One of the most asked feature or should I say portion of the Hay Day gameplay is about jam maker. That is today, I'll be going over everything you need to know about building the jam maker as well as covering all the items that you can produce in this machine and anything else you need to know including how long it takes to build, how much experience you get for it, and what's the price you call sell it roadside shop. I will also be going over at what you need to do in order to get the mastery for this machine and my thoughts on what I think is the best item to produce on this machine and how many slot you need to unlock.
So to start with, the jam maker is unlocked at level 35 and it'll cost you 68,500 points to build. After it has been built, the first item you'll be able to produce is apple jam which will only need 3 apples to produce. It will take six hours to produce the apple jam and you'll get 26 experience for each one you produce. The second item you can produce is raspberry jam which is unlocked at level 36. The only ingredient required is three raspberries and I will take seven hours to produce and you will get 30 experience for each one. The next item you can produce is unlocked at level 37 which is blackberry jam. It will only require three blackberries to produce and it'll take 8 hours and you'll get 46 experience for each. The fourth item you can produce is unlocked at level 38 which is cherry jam the it requires three cherries. It takes seven hours to produce a cherry jam and you will get 40 experience for it. The final item that you can produce in a jam maker is strawberry jam which is unlocked at level 50. The only item you need to use to produce this is three strawberries. This item take seven hours and 30 minutes to produce and you'll get 32 experience for each.
Now let us go on what you need to do in order to get the mastery for this machine. In order to do this, you must unlock all three stars which is done by using a machine for the required time for each star. To unlock the first you simply need to use the jam maker for 90 hours. Once you've done that, you will unlock your first bonus which is you'll get 10 percent more coins from all goods from the jam maker that are delivered on truck orders. To unlock the second star, you need to use the jam maker for another 360 hours. And the last star, you need to use it for another 1,440 hours. To sum things up, you need to use the jam maker for 1890 hours in total while playing in Hay Day. .
Supercell has been generous to its player base to give us the update that we wanted to in the form of Task Force. Now we are enjoying Boom Beach more than ever, however, there are still things that needs to be addressed as far as gameplay mechanics and experience is concern. I know it may sound too demanding from fans' standpoint but these are just suggestions that hopefully we will see in the next big update, December perhaps. I was not entirely responsible to the list of things and features that should be done but it was more like a collaborative effort from the community of Boom Beach gamers, who like me, would love to see a better game in the future.
Now let us go ahead to the list that I have created and see what are the things that can possibly make the Boom Beach better. The first thing on my list is to give us some indication that we can easily notice as to which players performed their task of attacking in the Task Force panel. This may seem insignificant to you as a member but for those who are leading the group, this is a neat feature that can easily determine as to which players should be kicked in the group for being inactive. The next thing that would be of great use is messages and/or leader/officer chat. This is useful when laying out plans and strategy for the operations of the entire Task Force. This is an online game and communication is a must, thus, having this feature can definitely make a difference.
I guess that would be all for now. I hope that features will be available soon on Boom Beach to facilitate better gaming experience. Visit my blog regularly for more game related guides, tutorials and more.
Today I am going to review of the Nintendo 3DS XL and how it is going to hold up with the latest addition to the family of Pokemon games, Pokemon Alpha Sapphire. As the larger counterpart to the current 3DS it looks like a fairly straightforward update but is it for you and does it makes gaming with Pokemon any better? Taking a look around you’ll see the XL isn’t half bad looking with this game. Compared to the 3DS it’s got a clean design that looks right at home next to a DSi. It’s definitely big and heavy but it’s got the Nintendo quality you would expect though it may cause a problem with long term playing with your choice of game like Pokemon. As you may have guessed from the XL name the biggest change are the larger screens. With a 4.9 inch top display and 4.2 inch screen below it’s nearly as big as the Vita and this isn’t a bad thing.
Of course, the main selling point of this model is the fact that Pokemon Alpha Sapphire integrates more 3D scenes now more than any versions of the past thus it’s a much more immersive experience than before. You’re probably not going to want to carry this around with you all day but when you sit down to play it’s a better experience. The XL plays the exact same games as the 3DS and the software is identical so here it’s all about the bigger screen. In games you can notice more jagged edges but for the most part the added screen real estate makes the tradeoff worth it. In full 3D Pokemon battle scenes, this system fair even better as the lower pixel density is hardly noticeable at all. Same goes for roaming around the world of Kanto and Hoenn region, the overall performance don’t suffer much at all and the extra screen real estate makes the 3D effect easier on the eyes.
Wireless charging seems so great, I plug this thingy in and then set this other thingy on it and then there's power! But how the heck does electricity get from the wall into my phone? You're probably reading this article via a device that has a battery--laptops, mobile phones, toothbrushes, though. All these things need charging and for the moment we're still using cords and plugs for this. Inductive charging isn't new, it's been used since the early 1990s in electric toothbrushes, and for surgically implanted devices like artificial hearts. You've even heard of this in pop culture! In the late 1800s, Tesla was allegedly able to power light bulbs with no wires, and claimed to be able to transmit power from one location to another with no wires. To make it work relies on simple physics.
If you ever wrapped a coil of wire around a nail and attached a battery, then you know the electricity in the battery runs through the wire creating an electromagnetic field, or flux. Do it at home, it's fun and you can use it to pick up paperclips or whatever. With that same principle, a coil of wire, magnet, battery, you can make it go the other way too. Spin a magnet in the coil and you'll generate electricity by taking that magnetic flux and moving it through that coil to create electricity. The battery creates a stable electromagnet because it's direct current, it's going one way. The power from your walls is alternating current, changes direction 60 times a second -- or cycles at 60 hertz -- so the electrons are moving back and forth -- remember that because that's the key to the charging.
Wireless inductive charging gets its name from that magnetic field interaction, called induction. Inside of the charging pad, and the inductive charging device are tiny coils of wire. The pad, being plugged into the wall, is fully powered -- and the power is cycling. When the other coils come within a short distance their flux will interact with the flux in the device, move the electrons around and charge the battery. Chances are, the number of cycles per second isn't going to be 60 hertz, but like, 5 or 10, so it doesn't mess up other things in your house. Your WiFi network cycles at 2.4 gigahertz or 2.4 billion cycles per second, so it's DEFINITELY not going to mess THAT up, but with all the radio waves flying around, you can't be too careful. If it's that easy, you'd think it would be everywhere, but the problem is efficiency. You waste a lot of power filling up two coils and letting them talk to each other. It's SO much better to just plug right in. The future of wireless charging is unclear. It seems like a great idea, but it's still going to be a short-distance system for a while.
Don't you hate it when you see something beautiful, and you pull out your camera, and you just can't make it look the same. What is wrong here? Is it me or the camera?! When you think of a robotic version of a human eye, or even a prosthetic eyeball, you probably picture some kind of camera. It makes sense, they both capture images and video, but aside from general comparisons, they're really not the same at all! When you're looking out through your eyeball, it's doing the same things as a camera, adjusting the lens, focusing and trying to make the image look as good as possible. In fact, generally speaking, both the eye and a camera have a lot in common! Both have adjustable apertures to let in the right amount of light, both have a lens, and both have a way to absorb the light. But from there, comparisons get a little fuzzy.
The reason your photos don't look the same way your eye sees them is because of the way the two different mechanisms function. The eye is 28 grams of vitreous fluid, muscles, cells and nerves. Cameras can be formatted and customized to do thousands of different types of shoots. When focusing, the lens of the eye uses the ciliary muscle to change its shape, a lens needs to be physically moved. When it's bright or dim, the pupil uses the sphincter pupillae to adjust the amount of light being let into the eyeball -- a camera uses an aperture to adjust the amount of light. According to research conducted in Canada in the late 50s, the f-stop of the human eye might be around f/3.2 to f/3.5… It was cited a lot, but I couldn't find the study to double check. Regardless, cameras have a far wider range of f-stops and ISO sensitivity to pick up dim light. When a full-frame camera absorbs light, it does so with a 35 millimeter sensor, compared to the eyeball -- which has a retina at the back. That wall of cells is CURVED, but is almost the same exact size as the camera -- about 32 mm! The difference is, the retina isn't very clear. We can only see 20/20 at the macula, or fovea. A spot on the retina that is ALL cone cells. Outside of the fovea are a mix of rods and cones, followed by just cones at the edge. This is why you can't read something you're not looking directly at, and why peripheral vision is mainly just for movement. Additionally, your eye only sees color where there are lots of cones, so closer to the fovea the more color.
A camera, by contrast, can pick up detail across the whole of the sensor, all in color! However, even though the camera can see a wider field, the amount of information is relatively low. Most high-end cameras process around 24 megapixels, but the human eye can get 52 megapixels on average and HUNDREDS of megapixels if you take into account the whole field of vision! It get's pretty ridiculous. What you see isn't just one image, it's dozens or more! You don't worry about overexposing, shutter speed, or aperture because your brain does that for you and filters out any errors in color or depth. In the end, the reason your photos don't look like what you see, is because what you see isn't really real. It's what your brain created while sucking in all that visual information and compiling it into a three dimensional, multi-million-pixel world.
Who among you here have ridden on an airplane? If you do, then have you ever wondered why don’t cell phones work inside it while in flight? The short answer is that when you’re 35,000 feet in the air going 500 miles per hour, you’re just too far from a cell tower. But that got us thinking: how does wifi work in an airplane?
“Why don't phones work in planes while they’re in the sky?”. Some of you know that they can work, if you’re on a plane with wifi. From the passenger’s perspective, in-flight wifi is as simple as turning on your computer and connecting to the network. But there’s a lot more going on than we see. There are a couple of ways to connect to the Internet in a plane. One is by a ground-based system sort of like a cellular network. Stations set up around the country provide overflying planes with contact points. An antenna on the plane’s underside transmits and receives signals to and from these ground-based towers, bringing wifi into the plane. But of course, this doesn’t work when you’re flying overseas or out of range of the ground network.
Manufacturers are working on the problem. In 2012, Boeing filled an airplane’s seat with potatoes -- spuds apparently mimic the electromagnetic disturbance of human flesh -- to try and understand how wireless signals bounce around to bring stronger and more reliable wifi signals to future flights. And providers are doing their part, too, beefing up ground networks and developing new systems that can transmit more data. Do you guys use in-flight wifi, or do you like having an excuse to go offline when you fly? Let us know in the comments, and for more DNews every day of the week don’t forget to subscribe.