|
30050
|
trebuchet by @packager | Stardance
|
packager
|
0
|
6.15
|
0
|
[]
|
[{"post_id": 25799, "ts": "202 [{"post_id": 25799, "ts": "2026-07-10T08:22:10Z", "hours": 3.1006, "text": "I finished building everything. It doesn’t work as well as I hoped it would, but at least it will hopefully get me super hardware builder status. I still need to find a heavier weight that fits in the width constraint (the current one is actually pretty light), optimize the geometry a bit more (make the string shorter and the end stick longer), and make a better pouch."}, {"post_id": 21684, "ts": "2026-07-03T19:29:10Z", "hours": 3.0508, "text": "finished the CAD. I’ll set stuff to 3d print and assemble it soon. Currently, I’m using a 3d printed shaft because I don’t have enough time to buy shafts, so that will be cooked."}]...
|
Title: trebuchet by @packager | Stardance
Devlogs Title: trebuchet by @packager | Stardance
Devlogs:
finished the CAD. I’ll set stuff to 3d print and assemble it soon. Currently, I’m using a 3d printed shaft because I don’t have enough time to buy shafts, so that will be cooked.
I finished building everything. It doesn’t work as well as I hoped it would, but at least it will hopefully get me super hardware builder status. I still need to find a heavier weight that fits in the width constraint (the current one is actually pretty light), optimize the geometry a bit more (make the string shorter and the end stick longer), and make a better pouch....
|
1792785021.0903368
|
1793389821.0903368
|
|
23545
|
travling app by @amit_elgabsy | Stardance
|
amit_elgabsy
|
0
|
9.33
|
0
|
[]
|
[{"post_id": 13135, "ts": "202 [{"post_id": 13135, "ts": "2026-06-21T14:14:22Z", "hours": 9.3303, "text": "i bulid the ui and the bsic staff work"}]...
|
Title: travling app by @amit_elgabsy | Stardance
Title: travling app by @amit_elgabsy | Stardance
Devlogs:
i bulid the ui and the bsic staff work...
|
1792604859.0653462
|
1793209659.0653462
|
|
48077
|
travel planner by @harshithreddyy_15 | Stardance
|
harshithreddyy_15
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: travel planner by @harshithreddyy_15 | Star Title: travel planner by @harshithreddyy_15 | Stardance...
|
1792540185.9930356
|
1793144985.9930356
|
|
65886
|
travel infotech by @rajnishyadav200727 | Stardance
|
rajnishyadav200727
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: travel infotech by @rajnishyadav200727 | St Title: travel infotech by @rajnishyadav200727 | Stardance...
|
1793091246.6603043
|
1793696046.6603043
|
|
67579
|
travel guide by @pcb | Stardance
|
pcb
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: travel guide by @pcb | Stardance
|
1793112645.880373
|
1793717445.880373
|
|
65898
|
travel by @firancly | Stardance
|
firancly
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: travel by @firancly | Stardance
|
1793091265.5800934
|
1793696065.5800934
|
|
70295
|
traval website by @_iamhannann404_ | Stardance
|
_iamhannann404_
|
0
|
1.13
|
0
|
[]
|
[{"post_id": 80601, "ts": "202 [{"post_id": 80601, "ts": "2026-10-18T08:39:33Z", "hours": 1.1325, "text": "I make website on travel agency"}]...
|
Title: traval website by @_iamhannann404_ | Starda Title: traval website by @_iamhannann404_ | Stardance
Devlogs:
I make website on travel agency...
|
1792986761.3225465
|
1793591561.3225465
|
|
42080
|
trashyOS by @oreo | Stardance
|
oreo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: trashyOS by @oreo | Stardance
|
1792496983.377794
|
1793101783.377794
|
|
23036
|
translated sing langui glass by @batres | Stardanc translated sing langui glass by @batres | Stardance...
|
batres
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: translated sing langui glass by @batres | S Title: translated sing langui glass by @batres | Stardance...
|
1792742118.0876777
|
1793346918.0876777
|
|
44172
|
transit-delays by @kim-harre | Stardance
|
kim-harre
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: transit-delays by @kim-harre | Stardance
|
1792576260.5482073
|
1793181060.5482073
|
|
71267
|
trainu by @Abhishek-mee | Stardance
|
Abhishek-mee
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: trainu by @Abhishek-mee | Stardance
|
1792910833.3076444
|
1793515633.3076444
|
|
8933
|
trainbox by @batow133 | Stardance
|
batow133
|
0
|
0.28
|
0
|
[]
|
[{"post_id": 3465, "ts": "2026 [{"post_id": 3465, "ts": "2026-06-06T12:40:53Z", "hours": 0.2808, "text": "Devlog #1: Trainbox Hey! I am Nikolas, and I am really obsessed with local AI and LLM training. But I discovered a problem… If someone wants to fine-tune a model, they will have to buy pricey hardware or a very expensive cloud subscription. So, that leads to LLM fine-tuning (and training) being very hard for beginners to start. Solution: My project (it’s called Trainbox) is a local large language model fine-tuning center that helps people train LLMs with local hardware easily. This project will consist of different parts, like a fine-tuning center, a dataset creator (for context, datasets are the organized data LLMs are trained on), a fully local LLM inference engine (so you can chat with your LLM without changing apps), and many more! Thanks for reading my first Devlog! I hope I really stick with the project and don’t abandon it… I am eager to hear your suggestions or questions about my project!"}]...
|
Title: trainbox by @batow133 | Stardance
Devlogs: Title: trainbox by @batow133 | Stardance
Devlogs:
Devlog #1: Trainbox Hey! I am Nikolas, and I am really obsessed with local AI and LLM training. But I discovered a problem… If someone wants to fine-tune a model, they will have to buy pricey hardware or a very expensive cloud subscription. So, that leads to LLM fine-tuning (and training) being very hard for beginners to start. Solution: My project (it’s called Trainbox) is a local large language model fine-tuning center that helps people train LLMs with local hardware easily. This project will consist of different parts, like a fine-tuning center, a dataset creator (for context, datasets are the organized data LLMs are trained on), a fully local LLM inference engine (so you can chat with your LLM without changing apps), and many more! Thanks for reading my first Devlog! I hope I really stick with the project and don’t abandon it… I am eager to hear your suggestions or questions about my project!...
|
1792698586.9576905
|
1793303386.9576905
|
|
24497
|
trainTracks by @Potatoish | Stardance
|
Potatoish
|
0
|
13.78
|
0
|
[]
|
[{"post_id": 40899, "ts": "202 [{"post_id": 40899, "ts": "2026-08-04T18:33:54Z", "hours": 7.7394, "text": "Devlog #3 Additions Fixed a bug that caused the train to sometimes fly away from the map when the game was started Fixed inconsistencies in the exits that caused the train to pass over the void and through exits that didn’t exist Added a three-way train station with four variants each facing up, down, left, or right that behave just like the other tracks and automatically generate. Added an arrow in front of the train that spawns for each intersection infront and tells the user where the train is going and which way it was going to turn Added user inputs that allow the user to decide which direction they want the train to go from available paths and exits Made it so the train also rotates and faces its direction of movement rather than always facing forward Other small bugs that I fixed Planned Updates Make it so when the train arrives at a station, it says game won instead of thinking it fell into the void Make it so the train can’t go back to original station, like say something game lost, etc. Added more train station layouts that are more realistic with curves and such A lot of other things I can’t list Other Thoughts A significant portion of this update was just working on fixing any bugs that made it so the game was inconsistent when I played it and made it hard to debug, especially with the addition of three-way tracks that made the exits and movement between stations more confusing. I also added the like, probably main part of this game with the player movement, which is the basis of what the goal of this game is, which is to control the train and reach the station. I think next, along with the stuff I said in the planned updates, I also need to work on making sure the generation is better and more consistent but also more fun by adding more clauses so the generation is fun to play on each time and not just a straight line to the station. The video I attached shows the train moving along the path and spawning arrows towards the default path but being switched and changing directions based on player input before falling off the edge."}, {"post_id": 27410, "ts": "2026-07-12T23:27:25Z", "hours": 3.0436, "text": "Devlog #2 Additions Added a train node and scene that moves along the preplaced track nodes The train moves toward a target exit or middle node until it can no longer go straight or it falls off the edge The train uses the chunk nodes as waypoints, going from exit node to middle node then whichever exit node is chosen The train defaults to going straight until it cannot. Once it cannot go straight it filters all exits removing exits you came from or lead nowhere If there are no available directions, it moves to the end of the last node before stopping and falling off the edge Planned Updates Adding player input so you can control which direction the train goes Adding indicators that show the default path for the train without any inputs. If input is given the train and indicator should move properly Adding more things that happen when trains arrive at stations And a lot more stuff What was the goal My main goal was to add a train and design the default path so it automatically starts and begins progressing throughout the default track. I had a lot of the foundation set that made it so I could use the nodes and they could move through the nodes. I had to make sure that there were conditions that made sure they could check to see if the exits lead to another chunk or just the void. The hard part was if a four-way was connected to a horizontal without a direct path but the train still moves over the void to the chunk. I had to check the chunk nodes and exits for the following neighbor chunks also to make sure it was a valid chunk, which took a while to troubleshoot. I want to next try and create more junctions and the default path indicator using arrows. Right now the path is generated as the train moves but if I wanted to set the indicators, I would have to premake the default path, which would also require some more time and work."}, {"post_id": 23901, "ts": "2026-07-07T03:18:08Z", "hours": 2.9922, "text": "Devlog #1 Additions Added three basic train layouts (four-way intersection, vertical intersection, and horizontal intersection) Added a train end and start station Created a randomly generated network of tracks comprising of the three basic layouts The end and start stations’ positions are predetermined and other intersections are generated randomly with each other’s connecting ends until there are no available grid spaces to generate new tracks If the end station isn’t connected with a corresponding track, the entire map is regenerated Planned Updates More track layouts, including more complex ones like t-intersections and more Creating the train so it can traverse along these tracks Adding styling to the tracks and other elements More rules to allow better and more unique map generation A lot more other stuff What was the goal The goal for this devlog was simply to start out the game and make a beginning layout of what the game and tracks would look like. I created these three basic layouts and used a grid to track which tracks had been placed where to keep generating the map. I also had to work on simply getting GoDot engine setup alongside hacktime and learning both how to use the engine and GDScript since this is the first time I’m using GoDot and the first time i’m making a game at all so it’s a learning experience trying to figure out how to use it. Next I want to focus on figuring out how I am going to get trains to work and make them follow the track layouts that will later in the future become more accessible to trains (not have sharp 90 degree turns)."}]...
|
Title: trainTracks by @Potatoish | Stardance
Devl Title: trainTracks by @Potatoish | Stardance
Devlogs:
Devlog #1 Additions Added three basic train layouts (four-way intersection, vertical intersection, and horizontal intersection) Added a train end and start station Created a randomly generated network of tracks comprising of the three basic layouts The end and start stations’ positions are predetermined and other intersections are generated randomly with each other’s connecting ends until there are no available grid spaces to generate new tracks If the end station isn’t connected with a corresponding track, the entire map is regenerated Planned Updates More track layouts, including more complex ones like t-intersections and more Creating the train so it can traverse along these tracks Adding styling to the tracks and other elements More rules to allow better and more unique map generation A lot more other stuff What was the goal The goal for this devlog was simply to start out the game and make a beginning layout of what the game and tracks would look like. I created these three basic layouts and used a grid to track which tracks had been placed where to keep generating the map. I also had to work on simply getting GoDot engine setup alongside hacktime and learning both how to use the engine and GDScript since this is the first time I’m using GoDot and the first time i’m making a game at all so it’s a learning experience trying to figure out how to use it. Next I want to focus on figuring out how I am going to get trains to work and make them follow the track layouts that will later in the future become more accessible to trains (not have sharp 90 degree turns).
Devlog #2 Additions Added a train node and scene that moves along the preplaced track nodes The train moves toward a target exit or middle node until it can no longer go straight or it falls off the edge The train uses the chunk nodes as waypoints, going from exit node to middle node then whichever exit node is chosen The train defaults to going straight until it cannot. Once it cannot go straight it filters all exits removing exits you came from or lead nowhere If there are no available directions, it moves to the end of the last node before stopping and falling off the edge Planned Updates Adding player input so you can control which direction the train goes Adding indicators that show the default path for the train without any inputs. If input is given the train and indicator should move properly Adding more things that happen when trains arrive at stations And a lot more stuff What was the goal My main goal was to add a train and design the default path so it automatically starts and begins progressing throughout the default track. I had a lot of the foundation set that made it so I could use the nodes and they could move through the nodes. I had to make sure that there were conditions that made sure they could check to see if the exits lead to another chunk or just the void. The hard part was if a four-way was connected to a horizontal without a direct path but the train still moves over the void to the chunk. I had to check the chunk nodes and exits for the following neighbor chunks also to make sure it was a valid chunk, which took a while to troubleshoot. I want to next try and create more junctions and the default path indicator using arrows. Right now the path is generated as the train moves but if I wanted to set the indicators, I would have to premake the default path, which would also require some more time and work.
Devlog #3 Additions Fixed a bug that caused the train to sometimes fly away from the map when the game was started Fixed inconsistencies in the exits that caused the train to pass over the void and through exits that didn’t exist Added a three-way train station with four variants each facing up, down, left, or right that behave just like the other tracks and automatically generate. Added an arrow in front of the train that spawns for each intersection infront and tells the user where the train is going and which way it was going to turn Added user inputs that allow the user to decide which direction they want the train to go from available paths and exits Made it so the train also rotates and faces its direction of movement rather than always facing forward Other small bugs that I fixed Planned Updates Make it so when the train arrives at a station, it says game won instead of thinking it fell into the void Make it so the train can’t go back to original station, like say something game lost, etc. Added more train station layouts that are more realistic with curves and such A lot of other things I can’t list Other Thoughts A significant portion of this update was just working on fixing any bugs that made it so the game was inconsistent when I played it and made it hard to debug, especially with the addition of three-way tracks that made the exits and movement between stations more confusing. I also added the like, probably main part of this game with the player movement, which is the basis of what the goal of this game is, which is to control the train and reach the station. I think next, along with the stuff I said in the planned updates, I also need to work on making sure the generation is better and more consistent but also more fun by adding more clauses so the generation is fun to play on each time and not just a straight line to the station. The video I attached shows the train moving along the path and spawning arrows towards the default path but being switched and changing directions based on player input before falling off the edge....
|
1792565536.9146917
|
1793170336.9146917
|
|
50474
|
trailmap by @kate | Stardance
|
kate
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: trailmap by @kate | Stardance
|
1792630206.723401
|
1793235006.723401
|
|
40426
|
trailhead by @staticiize | Stardance
|
staticiize
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: trailhead by @staticiize | Stardance
|
1792583593.2981822
|
1793188393.2981822
|
|
47729
|
trail by @JASVINDER | Stardance
|
JASVINDER
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: trail by @JASVINDER | Stardance
|
1792526009.7543209
|
1793130809.7543209
|
|
43830
|
traffic_light_controller_with_7segment by @Rudra-S traffic_light_controller_with_7segment by @Rudra-Singh | Stardance...
|
Rudra-Singh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: traffic_light_controller_with_7segment by @ Title: traffic_light_controller_with_7segment by @Rudra-Singh | Stardance...
|
1792561947.5936725
|
1793166747.5936725
|
|
17294
|
traewelltui by @Tuxilio | Stardance
|
Tuxilio
|
2
|
15.45
|
157
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T09:44:26Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made traewelltui, which is a TUI (terminal ui) client for Traewelling, a free public transport checkin service to record your travels and share it with your friends. It was a bit difficult to get into, because I never used Ratatui before. I have rewritten the dashboard multiple times and I am now somthing happy with it :) If you test the project, you should know that it uses vim keybinds: Use :q to quit. New Fetures are that you can paste the token now directly from your clipboard, you can like checkins interactively using a popup select and using an index, and a bugfix that the dashboard isn’t loading! (some licensing things: The background image in my terminal which is only partially visible is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl [email protected] and licensed CC-BY-SA 4.0. Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree My screenshot is licensed CC-BY-SA 4.0)", "repo": "https://codeberg.org/Tuxilio/traewelltui/", "demo": "https://crates.io/crates/traewelltui"}, {"ship_num": 2, "ts": "2026-06-17T19:45:08Z", "hours": 10.0, "multiplier": 15.88, "payout": 157, "blessing": "neutral", "text": "I made traewelltui, which is a TUI (terminal ui) client for Traewelling, a free public transport checkin service to record your travels and share it with your friends. It was a bit difficult to get into, because I never used Ratatui before. I have rewritten the dashboard multiple times and I am now somthing happy with it :) If you test the project, you should know that it uses vim keybinds: Use :q to quit. Pasting the token could take some seconds, this is not because something bad implemented but instead the token is really long and each character gets inserted sepeartely by ratatui.", "repo": "https://codeberg.org/Tuxilio/traewelltui/", "demo": "https://crates.io/crates/traewelltui"}]...
|
[{"post_id": 77504, "ts": "202 [{"post_id": 77504, "ts": "2026-10-07T08:24:45Z", "hours": 0.4453, "text": "I fixed one bug where the travel mode is not added in the enum so I added a default field “Other” to show this instead of crashing the app. I also added a bit more docs where to get the token :)"}, {"post_id": 65276, "ts": "2026-09-10T08:50:49Z", "hours": 1.4053, "text": "I fixed the error reported by @pauljako that the login is not working anymore which is likely caused because of recent api changed by traewelling. The travel mode (bus, train …) and the source/license of the checkin are now not always included so I set them to optional. It was really difficult to debug because I couldn’t get serde to show the full problem … but it worked after some tries 🎉 (some licensing things: The background image in my terminal is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl [email protected] and licensed CC-BY-SA 4.0. Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree My screenshot is licensed CC-BY-SA 4.0)"}, {"post_id": 25237, "ts": "2026-07-09T11:21:45Z", "hours": 0.8522, "text": "You can now type :like without arguments and find a popup to select which checkin you want to like!"}, {"post_id": 24735, "ts": "2026-07-08T14:43:20Z", "hours": 0.3311, "text": "The message is now shown in a popup instead the bottom line, which looks much nicer :)"}, {"post_id": 24716, "ts": "2026-07-08T14:15:47Z", "hours": 1.3469, "text": "I added a :like command! You can now like checkins using :like <index> , where you can find the index beside the username in the checkin header!"}, {"post_id": 24665, "ts": "2026-07-08T12:15:55Z", "hours": 1.3956, "text": "I added an option to get the token from your clipboard instead of only relying only on pasting, because that pasted every single character and took some time :)"}, {"post_id": 10836, "ts": "2026-06-17T19:37:51Z", "hours": 1.1611, "text": "I added a lot documentation and an asciinema video: https://asciinema.org/a/BytB6HM8kpoXtlLC"}, {"post_id": 10736, "ts": "2026-06-17T16:56:50Z", "hours": 0.7561, "text": "There is now an option to save the api token and auto-login with it! The login prompt also shows now automatically when you’re not logged in, making it easier to get a start :) The token save prompt only shows after a successful use of the token, so you can’t really save a wrong token."}, {"post_id": 10712, "ts": "2026-06-17T16:01:24Z", "hours": 1.1061, "text": "I completely redesigned the dashboard! It now looks more like “normal” Traewelling clients and in my opinion much nicer :)"}, {"post_id": 10597, "ts": "2026-06-17T12:50:29Z", "hours": 0.6261, "text": "I added symbols for the travelling mode (e.g. suburban, regional rail, tram bus) and you can now also see the status message another one has posted together with the checkin!"}, {"post_id": 10581, "ts": "2026-06-17T11:59:07Z", "hours": 4.3208, "text": "I just finished a big feature in my project! The login now works perfectly, and after successfully logging in, you’ll see your dashboard displaying check-ins from people you follow (plus your own, of course). The dashboard isn’t complete yet - I plan to add status messages and a progress bar showing if someone is currently traveling."}, {"post_id": 9336, "ts": "2026-06-15T17:42:53Z", "hours": 1.9603, "text": "I’m building a terminal user interface for Traewelling ( https://traewelling.de/ ) using Ratatui in Rust, with Vim-style keybindings (: for command mode, q to quit, :login for token-based authentication). The basic UI is working well with a header, dashboard body, and mode-specific footer, but still needs polish before the next iteration."}]...
|
Title: traewelltui by @Tuxilio | Stardance
Devlog Title: traewelltui by @Tuxilio | Stardance
Devlogs:
I’m building a terminal user interface for Traewelling ( https://traewelling.de/ ) using Ratatui in Rust, with Vim-style keybindings (: for command mode, q to quit, :login for token-based authentication). The basic UI is working well with a header, dashboard body, and mode-specific footer, but still needs polish before the next iteration.
I just finished a big feature in my project! The login now works perfectly, and after successfully logging in, you’ll see your dashboard displaying check-ins from people you follow (plus your own, of course). The dashboard isn’t complete yet - I plan to add status messages and a progress bar showing if someone is currently traveling.
I added symbols for the travelling mode (e.g. suburban, regional rail, tram bus) and you can now also see the status message another one has posted together with the checkin!
I completely redesigned the dashboard! It now looks more like “normal” Traewelling clients and in my opinion much nicer :)
There is now an option to save the api token and auto-login with it! The login prompt also shows now automatically when you’re not logged in, making it easier to get a start :) The token save prompt only shows after a successful use of the token, so you can’t really save a wrong token.
I added a lot documentation and an asciinema video: https://asciinema.org/a/BytB6HM8kpoXtlLC
I added an option to get the token from your clipboard instead of only relying only on pasting, because that pasted every single character and took some time :)
I added a :like command! You can now like checkins using :like <index> , where you can find the index beside the username in the checkin header!
The message is now shown in a popup instead the bottom line, which looks much nicer :)
You can now type :like without arguments and find a popup to select which checkin you want to like!
I fixed the error reported by @pauljako that the login is not working anymore which is likely caused because of recent api changed by traewelling. The travel mode (bus, train …) and the source/license of the checkin are now not always included so I set them to optional. It was really difficult to debug because I couldn’t get serde to show the full problem … but it worked after some tries 🎉 (some licensing things: The background image in my terminal is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl [email protected] and licensed CC-BY-SA 4.0. Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree My screenshot is licensed CC-BY-SA 4.0)
I fixed one bug where the travel mode is not added in the enum so I added a default field “Other” to show this instead of crashing the app. I also added a bit more docs where to get the token :)
Ships:
I made traewelltui, which is a TUI (terminal ui) client for Traewelling, a free public transport checkin service to record your travels and share it with your friends. It was a bit difficult to get into, because I never used Ratatui before. I have rewritten the dashboard multiple times and I am now somthing happy with it :) If you test the project, you should know that it uses vim keybinds: Use :q to quit. Pasting the token could take some seconds, this is not because something bad implemented but instead the token is really long and each character gets inserted sepeartely by ratatui.
I made traewelltui, which is a TUI (terminal ui) client for Traewelling, a free public transport checkin service to record your travels and share it with your friends. It was a bit difficult to get into, because I never used Ratatui before. I have rewritten the dashboard multiple times and I am now somthing happy with it :) If you test the project, you should know that it uses vim keybinds: Use :q to quit. New Fetures are that you can paste the token now directly from your clipboard, you can like checkins interactively using a popup select and using an index, and a bugfix that the dashboard isn’t loading! (some licensing things: The background image in my terminal which is only partially visible is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl [email protected] and licensed CC-BY-SA 4.0. Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree My screenshot is licensed CC-BY-SA 4.0)...
|
1793112768.423352
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1793199168.423352
|
|
57870
|
traewelling-tagtistic by @pauljako | Stardance
|
pauljako
|
1
|
9.0
|
38
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T15:08:41Z", "hours": 9.0, "multiplier": 4.31, "payout": 38, "blessing": "neutral", "text": "I made traewelling-tagtistic. It is a simple tool to view statistics based on your Träwelling tags. It was not that hard overall but it was still something, I really missed before. It was fun to play around with the CSS which I do really like the outcome of :)", "repo": "https://codeberg.org/pauljako/traewelling-tagtistic", "demo": "https://tagtistic.pfuschen.jetzt"}]...
|
[{"post_id": 64836, "ts": "202 [{"post_id": 64836, "ts": "2026-09-09T15:03:16Z", "hours": 1.7108, "text": "I added a README, and deployed traewelling-tagtistic onto our Kubernetes Cluster. It is now live at tagtistic.pfuschen.jetzt and ready to ship!"}, {"post_id": 63746, "ts": "2026-09-07T18:21:30Z", "hours": 1.9197, "text": "I now added a UI for the new API. It still needs more refinement but I like the Initial Design. Clicking on a Bar shows you, which Check-Ins have said tag set. The rightmost bar also shows Check-Ins with no Tag Value assigned."}, {"post_id": 62451, "ts": "2026-09-05T20:01:00Z", "hours": 1.0053, "text": "I updated the API to show more Information. More specifically, it now shows Journeys, that did not have a specific tag set at all and it shows which Journeys had a Tag Value. Now I just have to implement this in the UI…"}, {"post_id": 61706, "ts": "2026-09-04T19:03:03Z", "hours": 0.9392, "text": "Oh well… As I am writing this, Träwelling is having scheduled maintenance. I can’t really test, what I’ve done but I tried to improve the CSS a bit…"}, {"post_id": 61136, "ts": "2026-09-03T21:55:44Z", "hours": 0.7369, "text": "I am trying to orient the UI a bit after https://fabian-c.github.io/Traewelling-Maps . And while that appears to be Vibe Coded, I don’t think mine counts as vibe coded if I just steal some CSS Variables from it, right? right?"}, {"post_id": 61114, "ts": "2026-09-03T20:56:21Z", "hours": 0.6661, "text": "I started working on the Frontend. My final plan is to make this look at least a bit decent but I am not good at design… (Please dont look at the Icon of Mover, pleasseeee) Anyways, I find it interesting to visualize my Check-Ins for the first Time. I am very amazed that I spent 35 Hours over the last 356 Days in Stadler Flirts alone…"}, {"post_id": 61067, "ts": "2026-09-03T19:40:33Z", "hours": 1.0606, "text": "Uhhmmm yeah here is a random Graph I guess… This is just the default template of Chart.js, the Library I am going to use for the Frontend. But actually displaying this took longer than I wanted. It took me quite a long time for the HTML File to be included in my Python Wheel. Because of that, Flask was not able to find the File to render it… Apparently, MANIFEST.in is more or less obsolete and I had to specify these files in the pyproject.toml . Also, the Frontend now lives in a subdirectory of the Python Code, not at the root of the project…"}, {"post_id": 60966, "ts": "2026-09-03T17:25:03Z", "hours": 0.4389, "text": "It is starting to work! The API can now return the number of Check-Ins for a specific Tag Value! However, there are no filters or any other advanced features…"}, {"post_id": 60928, "ts": "2026-09-03T16:28:29Z", "hours": 0.3819, "text": "I am trying to build traewelling-tagtistic. Träwelling is a Social-Platform, where you “Check-In” to public transit services. You can also set Tags to, for example, show what Train Model you are currently riding. traewelling-tagtistic is going to be a Website, where you can see various Statistics about these Tags. For now however, I get a 400 Bad Request from the Träwelling API if I use Python requests . However, it works from Firefox… 🤔"}]...
|
Title: traewelling-tagtistic by @pauljako | Starda Title: traewelling-tagtistic by @pauljako | Stardance
Devlogs:
I am trying to build traewelling-tagtistic. Träwelling is a Social-Platform, where you “Check-In” to public transit services. You can also set Tags to, for example, show what Train Model you are currently riding. traewelling-tagtistic is going to be a Website, where you can see various Statistics about these Tags. For now however, I get a 400 Bad Request from the Träwelling API if I use Python requests . However, it works from Firefox… 🤔
It is starting to work! The API can now return the number of Check-Ins for a specific Tag Value! However, there are no filters or any other advanced features…
Uhhmmm yeah here is a random Graph I guess… This is just the default template of Chart.js, the Library I am going to use for the Frontend. But actually displaying this took longer than I wanted. It took me quite a long time for the HTML File to be included in my Python Wheel. Because of that, Flask was not able to find the File to render it… Apparently, MANIFEST.in is more or less obsolete and I had to specify these files in the pyproject.toml . Also, the Frontend now lives in a subdirectory of the Python Code, not at the root of the project…
I started working on the Frontend. My final plan is to make this look at least a bit decent but I am not good at design… (Please dont look at the Icon of Mover, pleasseeee) Anyways, I find it interesting to visualize my Check-Ins for the first Time. I am very amazed that I spent 35 Hours over the last 356 Days in Stadler Flirts alone…
I am trying to orient the UI a bit after https://fabian-c.github.io/Traewelling-Maps . And while that appears to be Vibe Coded, I don’t think mine counts as vibe coded if I just steal some CSS Variables from it, right? right?
Oh well… As I am writing this, Träwelling is having scheduled maintenance. I can’t really test, what I’ve done but I tried to improve the CSS a bit…
I updated the API to show more Information. More specifically, it now shows Journeys, that did not have a specific tag set at all and it shows which Journeys had a Tag Value. Now I just have to implement this in the UI…
I now added a UI for the new API. It still needs more refinement but I like the Initial Design. Clicking on a Bar shows you, which Check-Ins have said tag set. The rightmost bar also shows Check-Ins with no Tag Value assigned.
I added a README, and deployed traewelling-tagtistic onto our Kubernetes Cluster. It is now live at tagtistic.pfuschen.jetzt and ready to ship!
Ships:
I made traewelling-tagtistic. It is a simple tool to view statistics based on your Träwelling tags. It was not that hard overall but it was still something, I really missed before. It was fun to play around with the CSS which I do really like the outcome of :)...
|
1792993793.6149483
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1793080193.6149483
|
|
14335
|
tracktogreen by @Aarush-Naik | Stardance
|
Aarush-Naik
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: tracktogreen by @Aarush-Naik | Stardance
|
1792569079.8993015
|
1793173879.8993015
|
|
22490
|
trackpaddy by @tokaa | Stardance
|
tokaa
|
0
|
13.86
|
0
|
[]
|
[{"post_id": 12850, "ts": "202 [{"post_id": 12850, "ts": "2026-06-21T01:29:21Z", "hours": 13.8594, "text": "After seeing Mac-trackpad-mapper , I was surprised at how well it worked. However, the code was some 2 years old and much more of a test than an actual app like I hoped. So I decided to fork the driver and turn it into what I hope to be a fully usable Macbook trackpad driver (kind of like how OpenTabletDriver works so flawlessly). Currently it supports absolute (makes osu! actually playable on trackpad) and relative positioning with zero acceleration with customizable area and sensitivity respectively. As it turns out, disabling trackpad acceleration in the Apple settings does not actually disable it fully. It’s barebones currently but I hope to add much more and get a first release. repo"}]...
|
Title: trackpaddy by @tokaa | Stardance
Devlogs:
Title: trackpaddy by @tokaa | Stardance
Devlogs:
After seeing Mac-trackpad-mapper , I was surprised at how well it worked. However, the code was some 2 years old and much more of a test than an actual app like I hoped. So I decided to fork the driver and turn it into what I hope to be a fully usable Macbook trackpad driver (kind of like how OpenTabletDriver works so flawlessly). Currently it supports absolute (makes osu! actually playable on trackpad) and relative positioning with zero acceleration with customizable area and sensitivity respectively. As it turns out, disabling trackpad acceleration in the Apple settings does not actually disable it fully. It’s barebones currently but I hope to add much more and get a first release. repo...
|
1792536455.4288087
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1793141255.4288087
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|
57107
|
tracepad by @clumsy261 | Stardance
|
clumsy261
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0
|
0.0
|
0
|
[]
|
[]
|
Title: tracepad by @clumsy261 | Stardance
|
1792691650.6658368
|
1793296450.6658368
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|
52963
|
trAIning by @Leon | Stardance
|
Leon
|
0
|
2.39
|
0
|
[]
|
[{"post_id": 52983, "ts": "202 [{"post_id": 52983, "ts": "2026-08-23T11:07:18Z", "hours": 2.3897, "text": "new project…new stuff…i like The idea soo strava…garmin…whoop….apple…coros…all those things have paid plans in order to analyze training/health data…but i am neither willing to pay…or have the money to pay for such subscriptions…but i have ai.hackclub.com a lot of time…and willpower…meaning my goal is to recreate such service…for free :) ill see how that will work out with tokens later lol the first beautiful progress so like most of my other web projects it will look like a tui or better said bc i always to the same structure and stuff i can make a basic pre version pretty fast! hackclub ai first steps so the api is really easy to use, i wrote a starting prompt…using my dearest friend chat (never ever used for coding) and sent it as role system to the ai…and everything else can just be directly taken from user input!! todos but now the biggest part…user/login/db handeling and integrations of the different apps (strava, garmin etc.) and save that data in a db and leave the ai with a context (db) and use also non ai features like somple graphes from the data saved in the db… so i guess the next step is login…and database lol"}]...
|
Title: trAIning by @Leon | Stardance
Devlogs:
new Title: trAIning by @Leon | Stardance
Devlogs:
new project…new stuff…i like The idea soo strava…garmin…whoop….apple…coros…all those things have paid plans in order to analyze training/health data…but i am neither willing to pay…or have the money to pay for such subscriptions…but i have ai.hackclub.com a lot of time…and willpower…meaning my goal is to recreate such service…for free :) ill see how that will work out with tokens later lol the first beautiful progress so like most of my other web projects it will look like a tui or better said bc i always to the same structure and stuff i can make a basic pre version pretty fast! hackclub ai first steps so the api is really easy to use, i wrote a starting prompt…using my dearest friend chat (never ever used for coding) and sent it as role system to the ai…and everything else can just be directly taken from user input!! todos but now the biggest part…user/login/db handeling and integrations of the different apps (strava, garmin etc.) and save that data in a db and leave the ai with a context (db) and use also non ai features like somple graphes from the data saved in the db… so i guess the next step is login…and database lol...
|
1792731162.6263964
|
1793335962.6263964
|
|
24748
|
tplinked by @toxi | Stardance
|
toxi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: tplinked by @toxi | Stardance
|
1792723743.6172042
|
1793328543.6172042
|
|
32386
|
tpad by @ttj | Stardance
|
ttj
|
0
|
4.52
|
0
|
[]
|
[{"post_id": 32729, "ts": "202 [{"post_id": 32729, "ts": "2026-07-22T02:02:13Z", "hours": 1.925, "text": "made the case and the firmware for my tpad :D (a whole 4 hours wasnt recorded because of an error with the recording on an ipad ;-;)"}, {"post_id": 25060, "ts": "2026-07-09T00:46:47Z", "hours": 2.5944, "text": "making the pcb of my cooler hackpad"}]...
|
Title: tpad by @ttj | Stardance
Devlogs:
making t Title: tpad by @ttj | Stardance
Devlogs:
making the pcb of my cooler hackpad
made the case and the firmware for my tpad :D (a whole 4 hours wasnt recorded because of an error with the recording on an ipad ;-;)...
|
1792658926.9401705
|
1793263726.9401705
|
|
19349
|
town hall bot by @valentine | Stardance
|
valentine
|
0
|
9.17
|
0
|
[]
|
[{"post_id": 9456, "ts": "2026 [{"post_id": 9456, "ts": "2026-06-15T20:21:58Z", "hours": 9.1719, "text": "I’ve implemented many things so far, like a honeypot channel to catch spam bots, a ticket system for users to get support from staff, information messages for rules and guidelines, user verification via a button press, and new member announcements with custom images. (pictured below)"}]...
|
Title: town hall bot by @valentine | Stardance
De Title: town hall bot by @valentine | Stardance
Devlogs:
I’ve implemented many things so far, like a honeypot channel to catch spam bots, a ticket system for users to get support from staff, information messages for rules and guidelines, user verification via a button press, and new member announcements with custom images. (pictured below)...
|
1792580024.7618306
|
1793184824.7618306
|
|
50513
|
tower plattformer by @eshaan | Stardance
|
eshaan
|
0
|
0.46
|
0
|
[]
|
[{"post_id": 50409, "ts": "202 [{"post_id": 50409, "ts": "2026-08-19T15:56:18Z", "hours": 0.4569, "text": "I’ve added the player in and I’ve gotten started on building the tower for the platformer"}]...
|
Title: tower plattformer by @eshaan | Stardance
D Title: tower plattformer by @eshaan | Stardance
Devlogs:
I’ve added the player in and I’ve gotten started on building the tower for the platformer...
|
1792633657.0117047
|
1793238457.0117047
|
|
42841
|
tower defense by @solarlunarr | Stardance
|
solarlunarr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: tower defense by @solarlunarr | Stardance
|
1792525750.1228163
|
1793130550.1228163
|
|
42842
|
tower defense by @solarlunarr | Stardance
|
solarlunarr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: tower defense by @solarlunarr | Stardance
|
1792525750.9571576
|
1793130550.9571576
|
|
13619
|
tourcraft by @tillus | Stardance
|
tillus
|
0
|
1.18
|
0
|
[]
|
[{"post_id": 6990, "ts": "2026 [{"post_id": 6990, "ts": "2026-06-11T18:48:52Z", "hours": 0.6506, "text": "I did some UI improvements and added Apple Private Cloud Compute Capabilities to enable the use of advanced Apple Intelligence features."}, {"post_id": 5795, "ts": "2026-06-09T18:32:14Z", "hours": 0.5317, "text": "Today I created the basic structure of the home view."}]...
|
Title: tourcraft by @tillus | Stardance
Devlogs:
Title: tourcraft by @tillus | Stardance
Devlogs:
Today I created the basic structure of the home view.
I did some UI improvements and added Apple Private Cloud Compute Capabilities to enable the use of advanced Apple Intelligence features....
|
1792579923.8297424
|
1793184723.8297424
|
|
40838
|
torchbearer by @NosyMonty | Stardance
|
NosyMonty
|
1
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T11:34:30Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "its a short platformer that has three levels and much more see past devlogs for more details", "repo": "https://github.com/NosyMonty/torchbearer", "demo": "https://nosymonty.itch.io/the-torchbearer"}]...
|
[{"post_id": 62826, "ts": "202 [{"post_id": 62826, "ts": "2026-09-06T11:02:03Z", "hours": 7.2519, "text": "devlog #15 so i think the game is finally finished its not as long as i wanted nor was i able to get the twist to work (i can’t 3d design very well) and I have lost the passion to work on the game it is a finished version playable takes about 10 minutes for those who want to but id rather have a finished playable version for everyone who would wanna play it then just leave it but basically it has 3 levels tutorial and then 2 main levels they are short but they all have boss battles and some form of enemy there is music, SFX and all, and backgrounds, there is a title screen and a portal to transport you from level to level once you finish there is a you win screen with a button to return to main menu there is themes and everything"}, {"post_id": 58601, "ts": "2026-08-31T02:22:29Z", "hours": 5.5758, "text": "devlog #14 worked on the tutorial level with text on how to play movement etc, also added 4 new enemies 3 bosses and one normal enemy but will keep them a secret untill i utalise them"}, {"post_id": 50746, "ts": "2026-08-20T03:04:50Z", "hours": 3.23, "text": "Devlog #13 added multiple things like new enemy to a point haven’t actually made the script yet. fixed and added the themes for the home and game over screen with there being two cave and village, with music on the way. I also added new attacks for the player where it has air attacks where it freezes and then accelerates down to deal more damage that is basically it it was mostly the player script that was a pain"}, {"post_id": 46234, "ts": "2026-08-13T10:24:05Z", "hours": 1.8192, "text": "devlog #12 im going to be honest this devlog is like 4 days’ worth of 30-minute stuff i think i showed everything i added but i can’t remember (stupid me) what i do know is that i have started and failed at a moving background with like 6 layers and attempted to make themes which I’ll explain/ show why at a later date but i think that is it (let’s not make this mistake again)"}, {"post_id": 43939, "ts": "2026-08-09T12:06:54Z", "hours": 1.6208, "text": "Devlog #11 over the past three days I have worked little on torchbearer, and it is going well I have updated the level design a bit not fully completed, added a coin with an animation, and am working on a vase that can be broken and it will drop 1-3 coins, I also added a tile screen, game manager where it can track coins bosses and levels and stuff and a game over screen, now I just need to finish implementing then into the actual game so they come onto the screen at the correct time and the buttons work, I am also planning to add more sprites to the game and start working on the first boss"}, {"post_id": 41859, "ts": "2026-08-06T10:31:58Z", "hours": 1.1336, "text": "I’m going to try this devlog thing it seem like a cool way for me to keep track devlog #10 in today’s 1 hr coding session I actually got a lot done, I added some new animations for the player like slide which when activated it actually gives the player a speed boost, I enabled the player to attack and kill the bat and added its dying animation. I also added a new death screen where it fades to black still need to make a way to actually start again when you die, I fixed the spikes so the player just dies not fall through the ground it fades to black. Next session my goal is to add more enemies, start working on the tutorial level and expand on the cave level as well as start other levels and if im feeling nice i might give you a sneek peak at the twist at the end so follow along but take your time this might take a while with the little progress i have made in about 10 hours."}, {"post_id": 41269, "ts": "2026-08-05T11:45:34Z", "hours": 1.0392, "text": "worked on a spike where it will reset the character a.k.a the character will die and the scene will reset. I also went the complex route of making it with a collision polygon shape instead of a normal collision shape now I just need to work out how to get the killzone script working with the spikes on every scene so i can just add the spikes scene"}, {"post_id": 40018, "ts": "2026-08-03T11:21:10Z", "hours": 0.7431, "text": "added enemy attacks where the player can now die when health reaches zero and it also follows the player you can’t kill it yet still need to set up the zones and stuff but at least it took me 40 minutes to write some code"}, {"post_id": 39785, "ts": "2026-08-02T23:56:12Z", "hours": 0.4542, "text": "built an enemy follow feature which allows the bat to follow the player and attack but after one attack it freezes and does not follow or attack again next time, I need to fix that and also add player damage to allow the user to kill enemy’s"}, {"post_id": 39400, "ts": "2026-08-02T10:45:35Z", "hours": 0.78, "text": "added the foundation for the bat script and player damage but will need to continue on it with hitboxes and deal damage"}, {"post_id": 38879, "ts": "2026-08-01T13:22:10Z", "hours": 1.4586, "text": "started on an enemy attack system where the enemy will follow you and try to attack also started on the player attack and health system, aiming to finish by tomorrow"}, {"post_id": 37953, "ts": "2026-07-31T00:20:37Z", "hours": 1.0378, "text": "Added a new/first enemy with animations. My next goal is to make a tile set for one of my levels and get enemies attacking and dealing damage"}, {"post_id": 37487, "ts": "2026-07-30T08:22:14Z", "hours": 1.3272, "text": "added more attacks so they link up it will have a count and depending on the count it will play a different player animation"}, {"post_id": 36759, "ts": "2026-07-29T00:53:52Z", "hours": 1.2675, "text": "attack animation added"}, {"post_id": 36185, "ts": "2026-07-28T03:23:16Z", "hours": 0.4917, "text": "The player movement script is done and allows for movement in the 2d game with sprite animations and the vector flip, so it flips based on the direction the character is moving"}]...
|
Title: torchbearer by @NosyMonty | Stardance
Devl Title: torchbearer by @NosyMonty | Stardance
Devlogs:
The player movement script is done and allows for movement in the 2d game with sprite animations and the vector flip, so it flips based on the direction the character is moving
attack animation added
added more attacks so they link up it will have a count and depending on the count it will play a different player animation
Added a new/first enemy with animations. My next goal is to make a tile set for one of my levels and get enemies attacking and dealing damage
started on an enemy attack system where the enemy will follow you and try to attack also started on the player attack and health system, aiming to finish by tomorrow
added the foundation for the bat script and player damage but will need to continue on it with hitboxes and deal damage
built an enemy follow feature which allows the bat to follow the player and attack but after one attack it freezes and does not follow or attack again next time, I need to fix that and also add player damage to allow the user to kill enemy’s
added enemy attacks where the player can now die when health reaches zero and it also follows the player you can’t kill it yet still need to set up the zones and stuff but at least it took me 40 minutes to write some code
worked on a spike where it will reset the character a.k.a the character will die and the scene will reset. I also went the complex route of making it with a collision polygon shape instead of a normal collision shape now I just need to work out how to get the killzone script working with the spikes on every scene so i can just add the spikes scene
I’m going to try this devlog thing it seem like a cool way for me to keep track devlog #10 in today’s 1 hr coding session I actually got a lot done, I added some new animations for the player like slide which when activated it actually gives the player a speed boost, I enabled the player to attack and kill the bat and added its dying animation. I also added a new death screen where it fades to black still need to make a way to actually start again when you die, I fixed the spikes so the player just dies not fall through the ground it fades to black. Next session my goal is to add more enemies, start working on the tutorial level and expand on the cave level as well as start other levels and if im feeling nice i might give you a sneek peak at the twist at the end so follow along but take your time this might take a while with the little progress i have made in about 10 hours.
Devlog #11 over the past three days I have worked little on torchbearer, and it is going well I have updated the level design a bit not fully completed, added a coin with an animation, and am working on a vase that can be broken and it will drop 1-3 coins, I also added a tile screen, game manager where it can track coins bosses and levels and stuff and a game over screen, now I just need to finish implementing then into the actual game so they come onto the screen at the correct time and the buttons work, I am also planning to add more sprites to the game and start working on the first boss
devlog #12 im going to be honest this devlog is like 4 days’ worth of 30-minute stuff i think i showed everything i added but i can’t remember (stupid me) what i do know is that i have started and failed at a moving background with like 6 layers and attempted to make themes which I’ll explain/ show why at a later date but i think that is it (let’s not make this mistake again)
Devlog #13 added multiple things like new enemy to a point haven’t actually made the script yet. fixed and added the themes for the home and game over screen with there being two cave and village, with music on the way. I also added new attacks for the player where it has air attacks where it freezes and then accelerates down to deal more damage that is basically it it was mostly the player script that was a pain
devlog #14 worked on the tutorial level with text on how to play movement etc, also added 4 new enemies 3 bosses and one normal enemy but will keep them a secret untill i utalise them
devlog #15 so i think the game is finally finished its not as long as i wanted nor was i able to get the twist to work (i can’t 3d design very well) and I have lost the passion to work on the game it is a finished version playable takes about 10 minutes for those who want to but id rather have a finished playable version for everyone who would wanna play it then just leave it but basically it has 3 levels tutorial and then 2 main levels they are short but they all have boss battles and some form of enemy there is music, SFX and all, and backgrounds, there is a title screen and a portal to transport you from level to level once you finish there is a you win screen with a button to return to main menu there is themes and everything
Ships:
its a short platformer that has three levels and much more see past devlogs for more details...
|
1793112552.9947276
|
1793198952.9947276
|
|
42881
|
topology optimized record (vinyl) display stand by topology optimized record (vinyl) display stand by @KeineKatzeKatze | Stardance...
|
KeineKatzeKatze
|
0
|
3.55
|
0
|
[]
|
[{"post_id": 40050, "ts": "202 [{"post_id": 40050, "ts": "2026-08-03T12:27:14Z", "hours": 1.0833, "text": "Today was quite time consuming, but brought good progress overall. The main focus was on setting up the simulation: I analyzed where loads and forces would actually hit the component and experimented with various parameters accordingly. After running two simulations, I’m almost satisfied with the first prototype. Before I can move on to 3D printing the part, I need to fix the printer first. Once that’s done, the first physical test print is up next."}, {"post_id": 39622, "ts": "2026-08-02T18:53:37Z", "hours": 2.4667, "text": "I’ve always liked listening to vinyl, so I decided to design my own “Now Playing” record stand to display the album cover while a record is spinning. I started by designing the feet of the stand. The hardest part was finding the right dimensions for the recessed felt pads so they fit properly and protect the surface underneath. For the main structure, I’m using topology optimization to create a lightweight but strong design with a more organic look. Setting up the preserve areas and keep-out zones took a bit of trial and error. Another challenge was estimating the forces the stand has to handle, especially with heavier double LPs and the tilted center of gravity. Right now, I’m still tweaking the optimization settings in CAD to get the best balance between strength and material usage before preparing the final model for 3D printing."}]...
|
Title: topology optimized record (vinyl) display s Title: topology optimized record (vinyl) display stand by @KeineKatzeKatze | Stardance
Devlogs:
I’ve always liked listening to vinyl, so I decided to design my own “Now Playing” record stand to display the album cover while a record is spinning. I started by designing the feet of the stand. The hardest part was finding the right dimensions for the recessed felt pads so they fit properly and protect the surface underneath. For the main structure, I’m using topology optimization to create a lightweight but strong design with a more organic look. Setting up the preserve areas and keep-out zones took a bit of trial and error. Another challenge was estimating the forces the stand has to handle, especially with heavier double LPs and the tilted center of gravity. Right now, I’m still tweaking the optimization settings in CAD to get the best balance between strength and material usage before preparing the final model for 3D printing.
Today was quite time consuming, but brought good progress overall. The main focus was on setting up the simulation: I analyzed where loads and forces would actually hit the component and experimented with various parameters accordingly. After running two simulations, I’m almost satisfied with the first prototype. Before I can move on to 3D printing the part, I need to fix the printer first. Once that’s done, the first physical test print is up next....
|
1792525975.1430385
|
1793130775.1430385
|
|
57502
|
toot by @skyisgreen | Stardance
|
skyisgreen
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: toot by @skyisgreen | Stardance
|
1792709511.256311
|
1793314311.256311
|
|
48781
|
toomanyparts by @chinh4 | Stardance
|
chinh4
|
0
|
24.7
|
0
|
[]
|
[{"post_id": 77762, "ts": "202 [{"post_id": 77762, "ts": "2026-10-08T06:12:51Z", "hours": 11.2933, "text": "Its lookin a little different… So I have completed the entire gantry for the printer. I have also made a custom toolhead that is compatible with the xol toolhead carriage for the monolith gantry design. Additionally I have opted to use the Trident inverted electronics mod, on which I have mounted the electronics."}, {"post_id": 72115, "ts": "2026-09-22T06:11:42Z", "hours": 4.6956, "text": "gantry gantry gantry Most of the time was me wondering if I should go with the stock gantry design or use an awd design. I have ended up opting to use the monolith gantry for it’s compatibility with awd. I chose the monolith gantry since I don’t think I could iterate on the awd gantry design anymore than what I would be willing to compromise on. However, I have created mounts for use with the Ender 3 motors so that they are compatible with the long shafted version."}, {"post_id": 67099, "ts": "2026-09-13T04:53:26Z", "hours": 2.6761, "text": "Z-Axis almost complete I have completed the Z-Carriages that connect the bed to the motors, now I just need to mount the bed and then do the gantry…"}, {"post_id": 63295, "ts": "2026-09-07T01:32:24Z", "hours": 4.5425, "text": "Start work on Z-Axis I got the frame fixed up since I was missing a bit. I had also mounted the gantry positions but I don’t want to figure out how to do an AWD corexy gantry yet, so I started work on the Z-Axis of the printer. I got the base corners onto the frame assembly, and I will be working on the other mounts next. Then I will work on mounting the bed to the stepper motors."}, {"post_id": 47904, "ts": "2026-08-16T05:31:29Z", "hours": 1.4894, "text": "Project setup and Voron 2.4 Frame reconstructed"}]...
|
Title: toomanyparts by @chinh4 | Stardance
Devlog Title: toomanyparts by @chinh4 | Stardance
Devlogs:
Project setup and Voron 2.4 Frame reconstructed
Start work on Z-Axis I got the frame fixed up since I was missing a bit. I had also mounted the gantry positions but I don’t want to figure out how to do an AWD corexy gantry yet, so I started work on the Z-Axis of the printer. I got the base corners onto the frame assembly, and I will be working on the other mounts next. Then I will work on mounting the bed to the stepper motors.
Z-Axis almost complete I have completed the Z-Carriages that connect the bed to the motors, now I just need to mount the bed and then do the gantry…
gantry gantry gantry Most of the time was me wondering if I should go with the stock gantry design or use an awd design. I have ended up opting to use the monolith gantry for it’s compatibility with awd. I chose the monolith gantry since I don’t think I could iterate on the awd gantry design anymore than what I would be willing to compromise on. However, I have created mounts for use with the Ender 3 motors so that they are compatible with the long shafted version.
Its lookin a little different… So I have completed the entire gantry for the printer. I have also made a custom toolhead that is compatible with the xol toolhead carriage for the monolith gantry design. Additionally I have opted to use the Trident inverted electronics mod, on which I have mounted the electronics....
|
1792565599.0208275
|
1793170399.0208275
|
|
42123
|
tool tracker v2 by @Bepfrm | Stardance
|
Bepfrm
|
0
|
4.95
|
0
|
[]
|
[{"post_id": 38637, "ts": "202 [{"post_id": 38637, "ts": "2026-08-01T04:13:01Z", "hours": 2.2003, "text": "working on the schematics for the electronics the electronics just consist of an esp32, 2 expansion boards (can be increased in the future), an antenna (not shown in the schematic), a pn532 rfid/nfc reader, and a bunch of switches. the ada fruit pn532 can be switched with a cheaper and/or smaller generic red pn532."}, {"post_id": 38529, "ts": "2026-07-31T23:44:17Z", "hours": 2.7503, "text": "3d model of an inital design being compatable with gridfinity the title basically sums it up. This specific model is supposed to hold an m12 impact + a battery too."}]...
|
Title: tool tracker v2 by @Bepfrm | Stardance
Dev Title: tool tracker v2 by @Bepfrm | Stardance
Devlogs:
3d model of an inital design being compatable with gridfinity the title basically sums it up. This specific model is supposed to hold an m12 impact + a battery too.
working on the schematics for the electronics the electronics just consist of an esp32, 2 expansion boards (can be increased in the future), an antenna (not shown in the schematic), a pn532 rfid/nfc reader, and a bunch of switches. the ada fruit pn532 can be switched with a cheaper and/or smaller generic red pn532....
|
1792497014.7308116
|
1793101814.7308116
|
|
43434
|
toobOS by @toobcodepro | Stardance
|
toobcodepro
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: toobOS by @toobcodepro | Stardance
|
1792547441.236575
|
1793152241.236575
|
|
54153
|
toms os by @thomasclayton7 | Stardance
|
thomasclayton7
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: toms os by @thomasclayton7 | Stardance
|
1792777965.9663455
|
1793382765.9663455
|
|
43183
|
tome by @static_noise | Stardance
|
static_noise
|
0
|
2.0
|
0
|
[]
|
[{"post_id": 42873, "ts": "202 [{"post_id": 42873, "ts": "2026-08-07T20:38:04Z", "hours": 1.4722, "text": "shaping the project, burned out"}, {"post_id": 39661, "ts": "2026-08-02T19:47:28Z", "hours": 0.5311, "text": "Started work on TOME, so, tome is designed to be easily embeddable (because I literally saw how shitty toml++ is to embed) and being easy to write and read"}]...
|
Title: tome by @static_noise | Stardance
Devlogs: Title: tome by @static_noise | Stardance
Devlogs:
Started work on TOME, so, tome is designed to be easily embeddable (because I literally saw how shitty toml++ is to embed) and being easy to write and read
shaping the project, burned out...
|
1792536813.1521797
|
1793141613.1521797
|
|
42257
|
tomato's website by @taiyo_tomato | Stardance
|
taiyo_tomato
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: tomato's website by @taiyo_tomato | Sta Title: tomato's website by @taiyo_tomato | Stardance...
|
1792504164.6551301
|
1793108964.6551301
|
|
24115
|
tokenscope by @DevaanshPathak | Stardance
|
DevaanshPathak
|
0
|
4.32
|
0
|
[]
|
[{"post_id": 21328, "ts": "202 [{"post_id": 21328, "ts": "2026-07-03T06:37:50Z", "hours": 1.0786, "text": "tokenscope v0.2.0 is the second public release and the first release focused on making the app useful outside a single interactive local-tokenizer workflow. v0.1.0 established the terminal UI, tokenizer inspection, exports, comparison mode, and the binary release pipeline. v0.2.0 expands that base into a more scriptable, configurable, and measurable tool. Release goals The main goal for v0.2.0 was to remove friction around repeated tokenizer analysis. The app already had a broad inspection surface, but common workflows still required too much manual setup: choosing the same tokenizer every time, keeping budget defaults in memory, copying token IDs manually, benchmarking outside the app, or writing small wrapper scripts around exports. This release focused on loading common tokenizers more quickly, making repeated analysis reproducible through config files, supporting CLI and CI workflows with stdin input, adding benchmark visibility inside the TUI, surfacing budget pressure earlier, and keeping release notes, docs, and build outputs organized for future releases. Optional HuggingFace Hub loading v0.2.0 adds explicit Hub loading through –hub, default_hub_model, and the TUI folder browser’s Load from Hub controls. This is intentionally opt-in. tokenscope still stays local-first and does not make runtime network calls unless the user requests a Hub tokenizer. The implementation routes Hub tokenizers through the same tokenizer engine abstraction as local tokenizers, which keeps downstream analysis, comparison, exports, and metadata behavior consistent. Configuration files The new config.py module adds .tokenscoperc and tokenscope.json support. Config files can define defaults for tokenizer paths, Hub model IDs, compare tokenizers, corpus and batch paths, export format, budget, Hub cache location, and special-token encoding. The init-config subcommand writes a starter config file, which makes it easier to standardize a workspace without memorizing every CLI flag. Headless stdin analysis Headless analyze mode can now read from stdin with –stdin, so shell pipelines and CI scripts can pass prompts directly into tokenscope. Example command: cat prompt.txt | python main.py analyze –tokenizer ./gpt2-local –stdin –budget 8192 The headless path also now honors config defaults when CLI arguments are omitted, which makes automated use less repetitive. Benchmark tab The new Benchmark tab measures tokenization throughput for the active input and reports tokens per second and characters per second. In compare mode, the benchmark can show primary-vs-compare speed deltas in the same interface where token boundaries and IDs are already being inspected. This is meant as a practical local measurement, not a lab-grade benchmark suite. It is useful for quickly spotting large tokenizer performance differences while testing real prompts. Budget alerts Budget usage is now more visible. The header includes an ambient budget badge, and the Stats panel shows a dedicated budget row. Both update based on utilization thresholds: green below 80 percent, yellow from 80 to 95 percent, red above 95 percent, and bold red above 100 percent. The intent is to make over-budget input obvious without forcing users to keep the Budget tab open. Clipboard support Ctrl+Y copies the current primary token IDs to the clipboard as a space-separated list. This is a small feature, but it removes an annoying manual step when moving token IDs into tests, issue reports, or comparison notes. Cost profile persistence The Cost tab now supports persistent user-defined pricing profiles. Project state was moved to schema version 2 so pricing profile information can round-trip with saved projects while still loading older v1 project files safely."}, {"post_id": 16950, "ts": "2026-06-27T14:58:08Z", "hours": 2.1336, "text": "tokenscope v0.1 is the first public release of the project: an offline terminal app for inspecting local HuggingFace tokenizer files without pulling in transformers or making runtime network calls. The goal for this release was to make tokenization visible. Tokenizers are often treated like a black box, but small differences in splits, offsets, special tokens, byte handling, and chat formatting can change cost, context usage, retrieval behavior, and model output quality. v0.1 turns those details into something you can inspect from a terminal. What Shipped The core TUI now loads local tokenizer folders, direct tokenizer.json files, WordPiece vocab files, and BPE vocab/merge layouts. Once loaded, the app shows colored token spans, token IDs, offsets, byte representations, text slices, vocabulary stats, and per-token details. The selected-token inspector was one of the most useful additions. It tracks the current token, supports keyboard navigation with [ and ] , syncs with token-table row selection, and shows the token text, ID, offsets, bytes, display width, local frequency, vocabulary membership, and a best-effort BPE merge tree. Compare mode became a major part of the release. Two tokenizers can now be loaded side by side against the same input, with aligned token views, token-count deltas, compression deltas, boundary differences, token differences, ID differences, corpus comparison, and tokenizer metadata inspection. The analysis surface grew beyond single prompts. v0.1 includes corpus analysis, batch prompt analysis, prompt budget checks, chat-template budget rendering, tokenizer pipeline debugging, tokenizer diffing, prompt packing simulation, regression suites, Unicode inspection, RAG chunk analysis, distribution summaries, cost estimates, and tokenizer repair suggestions. Exports were expanded to JSON, CSV, Markdown, and HTML. The headless analyze command makes the same analysis useful in scripts and CI, including budget and regression failure modes."}, {"post_id": 13812, "ts": "2026-06-22T17:09:19Z", "hours": 1.1033, "text": "I have started building tokenscope and here’s the idea: tokenscope is an offline terminal tokenizer explorer for local HuggingFace tokenizer files. It loads tokenizer folders from disk, lets you type text interactively, and shows colored token spans, token IDs, vocabulary stats, token inspection, decode round-trip checks, special-token metadata, prompt budgets, corpus analysis, BPE merge reconstruction, vocabulary search, and optional side-by-side tokenizer comparison."}]...
|
Title: tokenscope by @DevaanshPathak | Stardance
Title: tokenscope by @DevaanshPathak | Stardance
Devlogs:
I have started building tokenscope and here’s the idea: tokenscope is an offline terminal tokenizer explorer for local HuggingFace tokenizer files. It loads tokenizer folders from disk, lets you type text interactively, and shows colored token spans, token IDs, vocabulary stats, token inspection, decode round-trip checks, special-token metadata, prompt budgets, corpus analysis, BPE merge reconstruction, vocabulary search, and optional side-by-side tokenizer comparison.
tokenscope v0.1 is the first public release of the project: an offline terminal app for inspecting local HuggingFace tokenizer files without pulling in transformers or making runtime network calls. The goal for this release was to make tokenization visible. Tokenizers are often treated like a black box, but small differences in splits, offsets, special tokens, byte handling, and chat formatting can change cost, context usage, retrieval behavior, and model output quality. v0.1 turns those details into something you can inspect from a terminal. What Shipped The core TUI now loads local tokenizer folders, direct tokenizer.json files, WordPiece vocab files, and BPE vocab/merge layouts. Once loaded, the app shows colored token spans, token IDs, offsets, byte representations, text slices, vocabulary stats, and per-token details. The selected-token inspector was one of the most useful additions. It tracks the current token, supports keyboard navigation with [ and ] , syncs with token-table row selection, and shows the token text, ID, offsets, bytes, display width, local frequency, vocabulary membership, and a best-effort BPE merge tree. Compare mode became a major part of the release. Two tokenizers can now be loaded side by side against the same input, with aligned token views, token-count deltas, compression deltas, boundary differences, token differences, ID differences, corpus comparison, and tokenizer metadata inspection. The analysis surface grew beyond single prompts. v0.1 includes corpus analysis, batch prompt analysis, prompt budget checks, chat-template budget rendering, tokenizer pipeline debugging, tokenizer diffing, prompt packing simulation, regression suites, Unicode inspection, RAG chunk analysis, distribution summaries, cost estimates, and tokenizer repair suggestions. Exports were expanded to JSON, CSV, Markdown, and HTML. The headless analyze command makes the same analysis useful in scripts and CI, including budget and regression failure modes.
tokenscope v0.2.0 is the second public release and the first release focused on making the app useful outside a single interactive local-tokenizer workflow. v0.1.0 established the terminal UI, tokenizer inspection, exports, comparison mode, and the binary release pipeline. v0.2.0 expands that base into a more scriptable, configurable, and measurable tool. Release goals The main goal for v0.2.0 was to remove friction around repeated tokenizer analysis. The app already had a broad inspection surface, but common workflows still required too much manual setup: choosing the same tokenizer every time, keeping budget defaults in memory, copying token IDs manually, benchmarking outside the app, or writing small wrapper scripts around exports. This release focused on loading common tokenizers more quickly, making repeated analysis reproducible through config files, supporting CLI and CI workflows with stdin input, adding benchmark visibility inside the TUI, surfacing budget pressure earlier, and keeping release notes, docs, and build outputs organized for future releases. Optional HuggingFace Hub loading v0.2.0 adds explicit Hub loading through –hub, default_hub_model, and the TUI folder browser’s Load from Hub controls. This is intentionally opt-in. tokenscope still stays local-first and does not make runtime network calls unless the user requests a Hub tokenizer. The implementation routes Hub tokenizers through the same tokenizer engine abstraction as local tokenizers, which keeps downstream analysis, comparison, exports, and metadata behavior consistent. Configuration files The new config.py module adds .tokenscoperc and tokenscope.json support. Config files can define defaults for tokenizer paths, Hub model IDs, compare tokenizers, corpus and batch paths, export format, budget, Hub cache location, and special-token encoding. The init-config subcommand writes a starter config file, which makes it easier to standardize a workspace without memorizing every CLI flag. Headless stdin analysis Headless analyze mode can now read from stdin with –stdin, so shell pipelines and CI scripts can pass prompts directly into tokenscope. Example command: cat prompt.txt | python main.py analyze –tokenizer ./gpt2-local –stdin –budget 8192 The headless path also now honors config defaults when CLI arguments are omitted, which makes automated use less repetitive. Benchmark tab The new Benchmark tab measures tokenization throughput for the active input and reports tokens per second and characters per second. In compare mode, the benchmark can show primary-vs-compare speed deltas in the same interface where token boundaries and IDs are already being inspected. This is meant as a practical local measurement, not a lab-grade benchmark suite. It is useful for quickly spotting large tokenizer performance differences while testing real prompts. Budget alerts Budget usage is now more visible. The header includes an ambient budget badge, and the Stats panel shows a dedicated budget row. Both update based on utilization thresholds: green below 80 percent, yellow from 80 to 95 percent, red above 95 percent, and bold red above 100 percent. The intent is to make over-budget input obvious without forcing users to keep the Budget tab open. Clipboard support Ctrl+Y copies the current primary token IDs to the clipboard as a space-separated list. This is a small feature, but it removes an annoying manual step when moving token IDs into tests, issue reports, or comparison notes. Cost profile persistence The Cost tab now supports persistent user-defined pricing profiles. Project state was moved to schema version 2 so pricing profile information can round-trip with saved projects while still loading older v1 project files safely....
|
1792925639.2975965
|
1793789639.2975965
|
|
3826
|
todox by @divyanshxd | Stardance
|
divyanshxd
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: todox by @divyanshxd | Stardance
|
1792522142.3699837
|
1793126942.3699837
|
|
53454
|
todolist by @anujrotkar | Stardance
|
anujrotkar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: todolist by @anujrotkar | Stardance
|
1792749121.2544596
|
1793353921.2544596
|
|
62658
|
todo by @leila | Stardance
|
leila
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: todo by @leila | Stardance
|
1793047707.1151283
|
1793652507.1151283
|
|
68863
|
toad runner by @JP | Stardance
|
JP
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T15:25:58Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 2D platformer game that is easy to play and learn. The most challenging part of this project was creating the levels. It was not easy finding inspiration to create these levels, but I think I tried my best 🥲. I’m proud of me completing the project; seeing it actually work made me super happy. This is just an easy game where you can collect apples, jump on enemies to kill them, and touch them to get hurt by them.", "repo": "https://github.com/JP-CM237/toad-runner", "demo": "https://itch.io/embed-upload/19698628?color=333333"}]...
|
[{"post_id": 79058, "ts": "202 [{"post_id": 79058, "ts": "2026-10-12T15:04:03Z", "hours": 9.0036, "text": "I am finally done with Toad runner."}, {"post_id": 78159, "ts": "2026-10-09T20:30:30Z", "hours": 2.3119, "text": "I just finished working on some character movements, such as moving left, right and up"}]...
|
Title: toad runner by @JP | Stardance
Devlogs:
I Title: toad runner by @JP | Stardance
Devlogs:
I just finished working on some character movements, such as moving left, right and up
I am finally done with Toad runner.
Ships:
I made a 2D platformer game that is easy to play and learn. The most challenging part of this project was creating the levels. It was not easy finding inspiration to create these levels, but I think I tried my best 🥲. I’m proud of me completing the project; seeing it actually work made me super happy. This is just an easy game where you can collect apples, jump on enemies to kill them, and touch them to get hurt by them....
|
1793008294.7767184
|
1793094694.7767184
|
|
45162
|
to-do list by @Mohamed_Hamza | Stardance
|
Mohamed_Hamza
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T16:22:02Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "a to-do list", "repo": "https://github.com/hamzafhf2022-byte/To-do-list", "demo": "https://hamzafhf2022-byte.github.io/To-do-list/"}]...
|
[{"post_id": 42727, "ts": "202 [{"post_id": 42727, "ts": "2026-08-07T16:20:17Z", "hours": 0.4503, "text": "A to-do list"}]...
|
Title: to-do list by @Mohamed_Hamza | Stardance
D Title: to-do list by @Mohamed_Hamza | Stardance
Devlogs:
A to-do list
Ships:
a to-do list...
|
1792997390.6871407
|
1793083790.6871407
|
|
45545
|
to do list by @umar7 | Stardance
|
umar7
|
1
|
2.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T15:55:24Z", "hours": 2.0, "multiplier": 1.11, "payout": 2, "blessing": "neutral", "text": "i created a simple To-do list which is locally stored in the browsers storage so even if the browser is closed or refreshed the tasks are still there", "repo": "https://github.com/umarxpro7-ai/todolist", "demo": "https://to-do-list6767.netlify.app/"}]...
|
[{"post_id": 43331, "ts": "202 [{"post_id": 43331, "ts": "2026-08-08T15:07:46Z", "hours": 2.2344, "text": "i have created a simple to-do list which can be marked as checked and unchecked it also saves the tasks in the browser so even if the browser is closed or refreshed it does not delete the tasks"}]...
|
Title: to do list by @umar7 | Stardance
Devlogs:
Title: to do list by @umar7 | Stardance
Devlogs:
i have created a simple to-do list which can be marked as checked and unchecked it also saves the tasks in the browser so even if the browser is closed or refreshed it does not delete the tasks
Ships:
i created a simple To-do list which is locally stored in the browsers storage so even if the browser is closed or refreshed the tasks are still there...
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1793084004.164913
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1793170404.164913
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62964
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to do list by @hansika_p | Stardance
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hansika_p
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0
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0.0
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0
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[]
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[]
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Title: to do list by @hansika_p | Stardance
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1793047921.4515655
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1793652721.4515655
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5411
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to do app (with infinite subtasks!!!) by @dfe | St to do app (with infinite subtasks!!!) by @dfe | Stardance...
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dfe
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0
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0.0
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0
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[]
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[]
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Title: to do app (with infinite subtasks!!!) by @d Title: to do app (with infinite subtasks!!!) by @dfe | Stardance...
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1792918194.0563252
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1793782194.0563252
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24919
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to delete by @unciaur | Stardance
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unciaur
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0
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0.0
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0
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[]
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[]
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Title: to delete by @unciaur | Stardance
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1792752699.8860176
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1793357499.8860176
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56442
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tnest by @frog | Stardance
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frog
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0
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0.0
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0
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[]
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[]
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Title: tnest by @frog | Stardance
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1792662676.1513145
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1793267476.1513145
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