wait for the full 5 minutes until they despawn.
7. spawn another villager and see if carrots are thrown, trading if necessary to encourage willingness
Since the 1.2.13 update, this is happening to me also, but intermittently. After not playing MC for a day or more, I will start up the game and select a world. I will see the "Updating 1 of 1 Packs" status bar loading, and sometimes the world launches as normal, but not always. If the world does not launch I remain in the world selection screen, but clicking on another world or the same world just makes the click sound, but nothing else happens, not even the "Updating 1 of 1 Packs" status bar window.
Even fully exiting Minecraft does not help. I will shut down the game, then restart, I will get the "Updating 1 of 1 Packs" again, but the chosen world will not launch. I can only shut down and try again in the next day or so.
I am playing on a Win10 laptop, single player, not on realms, not on Beta, no resource packs.
On my mycelium island base, the block directly under the stem is always mycelium, but the blocks surrounding the stem under the caps begin to change to dirt. I believe this is due to the light levels that mycelium needs to grow/spread. Because I wanted to change the entire surface of the island to grass, I built several "shade" platforms of dirt blocks placed off of the mushroom caps, (about 3-4 blocks off the ground) and waited for the mycelium to die off. This allowed me to plant some grass blocks under the shaded areas and they would spread passively to the dirt areas. Areas nearby torches would tend to remain as mycelium.
UPDATE as of Dec 4, 2017: After quit/saving out for a day or so, upon relogging and terraforming for a few hours, I noticed that the villagers started to breed as intended, and have been breeding successfully for a day or two. So the breeding issue seemed to be fixed, but today my named and traded breeding villagers have both vanished again, but the door observing villager is still present which is a different issue.
This is still happening on Bedrock, Win 10, 1.2.5, SSP world created new after 1.2.3 update.
Issue: After producing ONE baby, Villagers do not breed again.
To reproduce:
1. Create a glass encased 9x9 potato field, with door sensing villager in mine cart above viewing 15 doors.
2. Allow potatoes to fully grow.
3. Insert 1 brown coat and 1 white coat villager.
3. Name tagged all 3 villagers.
4. Throw potatoes to brown coat until he will not take any more (8 full stacks)
5. Trade with each villager to induce hearts.
Villagers breed and produce one baby. Baby exits area through trapdoors and will grow to adult, then is moved away via mine cart and rails more than 64 blocks from the edge of the farm. In survival, villagers do not breed again. Under creative, villagers do breed more.
Brown coat villager will partially harvest when first introduced to farm, but will not farm entire field and will not harvest continually on his own, but this may be a different issue.
Confirmed as also happening on Bedrock, Win 10, 1.2.5, SSP world created new with 1.2.3 update. Villagers have disappeared from breeder potato field with a false village above it. Also the door sensing villager above has disappeared a few times as well and had to be replaced. All three villagers had been traded with before installing in breeder.
UPDATE as of Dec 4, 2017: Both villagers in the breeder farm have disappeared again. One was a farmer brown coat, the other a librarian. Both were name tagged, both had been traded with fully (all trades opened up) and full enclosed in glass and well lit, under peaceful difficulty. The door sensing villager is still present at this time, and the nether portal has not been used in 2 days.
Win 10 version 1.2.3, Difficulty: Hard. SPS world created before BT update.
Immediately after the 1.2.3 update, a few guardians re-spawned at my small guardian farm when I visited it, but after 7.5 hours of overnight AFK, (AFK spot directly underneath ocean monument at bedrock level) no more guardians appeared.
Saved and quit, then re logged in : No guardians after 1.75 hours AFK.
Saved and exited MC fully, then re log: No guardians after 2 hours AFK.
This is happening to me as well. I have a small sized guardian farm set up in a cleared, drained ocean monument that was working prior to the 1.2.0 update, but did not generate any guardian drops after the official BT update. I thought it was due to the hostile mobs not respawning issue, but that was fixed by the 1.2.1 update, however guardians are still not spawning at all.
(Edited to add: This only seems to affect worlds created before the official BTU release. New worlds created after the update seem to spawn hostile mobs normally. Not sure about mob spawner behavior in the new worlds yet.)
Confirmed for Win 10 SSP game on 1.2.0 after BT update. On Hard difficulty, on my small ocean monument guardian farm, zero guardians spawned while I waited at my original AFK spot at bedrock level. When I came up on top of the monument at night time, I got 1-2 spider spawns, 1 Enderman, 0 guardians. Saw several hostile mobs on the way back to base, but then waited in the middle of a swamp lake and saw 0 hostile spawns on the second night. Tried to reset by changing the difficulty to peaceful, then back to hard, but that just removed all hostile mobs. But skeleton spawn rates on my mob grinder seem unaffected.
Edited to add: Hostile mobs will spawn again every time you login, but for the first night ONLY. After that, hostile mobs no longer spawn naturally.
This is also happening on my single player survival world, both the chunk loading error (which sometimes resolves quickly and sometimes does not) and the disappearing villagers in my trading center. I had about 35 farmers all in separate mine carts in separate unpowered powered rails, and 10 of them disappeared after a trip to the Nether. Also all my seeder chickens in my chicken cooker despawn and my cows are despawning too. At first I thought it was due to entity cramming, but I popped some eggs and got 2 more in the seeder area, then fed them and bred them with seeds so there were only 3 and they eventually disappeared after a few trips to the nether or the end. Without the F3 debugging data, I can't tell if these farms are on chunk borders or not, but near the same line as my chicken breeder, I also had several rows of signs disappear in my iron golem farm and I had several item frames disappear off my storage system. I have since moved my storage system to a different location and switched the design of the iron farm, but the chicken issue still happens and the cow farm is in a different area.
This also happens in single player survival worlds. Named, tamed wolves and named villagers do not retain names after logging off.
Confirmed. This has happened to me since the Win10 exploration update 1.1. After trading the last possible trade, (initially the first enchanted book trade) I exit the trading menu and wait for the green and purple particle effects to show, then go back into the trading screen and advance to the last possible trade (bookshelves). I am still locked out of the next series of trades until I exit the trade screen and enter again. Only then are the next set of trades available (glass blocks). This happens for every type of villager the first time through. I am on the Win 10 platform.
This bug still seems to be unresolved for cows and chickens in Win 10 version 0.16.2 as well, although I cannot use any F3 commands to see the hitboxes for confirmation. The animals will not be touched by lava dispensed above them until after logging out of the game and logging back in. Upon relog, BOTH the adult and baby cows take damage from a lava pulse 1 high above ground level and suspended by signs. Drops are normal for adult cows, while babies will drop nothing.
I am having a similar issue. I am trying to download some free content (10 year, Grid runner mini game) and the content had not finished downloading after several hours of play. After logging off, the content does not continue to download, nor is there an option to resume downloading. Now it has been several days still showing that it is trying to download the content, without any visible progress. Is there any way to reset the download process? I'm in BE v. 1.11.4