You don't need to re-enter the game to recover your boat, just leave the chunk unload, and when its reloaded boat should be visible again. And you can go out from out moving till you are out... but it will take you about 20 or 30 seconds.
But as you say, I can confirm that it happens to mee so often too.
It happened to me and leave the world to return back to Java Edition, because it's very anoying.
Details around whole world story
I have a trading center, and one time decided to release villagers, to leave them free around the trading center (coords: 258, 67, -102 ). I have no problems for hours and hours of gameplay, gone many times to continue trading stuff with them. But one day I was working on a Pillagers outpost to make a pillagers farm. Come back to my house, visited the trading center and Oo.... I've lost 6 villagers of 14. My trading center is walled, lited and it has a roof to avoid thunders... so these villagers has dispawned for some random reason.
Another thing... I've lost 5 horses. 1 of them even being in a closed area (coords: 346, 68, -107).
My Nether portal is at: 381, 70, -52
I had some game crashes, but not frequently... I mean maybe 1 crash in 30 hours of gameplay.
This information is related with singleplayer mode
I put nether portal coords, because in some comments I've read that it could have any kind of relation. I hope this thing helps to fix this issue.
This issue becomes specially frequent when you lose Haste II. I mean, while you keep Haste II active, you will see this issue only if there's a lag spike, and not always. But you can intentionally reproduce this issue by just going out of range of your beacon while you are mining, and if you keep mining with Haste 2, the mined blocks at Haste 2 goes will be ghost blocks.
This issue comes from internal servel lag spikes. That they still persists. Each time you destroy dirt, gravel, netherrack, ice or in general blocks so fast. If you get an internal server lag spike, probably you will get a phantom block. It happens so frequently with dirt, gravell, netherrack, ice and sandstone.
It still happens in 1.14.4
I have the same problem in my Iron Farm. I had to put a reset mechanism to the zombies if the stuck in an unpowered rail and the other problem is the villagers.
In my farm they don't lose workstation sync... but they lose bed sync. The farm is at spawn chunks, and it works fine until I go to Nether/End and come back to overworld. Each time I come back to overworld they can lose their bed sync, so I have to go each villagers cell and put crystals to avoid they go away while i'm changing beds again to restore iron farm.
Checked it running my vanilla world with fabric + carpet, and yes, villagers lose bed sync randomly each time overworld is loaded.
But, you mark this error as 1.14.3 error, and it isn't a problem from 1.14.3 pre-release 3, maybe it's a launcher error. I mean, you are trying to load Minecraft 1.12.2 with forge. It isn't a 1.14.3 pre-release 3 fault.
1.14.3 works better than 1.14.2 with this issue, but I have to say some things. This issue affects Single Player Mode too with exactly same symptoms. And currently these lag spikes almost killed me more than one time or even killed. Some examples:
Mining to find my stronghold, I've mined 4 blocks, move to their position, and these blocks wasn't deleted so game decided no render them but apply suffucotation damage to me. I could save my life mining beside blocks and move to them.
In nether fighting Blazes at their spawner... sometimes they just stop doing stuff and I can't hit them while they are stopped.
Doing a Pillager Outpost I've died (it's my fault don't heal before), but I couldn't block an arrow because entities stoped just when I tried to hit them, then put shield up... but when entities recover their behavior, game considered that I had to receive one more arrow to kill me and process my damage too.
Confirmed in 1.11.4
And also I have to say that wither can become invisible/invincible in phase 2, you will come back to him after die or go far; you will see its death annimation and after that it will become invisible and just keep attacking you or stuff, but you can't deal any damage. The only way to restore it is just keep near wither -> save & exit -> load world again and you will be able to continue fighting wither.
Confirm in 1.11.4, but at least isn't inmortal... but if you die in phase 2 of the fight, health bar will disappear and wither boss will become invisible... and once is invisible you can't kill him.
The only way to fix this is turn your game to "Easy", then Save and exit, Load your save, kill the wither (each time you load the game boss will be visible and health bar too) and problem solved. You don't need to switch to creative and ruin your achievements unlocking.
For next withers I will do the same, test it if bug is fixed in a new crative world, if it works i'll kill him in hard and if it's still completely buged I just kill him in easy mode.
It's happening to me with Map room achievement. I have my 3x3 explored map on a wall and achieve don't unlock. I thought that it's because maybe any random pixel is unexplored... but I ensured to explore them, wait about 1 minute en each corner of each map... but don't unlocks it.
Furthermore, achieve unlock notifications are so random... and sometimes achieves are unlocked and you won't receive notification.
Yeah... I'm doing a youtube serie with Bedrock Edition, and Enderman behavior and their spawn rate almost forced me to stop playing bedrock and just recover my work on java edition. But in bedrock edition you don't need enderman farm for EXP.... and well... I don't need so much enderpearls, so I forgot to make enderman farm. Instead of that Pillager farm o Guardian farm are pretty fine, you can get lvl 30 in less than 3 minutes with guardian farm and about 4 minutes with pillagers/raids farm. So both farms are nice to repair stuff and continue enchanting your gear.
Although, they should fix the enderman spawn and in general, they should fix mob spawning in whole Bedrock Edition. It should work closest as possible to java edition, at least in windows 10 edition and in Bedrock Edition servers (because Bedrock Edition servers and realms are executing on a PC). I understand mob spawning limitations in single player mode in a mobile or even in a console, but in W10 edition or Bedrock Edition server... there isn't a reason to limitate mob cap and mob spawning so hard. I had to wait in a mob spawner more than 1 hour to start experimenting lag issues.
But how is that?. Once an area was generated by your seed it will remain as you explored it forever. I mean... if in a jungle you don't see bamboo jungle, you have to search another jungle untill you find it. As fas as i know structures and map is generated always in same positions based on your seed.
If you want to find bamboo, explore for more jungles.
And I can confirm, pandas can spawn in every jungle.
Wither issues don't come from Severe lag and bugs, because in Windows 10 Edition isn't happening the severe lag and bugs as MCPE-47115 says in description. Wither bugs happens on all platforms I guess or at least the venished wither in W10 Edition and as you say health bar missing happens on all platforms. And I think that it's a critical bug, since Wither is key in normal player progression to have access to Haste 2 by beacon to start doing huge projects in Survival mode.
It's even worse. Wither has so many problems and I'll list all of them here.
If wither kills you, when you come back to him wither health indicator won't reappear, so you have to kill it without knowing if you are dealing damage. In this status I was able to change to phase 2. But at phase 2 it has another serious problem... If it kills you in phase 2, ok, you will lose wither health indicator... but also you will lose wither mob... It will continue attacking but as an invisible mob, and you can't deal damage to him.
The only way to restore its status is save and exit and reload your world... so when you come back you will see again its health bar and you will see the wither.
This happens at Bedrock Edition 1.11.4
After mora than 100 hours playing in my single player survival world I don't get how spawn mechanichs are working. Today exploring a cave, in 1 hour only found 1 mob. At the end, I guess that we have the same problem, enderman spawn is so slow; and I guess that it's due to mob cap. I don't know how is End mobcap, but if it works by 16 mobs cap or same as overworld we have a great problem...
It can't be that I have hard difficulty and I can run as crazy through caves, because there's no mobs... it's like almost have in peaceful the game.
So what I did, I made a great mob grinder, far enough from world floor in a normal world. My target was start testing how is working the mob spawn having caves below the mob grinder. I know that the mob grinder works if I recently switched the game to peaceful and then change it again to hard, being in the optimal position to have mob spawns at spawn platforms. The thing is, all mobs spawned at the mob grinder, are cave spawns... so it fills the spawn cave... if you just want to turn the game to peaceful wihout changing difficulty at game options.... you have just gather 8 mobs for surfice and 8 mobs for caves.
Drowned spawn in 1.11 is still broken. Always I go near a river, there's from 1 to 5 drowned doing drowned stuff under the river. So, it means that if I have 5 drowned at the river.... at night we will only get 3 mobs.
Ocean monument have issues too. I'm amazed that I can run whole ocean monument without care of guardians looking for sponges. They only spawn 3 or 5 guardian outside the monument maybe someone in.
I think that the best spawn behavior I've seen was at nether and nether fortress, having a good amount of pigmen, good amount of withers at nether fort, good amount of blazes too... so fine. Even ghast spawning is more frequent than in Java edition. So I would say that nether works even better than in Java edition.
As summary 1.11.4
Overworld:
Normal mobs (creeper, enderman, squeleton, spiders, phantoms, witches and pillagers patrols and zombies): works so bad
Drowned: Spawn rate is so crazy... they even spawn in rivers in groups of 1 to 3.
Witches at witch huts: It works bad and I think for the same reason that normal mobs works bad.
Guardians: Spawn rate is pretty low for the challenge that an ocean monument should be.
Nether:
It works pretty fine, so many of any mob... pigmen fine, enderman fine (it's easier hunt enderman at nether than in overworld), ghasts, blazes and magma slimes. I have hunt so many mobs at nether.
End:
It works pretty bad. And this is a problem, because one of the greatest difficulties at dragon fight is having a lot of enderman at the mid end island while you're fighting the dragon. And in general at end islands enderman spawn isn't working as well. And I have to remember that enderman behavior is a bit weird, with continuous tp and bad path finding to player in case they get hostile.
Te lo traduzco para ellos, por que ellos no atienden bugreport en español, ya que esté sitio es sólo para comunicarse en inglés.
Ahora te indico mi respuesta, según indicas en el error estás jugando una versión beta así que esto puede llegar a pasar, de todas formas en cada mundo que se genera, se generan infinitas strongholds. Con respecto a tu spawn la stronghold suele estar a unos 1000 o 1500 bloques de distancia, por loque si en lugar de estar en -700 -700 como es tu caso, puedes intentar viajar a 700 700 las dos en positivo y desde allí tirar otro endereye a ver si te da indicaciones de otra de las strongholds, que ya sería mala suerte que genere mal más de 1 stronghold.
Original author text:
The stronghold in my world didn't generate, only appeared the library. It's annoying because I can't obtain achievements and I've progressed for many hours.
It only generated the library and although I mine everywhere, there's no more stronghold rooms.
Seed is: 1003557841
Coords: X:-719 Y:28 Z:-670
I hope that you can fix it to kill the Enderdragon.
My answer to him:
As you say in your bug report you are playing a beta version, this thing could happen. By the way, en each world infinite strongholds are generated. Taking your spawn as reference, strongholds usually be 1000 or 1500 blocks away from spawn point, so if you are in -700 -700, you can try to travel to 700 700 and throw an ender eye there to see if you get another stronghold localization. It could be so bad luck if there's more than one bad generated stronghold.