This problem will only occur on very large builds requiring large mechanisms (or perhaps entire platforms) to slide. However, as shown in Slider, the power of a single slider is quite phenomenal. When combined with a draggable it can lift significantly more mass than a slider without a drag block. However, there is this "looseness" when releasing the drag block on the top end of the slider, since it is actually unable to hold the weight by itself. Which calls for multiple sliders. However, it is shown that any structure containing more than 5 sliders will start to oscillate (overcorrect) when being "swiped", as shown in Xtal. This effect amplifies drastically upon the 7th and 8th slider with the entire block glitching out of the world. The way the 6 sliders connect do not matter. They can be inline or they can be parallel. However, if we remove the draggable, the entire mechanism is able to function correctly, as shown in Bearings. In that build there is 11 slider connected together, without a draggable. Currently it is also impossible to take a screenshot (at least on the iPad OS version) because what it is actually doing is, as I mentioned, travelling rapidly between one point and the other and thus, only one slider actually exist anywhere on the screen. Thus any screenshot attempts will only capture a still image of the slider at a position rather than the two "shadows" you see. This also make "grabbing" it difficult once it actually start oscillating.
This is an interesting observation. You can combine it with the idea @Denis Nazin posted about in the Fantastic Mekorama thread to get an cool effect: I'll cross-post this over there.
Super, super, SUPER !! I really really like it !!! Fantastic. I also noticed: 7 sliders - disappears, 6 sliders - shaking. An ingenious idea to combine with a fantastic effect !!! WELL DONE!!!
As I mentioned above, the "overcorrect" start to get overboard upon the 7th slider. However, if you have a limited travel (e.g. sliders with walls at both ends) you can observe that the slider is really just oscillating at a huge amplitude that is bigger than, say, 200 blocks. This huge amplitude will cause it to miss collision of the ends upon finger release but will snap back to the outsides of those travel limiters. I currently have not thought about any "interesting" contraptions that utilize this effect. So I built this massive complex to test things out. First idea is a shaker plate that can accelerate bots to a speed that cause them to miss the collision of the walls Spoiler: Ehra Lessien
Spoiler: Test #2 Involves a poor B bot. Hopefully he don't get squished. Double roof. However even a quintuple roof will not prevent it from phasing through it. The velocity attained will never be truly realized
I noticed the oscillation makes a flashing shadow on the roof. It occurred to me you could use that to use that to make a blinking sign.
interesting. This also remind me to test out stuff with water. Sound like a submersible pump, or sometimes like a jet talking off. Well, maybe a bit. Spoiler: Geflutet I literally have to use this map because they have changed the water so it will not work on columns that dont have "natural" tiles (e.g. dirt, stone, grass) in them. This one works well and actually looks half decent