Very buggy and difficult to predict. Simple use of Eye to anchor 2 motors. Orientation of motors and to which 'face' of the eye gives different effects and uses (i.e. there's a relatively stable minimum build joystick that can be built) Also presence and proximity of other motors and build elements. Exploit has lots of uses. My own investigation shows build order & placement changes the effect and stability. When building, an edit can change the effect especially if B already on the canvas. Deleting B and replacing B can revert the effect but not guaranteed. When testing, it's advisable to create the card and import as a player, as levels that play from build mode may play differently when card is imported. Proximity effect shown here in Long way Round: http://mekoramaforum.com/media/the-long-way-round-png.6608/
So weird and seemingly arbitrary. It's not all proximity, as sometimes only the furthest movable gets moving.
Can appear quite arbitrary. If you or I built the same scene, you would see a different outcome. I've been playing with this for a week or so exploring potential uses, but haven't found the way of controlling outcomes yet. I started by looking for ways of dynamically changing a path. Which somehow led to a rock crusher activated by a slider, which is where I observered the proximity activation by B. The teaser I uploaded to Levels should have had a single stack, but that self activated when converted to a card. In this case, adding a second short stack 2 blocks away was a quick and dirty fix that gave me the stability to publish. (And disguise the build of course)
Wow... That's definitely weird and really unexpected. Since it is not stable and it is difficult to find the logic behind it, I see it as a beautiful bug which could have interesting applications if not so unpredictable.
If build order really does change the effect, it could be interesting to look at the level data and see what changes. Do you have an example of two identical levels that show different behavior?
The point about stsbility is interesting as for this feature, stability is an issue only during the build phase. Once built and published to a working card (i.e. the final test has to be from an impoted card), the mech appears stable and consistent in play. Of course this makes the build a frustrating excercise, and not for the faint hearted.
Quite easy to test. Just build a scene with 2 or 3 'sensors', note the operation, then delete a motor or eye and re-add the same piece in the same position. Note the difference.