I think I have a consistent repro. This has to do with chunk borders. Attaching the setup. 6 beds, configured as Z=95:head side, Z=96:foot side. Employed villagers. Tripwire setup which keeps a redstone stone lamp on if the tripwire is triggered (requires manual reset by replacing redstone dust after each round). Nearby nether portal. Set the time to night, have villagers sleep. Make sure the lamp is off and circuit is intact. Go into nether, come back. Lamp will turn on. Replacing tripwire with solid blocks will cause villagers to take suffocation damage over time, and eventually die.
Attaching a screenshot of my setup. The first issue was seen when the beds were arranged to be beside walls. The second issue, which was the most problematic for me seems to be fixed in 1.12.0 (I have slabs on top of beds, replaced with dirt blocks to test the issue before the screenshot). Third one, I'm not sure under which conditions happen.
There are actually several issues here:
Villagers get into bed in incorrect orientations and slowly shift back to the normal sleeping position. This can cause them to suffocate if there are solid blocks nearby.
Sleeping villagers, upon load of the game, stand up in their beds, causing them to suffocate if there is a 2 high ceiling with solid blocks. Weirdly enough, in my case this only seems to affect villagers lying on bed that are set up in east (feet) to west (head) direction. However it could also be a chunk border issue as all the affected beds were in line.
A villager can directly, without other elements mentioned above, suffocate in the bed. Seen with a farmer, but this issue seems rarer than the other two (which repro every single time).
I can confirm this issue. When sleeping villagers are loaded (load game or travel through dimensions). They are loaded in weird positions, and slowly shift back into their normal sleeping position. during the process their head can end up in solid blocks even 2 blocks away from the bed.
No, this shouldn't turn into another Java version that is riddled with "feature" bugs. Yes the design above becomes bulkier one block, but it is still possible. I doubt any contraption "needs" this behavior, they may be slightly smaller with it, but they can be fixed when this bug is fixed. There are other ways to simplify contraptions like this without creating bugs on purpose. Funny enough, I had a suggestion for handling some of the quasi-connectivity disparity, a solid block that acts like redstone dust, which would keep the design in the screenshot compact even after the bug is fixed. You can find that suggestion here if you are interested.
From the video, it does look like the extended (or extending) piston (middle top piston under the doorway) is getting pulled by the piston below it, which should not be possible. So there is likely an issue there.
This seems to be fixed, thanks.
Based on your description and the screenshot, I think this is working as intended. The issue is not that the farmer is harvesting recently planted crops, it is rather that the crops pop out of the ground because there isn't enough light (They require light level of 8 if artificial, 5 if natural) to stay planted. The mechanics here can be a bit confusing however: The crop without enough light will only un-plant when it receives an update. In the farmer case, this is typically due to the crop getting updated because the farm land next to it was planted, which makes it look like the villager is harvesting them. This is actually a mechanic used in some fully automatic carrot and potato farms.
You can sacrifice one farmland to have light reach the other crops. Or if you have 3-high ceilings, you can place lights on top of these areas to have them grow the crops.
Please verify that your world can unlock achievements. The world settings UI would have an indication at the top if the world has achievements disabled. Achievements do get disabled on worlds where creative mode was turned on, or cheats were enabled even if you turn them off later. It is also disabled in world generated from templates.
Another possibility is if you aren't signed in to the game (bottom right corner in the main menu), the achievements won't unlock.
This does not explain the issue. Can you provide more information? Which achievement is not working? How did you try to achieve it?
Not at this moment. I was using a slightly modified (and much smaller) version of the farm featured in Mumbo Jumbo's video, which is liked from the mob farming tutorial page in the wiki. However in my world I t is in an area that has bunch of tiny cave holes filled with mobs, so it doesn't work at all currently. I'm currently in the process of moving to a new spot that is surrounded by ocean on 2 sides, and I can see quite a bit of mobs spawning at night, yet I don't have a mob farm built there yet. You can try building that design in a creative world and see how it works. For survival being near or in the ocean helps with avoiding caves, or at last limits the amount of caves you'll have to find. The approach in your screenshot is not going to work, because by being in the dark room, you make the most of the room not spawnable, as the mobs cannot spawn within 24 blocks of your character.
This is working as intended. The mechanism in the video depends on a bug commonly known as quasi-connectivity as well as pistons retracting instantly. Neither exists in Bedrock, so that particular design is not going to work. There are however a number of different TFF designs out there that you can use. Attaching images of one that uses similar resources (no slime, no nether quartz).
This is a duplicate of MCPE-21856
There is information in the thread. Long story short, they are currently in the process of rewriting the spawning mechanics to make it work for people who have strong machines while not destroying performance on weak devices. Quote from Helen (full message is on that issue):
"Mob spawning on Bedrock has been tweaked multiple times and we are in the process of rewriting all the code. It is difficult to find a "sweet spot" where PC players think there's enough spawning without mobile players saying there is too much spawning."
In the mean time, if you light every spot outside of your farm for several chunks, mobs do spawn. Not as much as they do in Java, but enough to make a mob farm profitable.
Ok, so after experimenting around this a bit more: Witches only drop potions when killed by player (or tamed wolf). So my idea was flawed. When killed by player, they drop the potion they are holding sometimes. Wiki states it is dropped all the time for Bedrock, however that is not the case. So I suspect 100% drop was a bug in Bedrock, and got fixed to have similar drop rates to Java (I don't have enough samples to verify this yet), therefore it is working as intended. Since I've not seen this in the patch notes (sorry if I've been blind), so I'm hoping this issue can lead to confirmation of the change.
This is working as intended. You can replace the repeater with redstone dust to fix your door (you'll need the repeater set to 4 ticks on the path (instead of directly pointing to pistons so that the timings are correct). The bottom piston should have never extended before, because it wasn't getting any power (piston is transparent so it won't power the piston below, and the block beside the bottom piston is not powered). However due to a bug in Java and Legacy console editions commonly known as "quasi-connectivity", it was extending because "if it was one block above its current position it would have extended". Bedrock code base does not have this bug.
Current release version has phase 1 of Aquatic features. Turtle, bubble columns, drowned are all part of phase 2, which should be released soon.
This feature is no in Bedrock code base yet. You can provide feedback for this request here: https://feedback.minecraft.net I believe there is already a suggestion about it in the commands section.
All I'm saying is there is a related fix in the changelog. I have no idea what will be in the actual update.
Beta 1.5.0.10 change log mentions a related fix: Guardians once again spawn in valid water source blocks
The water pit full of drowned is a common issue, caused by spawned zombies seeking shelter in small lakes, then getting converted to drowned because they are under water. I had a number of these. Cleaning these pools and covering them up (of filling them in) helps with getting mob spawns (that is until they spawn somewhere else to never de-spawn).