I'm trying to do the speed trial in Silent Woods and a part of it is dashing through a sand ball but I can only get it like 5% of the time, most of the time I dash straight off the cliff and have to reset immediately. Is there something else you have to do to make it work? I've found that it's more consistent if I'm in the air already when I dash but then I can't make the jump after it because I don't have enough jumps left. (despite only using 1 out of 3 yet I can't use the rest?) How do I dash through consistently? The problem might be that the targeting doesn't work and the game doesn't know that I want to dash through the sand.

Sand bubbler crabs live in burrows in the sand, where they remain during high tide. When the tide is out, they emerge on to the surface of the sand, and scour the sand for food, forming it into inflated pellets, which cover the sand. The crabs work radially from the entrance to their burrow, which they re-enter as the tide rises and disintegrates the pellets. The material consumed by [the crabs] has a very low concentration of organic matter, which is concentrated by egestion of indigestible material.


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Sand bubbler crabs (or sand-bubblers) are crabs of the genera Scopimera and Dotilla[1] in the family Dotillidae.[2] They are small crabs that live on sandy beaches in the tropical Indo-Pacific. They feed by filtering sand through their mouthparts, leaving behind balls of sand[3] that are disintegrated by the incoming high tide.

Sand bubbler crabs live in burrows in the sand, where they remain during high tide. When the tide is out, they emerge on to the surface of the sand, and pass the sand through their mouthparts, eating detritus and plankton,[5] and discarding the processed sand as pellets, which cover the beach. The crabs work radially from the entrance to their burrows, which they re-enter as the tide rises and disintegrates the pellets.[6] In each burrow, the crab waits out the high tide in a bubble of air.[5] The material consumed by sand bubbler crabs has a very low concentration of organic matter, which is concentrated by egestion of indigestible material.[7]

The first sand bubbler crab to be described was Cancer sulcatus (now Dotilla sulcata) by Peter Forsskl in 1775. The genus Scopimera was originally described as a subgenus of Ocypode by Wilhem de Haan in 1833, although the first species, Scopimera globosa was not validly described until 1835.[2] At the same time, De Haan tried to erect the genus Doto for Forskl's Cancer sulcatus, not realising that the name was preoccupied by the mollusc genus Doto. The first available name for that genus was published by William Stimpson in 1858, who called it Dotilla. Ongoing revisions are likely to split the current genus Scopimera into at least two genera.[2]

When we first saw all this, we thought we were looking at the wastes expelled by buried shellfish, but when we watched carefully we saw that it was all produced by well-camouflaged, sand-coloured crabs, scurrying around among the sand balls and diving down into the holes at the first sign of danger. Some of those holes were quite large; neither of us was game to put a finger down to seek for an inhabitant.

Help the balls reach the tunnels as you dig through the sand in this fun online puzzle game. Quickly make a path so that all of the colored balls land into the correct area to complete each level. Keep digging and tunneling through the sand to deliver all of the balls in this popular mobile game.

Lagged is the best online games platform. Challenge your friends to thousands of different games that you can play on your pc, tablet or mobile device. Compete for high scores and achievements as you try to climb to the top of our global points leaderboard.

Sand Balls is a game chockfull of levels where you've got to move each set of colorful balls toward the van that appears at the bottom. To do it you've just got to swipe your finger on the sand and make tunnels that let you get the maximum possible number of balls to the end of the track.

The graphics in Sand Balls show everything in 3D and the controls present no complications. You've basically got to tap your finger on the interface to create holes in the soil that let you take the balls to the end of the level. Plus you'll come across white balls to match with the other colors so that they bunch together when they fall.

Another thing to keep in mind is that on every go you'll come across rotating platforms that modify the path of your balls. This makes it very interesting to study which layout favors you most with the aim of getting the greatest possible number of balls to the van. Once you make it to the vehicle you'll see the number of balls you've managed to get there successfully.

With Sand Balls you're looking at a simple gameplay that nonetheless manages to keep you glued to your smartphone screen. This is why you've got to pay attention and not miss out on any of the areas where you can collect lots of balls.

Sand bubbler crabs are in fact hunting for microscopic life, called meiofauna, living in the damp sand. They work at breakneck speed passing sand grains into their mouth filtering out all the meiofauna and kicking aside the waste rolled into little cleaned sand grain balls. By doing this, they avoid sifting the same sand twice.

The crabs work fast because they can only sieve when the sand is damp. Once high tide is back, they simply return to their burrows and await the next tide. You can almost tell how long the tide has been out by the patterns of their sand balls. The more intricate the pattern of sand balls, the longer the tide has been out.

We have to start with sandcastle physics, such as discussed in this Nature article on "What keeps sandcastles standing?" or this Physical Review Letter on "How Sandcastles Fall". Sand balls are a bit different, but I think the essential physics is the same.

According to "How to construct the perfect sandcastle", for clean fine beach sand with $\sim 0.1$ mm grains, a 1% volume ratio of deionized water" gives optimum strength for sand castles. The shear_modulus of the sand falls off above or below 1% water content.

That's some of the science, but now we can speculate. In the video, sand is rubbed on the outside of the ball to dry it out and this should maximize the strength of the outer shell of sand on the ball. This is because any sand on the surface that is too wet or too dry it will be weaker and fall off, leaving sand with the optimum amount of water. The spherical shape minimizes surface area to volume ratio, which may allow the interior water to keep the surface sand at optimum strength for longer.

Of course, since the video shows real beach sand and water, it is also very likely that salt and organic matter in the water and sand may form a glue that binds the outer layer of sand together as it drys. It would be an interesting student research project get some sand and compare the strength of raw beach sand balls/castles and the same sand after very careful washing. If this glue turns out to be critical, we can hand the problem over to Chemistry Stack Exchange.

Hey Josh, thanks for the suggestions! Definitely should try locking the Z axis, probably will let squeeze more performance given there are more balls in a real game. Fortunately, the setup allows me to compare it pretty easily to the current baseline. Going to address it in the next part.

Sand Balls is a fun addicting path sand drawing game that challenges you to lead all the balls down to a box. In this cool free online game you will have to dig into the sand in order to make every single ball fall all the way to a cute, heart shaped box in order to clear every level.

Despite the wording in the last transmission, sand balls could be found in any town. The new feature had turned out to be that they can be thrown to Wounded wound citizens in Hardcore Hardcore towns. As of 4th of February, on Saturday, after more than a month of availability, sand balls have been finally reported to be not operational; they did not disappear if were found prior, however, but using them on other residents yielded no results desired. Elder citizens who remember the Christmas in 2010 state that the sand ball life span used to be not as long as in 2011.

The present study was planned to investigate the ethnoveterinary methods practiced by the owners of pneumatic-cart pulling camels in Faisalabad Metropolis (Pakistan). During a 7-year-period (November 1992-November 1999), 200 owners of draught camels working in the city were interviewed. Information concerning the ethnoveterinary practices for the treatment of common disorders of digestive tract (indigestion, colic and diarrhea), respiratory tract (cold/rhinitis, pneumonia), skin problems (mange, ulceration of nostrils with or without nasal myiasis, ticks and lice, harness sores), systemic states (fever, ze/rba/d, anhidrosis) and preventive therapy of indigestion and halitosis was collected through interviews and collated with those documented for the treatment of desert-dwelling camels. Familiarity of owners with two traditional methods of surra (trypanosomiasis) diagnosis ('Sand-ball test' and 'Hair-stick test') known to pastorilists was also probed. In addition, the dose and frequency of use of common salt was investigated. Traditional inputs utilized by the camel owners included various plant products, insecticides, sulphur, sump oil, common salt, aspirin, naphthalene balls and milk fat. Different owners used different combinations of traditional drugs for the treatment of disorders/conditions investigated. None of the camel owners was found familiar with the 'Sand-ball test' or 'Hair-stick test' of trypanosomiasis diagnosis. For the prevention of indigestion and halitosis all camel owners had practiced administration of 'massaulas' (physic drench/balls) along with common salt (average 250 g) on weekly basis. Firing had not been used by any owner. In general, the ethnoveterinary treatment practices used by the owners of city-dwelling camels appear to be different from those documented for the treatment of diseases of desert-dwelling camels. 2351a5e196

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