If a block is placed next to or above a waterlogged block, or a bucket is used to change the waterlogged state of a block (placing or removing water), then a ghost version of the base block appears client-side. This causes many errors (incomplete list):
- For beds and double chests, this only occurs when one half of the block is waterlogged.
- If the entire bed and double chest are waterlogged, the blocks themselves stop rendering instead.
- When water disappears on affected blocks, entering the space plays the water splashing sound once instead of twice (unintended, yet useful: MCPE-126671).
- When water disappears on affected blocks, entering the space allows the client to move at full walking speed.
- Trying to break an affected block will fail once, even in creative mode (in survival mode, the breaking textures appear, but resets once).
- Using a sticky piston to retract an affected block moves the server-side block, but also keeps the client-side ghost block in the original space.
- If the base (not head) of an extended sticky piston is affected, then placing a movable block on the piston head, attempting to break the piston base once, and deactivating the piston, causes the client to crash.
- Dig a 1 block deep hole
- Place a waterloggable block in the hole
- Waterlog the block
- Dig a 2 block wide, 1 block deep hole
- Place a bed or double chest in the hole
- Waterlog the bed or double chest
At step 3, the water renders for a split second and then stops rendering.
At step 6, the bed and double chest stop rendering.
The water, bed, and double chest should all render correctly.
- Navigate to a flat area
- Break one block in the ground
- Place water in the space
- Place a waterloggable block in the space (lever, stair, sign, slab, ladder, carpet, or another if desired)
- Place any block above or horizontally adjacent to the space
The water disappears.
The block appears submerged in a water source.