^ this was not happening in 1.16.1... mobs were not pathfinding through ladders.
so if your saying "they fixed it in 1.16.2", okay.
but just to be clear, this likely means creepers, zombies and ect will now climb ladders to reach the player. maybe thats been the plan all along...
but it hasnt worked until now.
hmmm... maybe one punch farms can use ladders now...
rofl... i just noticed they deleted all my posts suggesting new content...
on a final note, im probably gonna stop playing mc pretty soon.
loved the new content. just burned out on mc.
but so im not gonna sit around and baby sit this issue..
i understand the vtr; v2's are crazy resource hogs. you really dont want them simulated at eight chunks taxicab. and to the casual observer, theyed never realise v2's are using a seperate simulation system.
and thats fine. what bugs me is that this has been an unacknowledged issue for at least four years.
if it cant be fixed, thats fine too. but at least acknowledge the issue so players can be prepared to play around it.
me, i ll spend 20 hours and figure it out. then i report it so "everyone" knows. but if you guys dont actually pay attention and legitimize these issues... then this sites pretty much failed its mission statement.
but so in two years when i get a new phone and i come back to mc... i hope this bug wont be six years running. rofl.
the easiest way to vet the vtr is with two villagers, ten beds and a couple stacks of food. give em the food and move beyond 70 meters, vertical or horizontal, but keeping them within chunk simulation range. after 5-10 minutes, if they were being simulated, there should be 8 baby villagers.
in short, you can be in the same chunk as the villagers and they wont be loaded into simulation.
the chaotic nature of villagers save operation attempting to interrupt the normal flow of operations and that this interrupt can occur multiple times within seconds seems to be the source of the issue. standard chunk load is methodical, vtr loading is nuts.
^ whats really funny is that if mojang hadnt decided to continue supporting the winmob version, i wouldnt even be playing and would never have run this down...
rofl... microsoft dosnt even directly support winmob anymore.
^ part of the problem seems to be that children villagers are unstable. i just updated testing info on how i circumvented that bug.
but that dosnt explain the consistent loss of my farmers from dorm-b as detailed in my zombie baby farm post.
only 1.2 beta has custom standalone entity/block addon functionality. :_(
this has been an ongoing topic lately on the forum. most have been content to blame the despawn rules in bedrock. in short, the spawn cap is quickly reached in any given area of the nether. since wither skels are beholden to the world spawn cap, they dont spawn. the fix seems obvious, remove their world spawn cap check; the same way monster spawners work.
but its been broken since at least 1.11.2... so...
they did in 1.11.3 but it wasnt a 100% affair. i had to reload the chunk several times to force a single respawn. currently, its the only way i can generate a natural bad omen effect as i cant find any patrols... off the cuff, i would rate outpost respawns at something like 5%.
bells are only used to set the gathering place and spaz out villagers. not much else. village borders are apparently set by the first claimed bed.
the problem your having is that your spawning the golems. only naturally generated golems, the first auto golem and golem gossip golems, are going to acknowledge a village and then only the village that spawned them.
been doing alot of village testing and just wrapped up some 1.11.4 testing. villagers work fine,when they arent disappearing for no reason... if you want them to change professions or bed, you need to destroy the bed/profession block they are currently registered to. beds only set the village boundaries and satisfy sleep checks for golem creation. lighting and doors have no affect on v2 village mechs.
this was tested on 1.11.4 winmob. so basically 1.11.2 winmob ; P
the only thing i have my farmers grow is potatoes... rofl. but ive had no issues from 1.10 upto 1.11.4. but im running winmob... so this may be an ios issue. all the more reason it should be fixed.
ive been having issues relating to this. the game seems to view "village chunks" y parameters all the way down to the bedrock... so wandering traders will spawn deep in caves, fill it with lamas and raid spawns will run into caves thinking they are "entering" the village. gonna test out the nether portal theory too... cuz that could easily mess with some of my builds.
edit: if a raid member enters a nether portal, their later death will not affect the raid wave mob count. you will have to destroy all your beds to end the raid.
2nd edit: even worse...
raid pack spawns can spawn on bedrock blocks...
raid pack spawns dont require sky over block to spawn...
raid pack spawns can split the levels they spawn on in a given chunk... some may spawn on the surface while others will spawn below the surface, even on bedrock.
on a final note, raid pack spawns seem to use a weird mash up of standard pack spawn rules. the spawn radially upto a distance of around 45m based onthe "first bed" boundary of the village. the player has to be within the aforementioned boundary. lastly, the spawn check can even allow pack spawns in the dead center of the aforementioned boundary if you force it via opaque blocks... raid farm anyone?
in homage to the mod, i made a thread on the forum so that issues concerning despawn can be further discussed. the limited nature of this forum is not suited to arguing what should already be academic.
https://www.minecraftforum.net/forums/minecraft/discussion/2963572-mob-despawning
^fifty man gfarms will produce 5 stacks of iron an hour.... at least.
but yeah, i had forgotten about the bug, half blocks make the mob think its on a ledge it cant dismount. really silly looking. still an issue on 1.11.3
this dosnt happen that much, though it does still happen. since we re retreading old ground... i ll note that villagers are also still despawning for no apparent reason. check the forums and... maybe the bug tracker as well.
its not the beds. that is a separate issue that tends to confuse the "villagers literally vanishing from the world for no reason" bug. its been discussed on java and bedrock forums and its been posted on the tracker a number of times since 1.11.~
https://bugs.mojang.com/browse/MCPE-45902
the "no reason" part is gonna make this hard to fix... not to mention villages can get riddled with confusing and seemingly unique bugs... like matured villagers not taking ownership of open profession blocks or golem/cat spawning in blocks.
i cant test beta on my plat. it does seem like something is going on, but a beta tester will have to check out your save.
post the map. otherwise every mech is gonna read what kevin said and say "oh yeah..."
edit: okay... saw the new video... weird. i had a inconsistent bug a while ago where my hopper wouldnt pic up stuff right on top of it due to, what im gonna geuss was, ingame/update lag. i retested your build from what i could see from the pic/vids. my funnels pick up the broken shulker. duno what to say now.
^ thats very interesting. were you able to get villagers to function at chunk sim limit?
i hadnt planned on checking back in... but ive been having too much fun with honey blocks...
after hours of not checking on my golem campus, i finally ducked in to pick up some books to repair my tools.
i lost 17 of my 24 max level and name tagged villagers... rofl.
oddly enough, my name tagged zombie, "dr. zombie"..., whos carted up in an adjoining room to the campus..., is still there.
i hope your right golden helmet, that its just my crappy devices. i do put alot of strain on small areas. i wasnt aware that minecrafts resource handling was clever.
anyways, thanks for your input and work.