Sorry, but that's really a job for the site admin, which is why I reported it.
Can confirm that an enderman holding a cactus that teleports into a cave won't despawn... have an enderman hanging around on a ledge underground that has been in that same place after a week of playtime.
First suspected something was wrong when I noticed an unusual number of endermen hanging around in the daytime around my desert base and not despawning when I left the area to unload the chunks. Since some of the endermen are holding sand or grass, I think there may also be an issue that lowers the chance of an enderman placing a block.
Changed "recreate" to "reproduce" as requested. Replaced all in-line images with references to attachment names so that the steps to reproduce are clearer (in-line images produced too much clutter.) Also reworded last paragraph and split it into "Observed" and "Expected" behaviors to match guidelines.
Example of a trader and llamas spawning in a dangerous area.
[media]Latest pic of llamas not despawning. These llamas spawned with a trader undergound.
[media]Sorry about the slow response... I've done a long playthrough in the most recent beta versions to see what the differences are, avoiding the obvious things like interacting with either the wandering trader or the llamas.
The llamas do still linger for a while after the trader disappears, but the problem is no where near as bad as when I first reported the issue. I think what happens is that if the trader disappears and the llamas don't, after a couple game days the llamas will now despawn. They do linger long enough that I still run across them from time to time, usually underground, confirming the problem still exists.
I have a guess about how this occurs, though. I don't think it happens when the trader despawns naturally, but when he is killed by a hostile mob, suffocation in a block, or something else other than being killed by a player or pet. Since the trader didn't despawn. the llamas don't despawn with him, and they are treated like any other passive mob, eventually despawning.
Two additional pieces of information:
Items still smelt at normal rate, for example 8 ore for one coal.
Arrow progress bar resets to normal when more items/fuel are added. However, exiting the interface and waiting will repeat the issue, as described.
This clarifies that the furnace/smoker remembers the actual progress. It's the UI that isn't updating.
IonicEcko:
I was wearing chain chest/boots, but not chain helmet/pants, at least not during that play session. You may notice in the screenshot that I removed the chest/boots armor to check if that was causing the glitch in the helmet and pants.
Witnessed this myself while caving. Tried to place water stream next to falling lava to either turn lava into cobblestone or turn water source block into smooth stone. Neither transformation happened.
Same here. Specifically tried to place an item frame after discovering that all previous item frames had vanished and debug screen did not show that any item frame was present. Game crashed immediately when item frame was placed.
Pretty sure it's not intentional. The world would slowly fill up with llamas that you can't interact with.
Related problem: Kelp will grow upwards into a flowing water block, then instantly break at that point. Discovered this when trying to build automated kelp farm... in Java, pistons can be used to break a long strand of kelp just above the base to harvest the drops, but in Bedrock, when the piston retracts, it leaves flowing water in its place instead of source water. After that point, the kelp will continue to break every time it tries to grow.
This bug can be exploited to build silent pistonless kelp farms, but also means a lack of parity between Java and Bedrock.
Also happens to me. But also, I was unable to load a fresh world created today in 1.12.2. Didn't have any worlds created in the other pre-releases or snapshots to test (I always delete worlds made in snapshots when a new snapshot comes out.)
UPDATE 2:
When I replaced all files in the resource and behavior packs, i did so in the main /resource_packs and /behavior_packs folders, but I did not know there were similar folders in each world. Did this for the world in question and the problem went away. This probably means that the issue is caused by add-on packs for the older version being incompatible with 1.1.
To confirm, I may try to create a new world and use an unaltered copy of the old Vanilla Resource pack zip. If that causes the crash, that may explain it.
Layout of bedroom, to make the description clearer.
Update: I realize now the chat window is not relevant, except that it prevents the F3 key and possibly Esc from working until you are able to leave bed. Also, just loaded up the same world (no longer stuck in bed,) and I may have been wrong about the dog changing floors. So, the problem is that sleep doesn't end, the Leave Bed button doesn't work, and possible causes may be the chest adjacent to the end of the bed or the upside-down stair one block away to the left.
The problem with polar bear spawns in mountain biomes is that they will also spawn on (for example) cobblestone al the way up to build limit. Which can be a problem if you get trapped on a build because a polar bear and cub spawned behind you.
Wiki says they only spawn in mountain biomes on Bedrock, but I have not tested it in Java to confirm. So, could be a parity issue.
Also, of course, polar bears drop fish when they die, since the drops were based on real-life polar bear diet. They're marine mammals. If the intention is to keep the spawns as-is, polar bear drops should maybe be changed to reflect their new extended habitat.