This issue has still not been fixed in the latest 26.10.24. Regardless of how baby zombie villagers are spawned, they are unable to actively ride. However, those generated through infection can still be ridden using the /ride command.
Bro, take a closer look—these two are clearly not the same issue. What we're reporting here is that zombie piglins riding striders cannot be used as mounts for baby zombies, unlike other zombie piglins.
yes,is so bad
This issue changed on 26.10.21 but still exists, manifesting as an increase in the data limit, but only slightly. At most, it's the length of the Japanese text below; adding even one more character will cause a crash.
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These are completely two different issues. This one is about zombie pigmen not being rideable, not about them being unable to go through portals.
Yes, this issue has appeared since version 1.20.30 when the top snow height check was changed, and it has not been fixed since.
No, this issue is not the same as the one described in MCPE-234749. The problem reported there was that the water current force in the positive x, y, and z directions disappeared even when the item had not yet come into contact with water. In this case, however, the item is already in contact with water but still fails to receive the water current force properly. These are two different issues.
In version 26.0.27, although this bug was supposedly fixed, the developers forgot to remove the patch previously applied to prevent naturally spawned baby zombie villagers and baby husks from riding chickens. This oversight has now created a conflict with the recent fix, resulting in an even more severe bug: currently, naturally spawned baby zombie villagers and baby husks have become unable to ride any mob at all—clearly contradicting the expected behavior described in the release notes.
The world save is here. The structure is quite simple, but please note that this issue is not 100% reproducible—in fact, the trigger probability is relatively low. However, the scenario does exist, and reloading may sometimes cause the facing direction to become incorrectly locked.
I can confirm there are no other nearby targets that could trigger the zombie's aggression. Additionally, this bug does not occur consistently with every reload. The behavior feels more like during reloading, the zombie determines its facing direction first, and then gets locked by the minecart’s orientation—as seen in the video, if you reload again, there's a high chance its direction will change back to the correct one.
Here is the world file that has the issue. Although practically any world has this problem. Here's how to reproduce it: once you're inside, turn on the clock, then start mining the cobwebs and observe the mining speed.