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9877
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My Blog Page by @brunodevdrums | Stardance
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brunodevdrums
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1
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4.0
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44
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T20:59:01Z", "hours": 4.0, "multiplier": 11.76, "payout": 44, "blessing": "neutral", "text": "While building my blog, I learned how to create dynamic pages using URL parameters, something I’d always wondered how to do, and this time I managed it! I know there isn’t much content yet, and I plan to add more in the future, but for me, this was an excellent way to practice reading URL parameters and generating dynamic pages based on them!", "repo": "https://github.com/BrundevCoder/blog", "demo": "https://brundevcoder.github.io/blog/"}]...
|
[{"post_id": 4289, "ts": "2026 [{"post_id": 4289, "ts": "2026-06-07T15:27:53Z", "hours": 0.8381, "text": "Well, during this time, I did these things: Readme Update: My readme is now much more complete, currently including an entire section on design with images and videos representing the animations and interactions my website has. The fight against mp4s on GitHub: Initially, I tried to put .mp4 files in the Readme, which in theory should work, but for some reason, unfortunately, they didn’t :P so I had to record some videos again and convert them to .gif to appear correctly in the readme. I corrected a spelling error in the second post, because instead of Journey I had previously written Jorney ;-;"}, {"post_id": 3872, "ts": "2026-06-06T23:14:07Z", "hours": 1.1303, "text": "Okay, here’s a list of what I’ve done so far: Added +1 post (which includes a complete .md file I wrote) Improved responsiveness (the site was very overflowing, especially on small screens) Added a small button to go back on the page (including CSS and responsiveness, of course) Small animations on the homepage cards Added the README And I also had to fix a small problem on GitHub, where a certain image didn’t have its name updated, so I had to find some ways to fix it!"}, {"post_id": 3838, "ts": "2026-06-06T22:02:33Z", "hours": 0.5114, "text": "Now, the banner is chosen dynamically, based on the URL’s title parameter; if it exists, show an image, otherwise show a default (the one that says error). I’m also currently writing some posts and creating a banner for the homepage."}, {"post_id": 3575, "ts": "2026-06-06T16:02:37Z", "hours": 0.7253, "text": "My page now uses a markdown to HTML converter. The code takes the title parameter from the URL, and if a markdown with the same name exists (the code converts the URL to lowercase), it displays the blog’s description. If it doesn’t exist, it will only show a message telling the user that the post doesn’t exist."}, {"post_id": 3547, "ts": "2026-06-06T15:16:55Z", "hours": 0.6094, "text": "I started making my blog! My blog will have a specific way of displaying my posts; the code will look for the title parameter in the URL, and it will search for a .md file with the same name and convert it to HTML. For now, I’ve done the HTML and CSS for the homepage."}]...
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Title: My Blog Page by @brunodevdrums | Stardance
Title: My Blog Page by @brunodevdrums | Stardance
Devlogs:
I started making my blog! My blog will have a specific way of displaying my posts; the code will look for the title parameter in the URL, and it will search for a .md file with the same name and convert it to HTML. For now, I’ve done the HTML and CSS for the homepage.
My page now uses a markdown to HTML converter. The code takes the title parameter from the URL, and if a markdown with the same name exists (the code converts the URL to lowercase), it displays the blog’s description. If it doesn’t exist, it will only show a message telling the user that the post doesn’t exist.
Now, the banner is chosen dynamically, based on the URL’s title parameter; if it exists, show an image, otherwise show a default (the one that says error). I’m also currently writing some posts and creating a banner for the homepage.
Okay, here’s a list of what I’ve done so far: Added +1 post (which includes a complete .md file I wrote) Improved responsiveness (the site was very overflowing, especially on small screens) Added a small button to go back on the page (including CSS and responsiveness, of course) Small animations on the homepage cards Added the README And I also had to fix a small problem on GitHub, where a certain image didn’t have its name updated, so I had to find some ways to fix it!
Well, during this time, I did these things: Readme Update: My readme is now much more complete, currently including an entire section on design with images and videos representing the animations and interactions my website has. The fight against mp4s on GitHub: Initially, I tried to put .mp4 files in the Readme, which in theory should work, but for some reason, unfortunately, they didn’t :P so I had to record some videos again and convert them to .gif to appear correctly in the readme. I corrected a spelling error in the second post, because instead of Journey I had previously written Jorney ;-;
Ships:
While building my blog, I learned how to create dynamic pages using URL parameters, something I’d always wondered how to do, and this time I managed it! I know there isn’t much content yet, and I plan to add more in the future, but for me, this was an excellent way to practice reading URL parameters and generating dynamic pages based on them!...
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1793256995.6211097
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1793343395.6211097
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9883
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THE WEBB by @Synt-0 | Stardance
|
Synt-0
|
1
|
22.0
|
209
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T19:51:11Z", "hours": 22.0, "multiplier": 9.67, "payout": 209, "blessing": "neutral", "text": "I made an interactive website that shows the journey of the James Webb Space Telescope through the universe! I had a lot of trouble with alignment and other things, but at last, I finished it. This is actually my “first website”, and I learned everything through YouTube and other resources. I’m genuinely proud to have made something of my own and I’m happy to finally share it I recommend visiting the website on a computer *, as it is more optimized for desktop and offers a fuller experience.", "repo": "https://github.com/Synt-0/The-WEBB", "demo": "https://synt-0.github.io/The-WEBB/"}]...
|
[{"post_id": 78426, "ts": "202 [{"post_id": 78426, "ts": "2026-10-10T19:35:32Z", "hours": 2.7153, "text": "FINISHED THE WEBSITE! and will be deployed in a few mins i gave the star icon a api gave the webb a font and all"}, {"post_id": 78137, "ts": "2026-10-09T18:27:32Z", "hours": 5.9328, "text": "THE WEBSITE IS ALMOST OVER! I’ve worked on the popups, the timeline dots, and almost everything else, except for the random image button, the NASA api, and a few related things. But I think I’ll be able to ship it tmw! Honestly, I’m pretty happy with how it’s turning out so far. hopefully you all like it too . i still have to make it reactive and a few more things also can i use brittany font like i downloaded it from a site but it said its for personal use only so can i implement it ? . ANYWAYS YOU CAN SEE THE WEBSITE TMW I BELIEVE"}, {"post_id": 77116, "ts": "2026-10-05T17:42:00Z", "hours": 3.77, "text": "I did the stars , more like i got the code from this site (actually ) https://codepen.io/rkuai/pen/ExLbPWG/ had to do a bit of tweeking to the code to make it work with my own stuff but its good. thank rena (owner of the site ) . and i also am starting to make the popup box for the dots etc did some code for it and broke some things but fixed it . when i started to do js , i found it too complicated and stff . btw after 2 to 3 dev post i will finish the project hopefully i get a good amount of sd/h .. ( funfact - i first started of and aimed for the macbook neo cause my pc is a dell aio with Pentium5405U with 12gb ram <its ddr3 not 5 or 4 > now i have downgraded and downgraded to get mabe the huion tablet [idk why i want it i dont draw]i dont have much time so i am quiting after oct 10th cause i am in 10th and well got a lot to study and my internet access is also getting restricted sometimes ( since my pc use i very high so ya thats it ) . i do have to fix viewport stuff in css since i used px at first and its like calibrated to my screen (not reactive to other screens or brakes on other screens and stuff)"}, {"post_id": 71877, "ts": "2026-09-21T18:02:07Z", "hours": 1.2653, "text": "i worked on aligning the pictures of earth and the jwst . Now the site is actually coming along as like in my design and well still have some issues with the alignment but will figure it out tmw . the issue is there is excess vertical height and its scroll-able to the bottom which has nothing"}, {"post_id": 70208, "ts": "2026-09-18T18:19:47Z", "hours": 2.1378, "text": "This time i worked on the css and a bit in html and i have done the top controls now and need to do the rest tmw. when i did one thing like, formatting another thing breaks and so on .i think i spend 30min on on fixing the mistakes i made and well i have made some progress i have also fixed the top controls after a bit of struggle . i have also formatted the bottom parts a bit too .well thats for it now i guess."}, {"post_id": 66346, "ts": "2026-09-12T03:43:12Z", "hours": 0.8767, "text": "today i finished my html fully now i need to learn css and use it to style my website . i am not going to learn css properly cause i am having less time but i will study the basics from YT and go on with a AI to teach me what all code i need to study for doing my site specifically ."}, {"post_id": 65481, "ts": "2026-09-10T17:21:24Z", "hours": 0.835, "text": "so i worked on the main things of the website today from the dots to a bit of footer . i still have to implement imgs and some other things but it is enough for today i think .for data i am thinking of placing it in js"}, {"post_id": 64926, "ts": "2026-09-09T17:23:40Z", "hours": 2.7072, "text": "I learned a html (not fully) and a bit of css . since i am new to coding i am using AI to teach myself coding but the code above is a bit ai written the “span” code but it did it to make me understand . and i think the website i wanted to make is does getting a bit of its shape i think.."}, {"post_id": 7505, "ts": "2026-06-12T14:52:13Z", "hours": 1.355, "text": "I started learning HTML about a few day ago, and logged my hour. I am thinking to make a website which shows the Earth in the left side, and the James Webb Telescope in the right, and a line connecting both which has dots. Which, when pressed, show the picture that was taken on that day and a bit of info about the pic and other things. So, I am starting off with HTML , and it’s not much. I learned a bit. and here is a sample rough sketch done in canva"}]...
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Title: THE WEBB by @Synt-0 | Stardance
Devlogs:
I Title: THE WEBB by @Synt-0 | Stardance
Devlogs:
I started learning HTML about a few day ago, and logged my hour. I am thinking to make a website which shows the Earth in the left side, and the James Webb Telescope in the right, and a line connecting both which has dots. Which, when pressed, show the picture that was taken on that day and a bit of info about the pic and other things. So, I am starting off with HTML , and it’s not much. I learned a bit. and here is a sample rough sketch done in canva
I learned a html (not fully) and a bit of css . since i am new to coding i am using AI to teach myself coding but the code above is a bit ai written the “span” code but it did it to make me understand . and i think the website i wanted to make is does getting a bit of its shape i think..
so i worked on the main things of the website today from the dots to a bit of footer . i still have to implement imgs and some other things but it is enough for today i think .for data i am thinking of placing it in js
today i finished my html fully now i need to learn css and use it to style my website . i am not going to learn css properly cause i am having less time but i will study the basics from YT and go on with a AI to teach me what all code i need to study for doing my site specifically .
This time i worked on the css and a bit in html and i have done the top controls now and need to do the rest tmw. when i did one thing like, formatting another thing breaks and so on .i think i spend 30min on on fixing the mistakes i made and well i have made some progress i have also fixed the top controls after a bit of struggle . i have also formatted the bottom parts a bit too .well thats for it now i guess.
i worked on aligning the pictures of earth and the jwst . Now the site is actually coming along as like in my design and well still have some issues with the alignment but will figure it out tmw . the issue is there is excess vertical height and its scroll-able to the bottom which has nothing
I did the stars , more like i got the code from this site (actually ) https://codepen.io/rkuai/pen/ExLbPWG/ had to do a bit of tweeking to the code to make it work with my own stuff but its good. thank rena (owner of the site ) . and i also am starting to make the popup box for the dots etc did some code for it and broke some things but fixed it . when i started to do js , i found it too complicated and stff . btw after 2 to 3 dev post i will finish the project hopefully i get a good amount of sd/h .. ( funfact - i first started of and aimed for the macbook neo cause my pc is a dell aio with Pentium5405U with 12gb ram <its ddr3 not 5 or 4 > now i have downgraded and downgraded to get mabe the huion tablet [idk why i want it i dont draw]i dont have much time so i am quiting after oct 10th cause i am in 10th and well got a lot to study and my internet access is also getting restricted sometimes ( since my pc use i very high so ya thats it ) . i do have to fix viewport stuff in css since i used px at first and its like calibrated to my screen (not reactive to other screens or brakes on other screens and stuff)
THE WEBSITE IS ALMOST OVER! I’ve worked on the popups, the timeline dots, and almost everything else, except for the random image button, the NASA api, and a few related things. But I think I’ll be able to ship it tmw! Honestly, I’m pretty happy with how it’s turning out so far. hopefully you all like it too . i still have to make it reactive and a few more things also can i use brittany font like i downloaded it from a site but it said its for personal use only so can i implement it ? . ANYWAYS YOU CAN SEE THE WEBSITE TMW I BELIEVE
FINISHED THE WEBSITE! and will be deployed in a few mins i gave the star icon a api gave the webb a font and all
Ships:
I made an interactive website that shows the journey of the James Webb Space Telescope through the universe! I had a lot of trouble with alignment and other things, but at last, I finished it. This is actually my “first website”, and I learned everything through YouTube and other resources. I’m genuinely proud to have made something of my own and I’m happy to finally share it I recommend visiting the website on a computer *, as it is more optimized for desktop and offers a fuller experience....
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1793148763.7280834
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1793235163.7280834
|
|
9893
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NotchTerm by @aryavora21 | Stardance
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aryavora21
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1
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2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T01:07:25Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Fixed and finalized the ui appearance for this application, a simple tool for users running ai models in the background!", "repo": "https://github.com/AryaVora621/notchTerm", "demo": "https://notch-term.vercel.app/"}]...
|
[{"post_id": 3657, "ts": "2026 [{"post_id": 3657, "ts": "2026-06-06T18:08:48Z", "hours": 0.3086, "text": "Fixing up my ui for my terminal visualizer at a quick glance for macbooks"}, {"post_id": 3558, "ts": "2026-06-06T15:38:35Z", "hours": 1.5058, "text": "Fixing Height for notch ui"}]...
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Title: NotchTerm by @aryavora21 | Stardance
Devlo Title: NotchTerm by @aryavora21 | Stardance
Devlogs:
Fixing Height for notch ui
Fixing up my ui for my terminal visualizer at a quick glance for macbooks
Ships:
Fixed and finalized the ui appearance for this application, a simple tool for users running ai models in the background!...
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1793202490.9649136
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1793288890.9649136
|
|
9910
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My awesome macropad! by @Tadeas | Stardance
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Tadeas
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1
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1.0
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T21:54:42Z", "hours": 1.0, "multiplier": 5.0, "payout": 2, "blessing": "neutral", "text": "I tried to make my first Project here, the Hackpad. It was also my first time doing schematics and PCBs. I had some errors ,but I could solve them with the help of ai. Ai has also helped me when i didnt know how to upload files on github. Hopefully its going to be allright and if not, i am going to be happy for some feedback. :)", "repo": "https://github.com/tadeasrojicek/HackPad", "demo": ""}]...
|
[{"post_id": 4529, "ts": "2026 [{"post_id": 4529, "ts": "2026-06-07T21:28:38Z", "hours": 1.2144, "text": "I was working on the Hackpad yesterday and today i set up the Github page and fixed some bugs"}]...
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Title: My awesome macropad! by @Tadeas | Stardance Title: My awesome macropad! by @Tadeas | Stardance
Devlogs:
I was working on the Hackpad yesterday and today i set up the Github page and fixed some bugs
Ships:
I tried to make my first Project here, the Hackpad. It was also my first time doing schematics and PCBs. I had some errors ,but I could solve them with the help of ai. Ai has also helped me when i didnt know how to upload files on github. Hopefully its going to be allright and if not, i am going to be happy for some feedback. :)...
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1793256516.9836922
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1793342916.9836922
|
|
9911
|
Space Station by @CoolHotDog64 | Stardance
|
CoolHotDog64
|
1
|
35.0
|
558
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T15:12:15Z", "hours": 35.0, "multiplier": 15.96, "payout": 558, "blessing": "neutral", "text": "Space Station I created the International Space Station using CAD (Computer Aided Design) This was a hard challenge for me, here are some of the issues I had while creating this Not enough images, there were very few images that showed the space station in detail and almost none were clear, I fixed this by finding an image made by NASA which I based my space shuttle off of Very small parts, the parts that I had to make were very small and precise, what I had to do is I had to create an object (using the extrude tool) and then I used the transform tool to “freely” move it No dimensions available, since there were none, I just had to base it off of the NASA image and estimate the size of every object, this turned out well and I think I got almost everything the right size, I probably couldn’t do any better Why this design is unique and better then others available: This design is way more realistic then many models created, many models are rushed and low effort, I worked really hard to design this project and I think mine out performs a ton of models available especially since some models are created by professionals This design is unique since it’s actually realistic and allows multi color printing, instead of just coloring the faces of the objects which doesn’t do anything, I made sure that the color was a separate object so it could be multi color printed This was a very fun and interesting project! I will also mention that this is a MODEL of the ISS, If you think that it would be better to create my own, that would defeat the whole purpose since it wouldn’t do anything if I made my own, making a model lets me create a part of history (Last rate someone thought that I should create my own space shuttle instead of copying one which ruins the whole purpose) The information on how to download and print my file is in high detail in my readme, but I will quickly explain it here: First, click try project Second, you will see a bar at the bottom of your screen with a download button Thirdly click it and a menu will pop up to print it Or you can go to the readme and above it there should be step, stl and 3mf files that you can just download This was a very fun and exciting project! Thank you for viewing my project. One thing i will mention is if you try to print it, you might get issues since some of the parts are very small, the larger the better for printing. If the print messes up its not the 3D design’s fault, its the printers", "repo": "https://github.com/CoolHotDog64/Space-Station", "demo": "https://makerworld.com/en/models/3153870-international-space-station"}]...
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[{"post_id": 40795, "ts": "202 [{"post_id": 40795, "ts": "2026-08-04T15:33:46Z", "hours": 1.2672, "text": "I Finished My Space Station! This project was faster then the last one, but I’m very happy with the current result! The project should be rated today or tomorrow, all I need to do is create my readme and the description of my space shuttle What I did since last develog: I created the connection between the solar panels and the main body of the space station, this took a while since I needed to make it realistic and there weren’t many images sowing this component on the ISS I added a new small component to my space station, this connected to a previous piece I made I added another new part to the underside of my space station, this was hard to so since you couldn’t really see the component in the reference image I used This has been an awesome project to create! Feel free to print my project once its shipped! You should be able to multicolor print it too."}, {"post_id": 40425, "ts": "2026-08-03T22:43:52Z", "hours": 5.0711, "text": "Still Editing My Space Station I was able to get a lot done today (This devlog is longer since I did 5 hours in 1 day). This is what I finished: I fixed the supports on the many radiators, this took a while since I needed to make a lot of them and it took a while to make realistic I added 5 small, realistic panels to the space station, this took a while since I needed to base the many small parts off of 1 image I added 6 small solar panels that were missing on the space station previously, this added a lot more to the overall image of the space shuttle I added 2 Zvezda Service Modules (They look like mushrooms) I still need to add multiple small details to the space station but overall, I added every section to the exterior of the space station. This project is very close from being done! If you have any suggestions, you can leave them in the comments"}, {"post_id": 39782, "ts": "2026-08-02T23:40:39Z", "hours": 2.7942, "text": "I finished the Russian Segment On My Space Station! This includes one of the most complex parts of the space station so this took me a while This is what I did today: I worked on the dimensions of the Russian Segment on the space station. This included using tools to add realism like fillets and drafts. I moved the radiator panels closer together to increase realism and detail to the space station. I added Control Movement Gyroscopes to the space shuttle. This took a while since the part was very small and precise. What I still need to do I still need to add many smaller parts to the space shuttle. I still need to fix the Radiator Panels connection since I reduced their spacing This project is going very well and so far I’m very happy with the result. If you have any suggestions, please leave them in the comments!"}, {"post_id": 39652, "ts": "2026-08-02T19:36:50Z", "hours": 3.6136, "text": "I Am Almost Done The Canadarm On My Space Station! What I did to the Canadarm in the past 3 hours: I changed the dimensions of the Canadarm to add more realism to my model I added a realistic control panel to the space station connected to the Canadarm I added the Control Movement Gyroscope to the space shuttle I smoothed out a part of the main body structure of the space station since it was sticking out weird What I still need to work on: I still need to fix a large piece of the Canadarm since its the wrong shape and dimensions I still need to add multiple small parts to the Canadarm and other small parts to the space station I’m very happy with the current result, I hope to finish This project soon! If you have any suggestions, leave them in the comments!"}, {"post_id": 38240, "ts": "2026-07-31T15:13:39Z", "hours": 4.8233, "text": "Still Working On My Space Station So far I’m Getting very close to completing this challenging project! What I did in the past 5 hours: I added much more realism to the middle of the space stations body since before it was just a block I started creating the Canadarm, I still need to make multiple edits to it though I added more smaller details to the structure of the space station What I still need to work on: I still need to create the Canadarm and I need to attach it to the space station I still need to add some smaller parts around the space station I need to add solar panels to the Canadarm This projects is close form being done. So far I’m very happy with the result!"}, {"post_id": 35250, "ts": "2026-07-26T15:35:54Z", "hours": 5.5306, "text": "I’m Almost Done The Body Of My Space Station! So far, I’ve made huge progress on the body of the space station, and I’m very happy with the current state What I Edited On My Space Shuttle In The Past 5 Hours: I finished off the structure that I almost completed in my last devlog. This took a while since it was super precise. I added another support structure. This took less time, but it still took a long time to complete . I completely redesigned the radiator panels, adding realistic angle and dimensions. I changed the shape on some parts of the space station to add more realism. Before, it was a constant hexagon, but now it goes from a square to a hexagon. I started to add realistic supports to the Photovoltaic Radiator panels since right now they are floating. What I still need to work on: I still need to add all the supports on the Photovoltaic Radiator panels. I still have to add more realism to the body of the space shuttle. I need to add detail to the middle of the space station’s body. I still need to add the Russian Orbital Segment to the space station. Right now there is nothing there. This devlog is longer than usual since I did this in 1 day. I’m very happy with the progress and I can’t wait for the finished result. If you have any suggestions, leave them in the comments!"}, {"post_id": 34346, "ts": "2026-07-24T23:17:37Z", "hours": 3.4117, "text": "Still Working On My Space Station This project is getting more realistic every day. This is what I did in the past 3 hours and 24 minutes: I added a connection point from this “web” structure to the body of the space station. This took me a couple of tries, but after I did it the space station was much more realistic. I made the body of the space shuttle smaller since it was slightly too large, and it intersected with a lot of parts (There are still some intersection errors that I haven’t fixed yet). I added a main frame to the “web” structure. This was still a slow process, but it was still one of the fastest parts of this project. I added smaller crosses in between the “web” structure. This added much more realism. I didn’t finish though since I still have 2 more sides to do. What I still need to do: I still need to fix the “web” structure. It intersects some parts and only 60% of it’s done right now. I still need to replicate this part on the other side. So far, I have only done one side. I should be able to replicate it quickly with the mirror tool. I need to add a similar part further into the space station’s structure. This will probably take much longer and will be more challenging. I also have to add more realism to the body of the space station, since right now it’s mostly just a block. This took a long time, and I’m estimating that making these supports will take about 12 more hours since they take a long time to make. So far, this project has taken a long time, but I’m happy with the current result. If you have any suggestions, feel free to leave them in the comments!"}, {"post_id": 32580, "ts": "2026-07-21T21:01:33Z", "hours": 2.9056, "text": "Still Working On My Space Station What I fixed I fixed the shape of the body of the space station since it was the wrong shape I fixed the shape of the Thermal Radiator Panels since before they were too large and thick I changed the angle and position of the Thermal Radiator Panels since they were also wrong, I moved them from horizontal to vertical and I added a new angle I added new parts in the middle of the 2 Thermal Radiator panels (I still need to add more detail) Changed the angle of the solar panels on the space station for more realism What I still need to do: Still need to work on the body of the space station like adding supports I still need to add more to the parts in the middle of the 2 Thermal Radiator Panels since right now they are super simple and they have the wrong shapes This space station is really coming together! I can’t wait for the result. If you have any suggestions about my space station you can share them in the comments!"}, {"post_id": 31406, "ts": "2026-07-19T18:57:37Z", "hours": 3.8147, "text": "I’m Still Working On Adding Realism To My Space Station| I was able to do a lot in the past 4 hours I was able to add an angle to the solar panels on my space station I fixed the main solar panel connection to the main body I created radiator panels with realistic fillets to add realism I added a long solar panel to the end of the radiator panels What I still need to work on I still need to create the fluid manifold assembly and fix the body to add realism I need to add a little realism to other parts So far, this project is going well and I can’t wait for the end result!"}, {"post_id": 29143, "ts": "2026-07-15T20:33:33Z", "hours": 1.6956, "text": "I Just Started My Space Station! I decided to do the International Space Station! So far I have been working on the solar panels on the ISS, I have also started to connect them together and add small detail to them My next goal is to create the main frame of the building and then move on to smaller details I’m excited on where this project will go! If you have any suggestions share them in the comments."}]...
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Title: Space Station by @CoolHotDog64 | Stardance
Title: Space Station by @CoolHotDog64 | Stardance
Devlogs:
I Just Started My Space Station! I decided to do the International Space Station! So far I have been working on the solar panels on the ISS, I have also started to connect them together and add small detail to them My next goal is to create the main frame of the building and then move on to smaller details I’m excited on where this project will go! If you have any suggestions share them in the comments.
I’m Still Working On Adding Realism To My Space Station| I was able to do a lot in the past 4 hours I was able to add an angle to the solar panels on my space station I fixed the main solar panel connection to the main body I created radiator panels with realistic fillets to add realism I added a long solar panel to the end of the radiator panels What I still need to work on I still need to create the fluid manifold assembly and fix the body to add realism I need to add a little realism to other parts So far, this project is going well and I can’t wait for the end result!
Still Working On My Space Station What I fixed I fixed the shape of the body of the space station since it was the wrong shape I fixed the shape of the Thermal Radiator Panels since before they were too large and thick I changed the angle and position of the Thermal Radiator Panels since they were also wrong, I moved them from horizontal to vertical and I added a new angle I added new parts in the middle of the 2 Thermal Radiator panels (I still need to add more detail) Changed the angle of the solar panels on the space station for more realism What I still need to do: Still need to work on the body of the space station like adding supports I still need to add more to the parts in the middle of the 2 Thermal Radiator Panels since right now they are super simple and they have the wrong shapes This space station is really coming together! I can’t wait for the result. If you have any suggestions about my space station you can share them in the comments!
Still Working On My Space Station This project is getting more realistic every day. This is what I did in the past 3 hours and 24 minutes: I added a connection point from this “web” structure to the body of the space station. This took me a couple of tries, but after I did it the space station was much more realistic. I made the body of the space shuttle smaller since it was slightly too large, and it intersected with a lot of parts (There are still some intersection errors that I haven’t fixed yet). I added a main frame to the “web” structure. This was still a slow process, but it was still one of the fastest parts of this project. I added smaller crosses in between the “web” structure. This added much more realism. I didn’t finish though since I still have 2 more sides to do. What I still need to do: I still need to fix the “web” structure. It intersects some parts and only 60% of it’s done right now. I still need to replicate this part on the other side. So far, I have only done one side. I should be able to replicate it quickly with the mirror tool. I need to add a similar part further into the space station’s structure. This will probably take much longer and will be more challenging. I also have to add more realism to the body of the space station, since right now it’s mostly just a block. This took a long time, and I’m estimating that making these supports will take about 12 more hours since they take a long time to make. So far, this project has taken a long time, but I’m happy with the current result. If you have any suggestions, feel free to leave them in the comments!
I’m Almost Done The Body Of My Space Station! So far, I’ve made huge progress on the body of the space station, and I’m very happy with the current state What I Edited On My Space Shuttle In The Past 5 Hours: I finished off the structure that I almost completed in my last devlog. This took a while since it was super precise. I added another support structure. This took less time, but it still took a long time to complete . I completely redesigned the radiator panels, adding realistic angle and dimensions. I changed the shape on some parts of the space station to add more realism. Before, it was a constant hexagon, but now it goes from a square to a hexagon. I started to add realistic supports to the Photovoltaic Radiator panels since right now they are floating. What I still need to work on: I still need to add all the supports on the Photovoltaic Radiator panels. I still have to add more realism to the body of the space shuttle. I need to add detail to the middle of the space station’s body. I still need to add the Russian Orbital Segment to the space station. Right now there is nothing there. This devlog is longer than usual since I did this in 1 day. I’m very happy with the progress and I can’t wait for the finished result. If you have any suggestions, leave them in the comments!
Still Working On My Space Station So far I’m Getting very close to completing this challenging project! What I did in the past 5 hours: I added much more realism to the middle of the space stations body since before it was just a block I started creating the Canadarm, I still need to make multiple edits to it though I added more smaller details to the structure of the space station What I still need to work on: I still need to create the Canadarm and I need to attach it to the space station I still need to add some smaller parts around the space station I need to add solar panels to the Canadarm This projects is close form being done. So far I’m very happy with the result!
I Am Almost Done The Canadarm On My Space Station! What I did to the Canadarm in the past 3 hours: I changed the dimensions of the Canadarm to add more realism to my model I added a realistic control panel to the space station connected to the Canadarm I added the Control Movement Gyroscope to the space shuttle I smoothed out a part of the main body structure of the space station since it was sticking out weird What I still need to work on: I still need to fix a large piece of the Canadarm since its the wrong shape and dimensions I still need to add multiple small parts to the Canadarm and other small parts to the space station I’m very happy with the current result, I hope to finish This project soon! If you have any suggestions, leave them in the comments!
I finished the Russian Segment On My Space Station! This includes one of the most complex parts of the space station so this took me a while This is what I did today: I worked on the dimensions of the Russian Segment on the space station. This included using tools to add realism like fillets and drafts. I moved the radiator panels closer together to increase realism and detail to the space station. I added Control Movement Gyroscopes to the space shuttle. This took a while since the part was very small and precise. What I still need to do I still need to add many smaller parts to the space shuttle. I still need to fix the Radiator Panels connection since I reduced their spacing This project is going very well and so far I’m very happy with the result. If you have any suggestions, please leave them in the comments!
Still Editing My Space Station I was able to get a lot done today (This devlog is longer since I did 5 hours in 1 day). This is what I finished: I fixed the supports on the many radiators, this took a while since I needed to make a lot of them and it took a while to make realistic I added 5 small, realistic panels to the space station, this took a while since I needed to base the many small parts off of 1 image I added 6 small solar panels that were missing on the space station previously, this added a lot more to the overall image of the space shuttle I added 2 Zvezda Service Modules (They look like mushrooms) I still need to add multiple small details to the space station but overall, I added every section to the exterior of the space station. This project is very close from being done! If you have any suggestions, you can leave them in the comments
I Finished My Space Station! This project was faster then the last one, but I’m very happy with the current result! The project should be rated today or tomorrow, all I need to do is create my readme and the description of my space shuttle What I did since last develog: I created the connection between the solar panels and the main body of the space station, this took a while since I needed to make it realistic and there weren’t many images sowing this component on the ISS I added a new small component to my space station, this connected to a previous piece I made I added another new part to the underside of my space station, this was hard to so since you couldn’t really see the component in the reference image I used This has been an awesome project to create! Feel free to print my project once its shipped! You should be able to multicolor print it too.
Ships:
Space Station I created the International Space Station using CAD (Computer Aided Design) This was a hard challenge for me, here are some of the issues I had while creating this Not enough images, there were very few images that showed the space station in detail and almost none were clear, I fixed this by finding an image made by NASA which I based my space shuttle off of Very small parts, the parts that I had to make were very small and precise, what I had to do is I had to create an object (using the extrude tool) and then I used the transform tool to “freely” move it No dimensions available, since there were none, I just had to base it off of the NASA image and estimate the size of every object, this turned out well and I think I got almost everything the right size, I probably couldn’t do any better Why this design is unique and better then others available: This design is way more realistic then many models created, many models are rushed and low effort, I worked really hard to design this project and I think mine out performs a ton of models available especially since some models are created by professionals This design is unique since it’s actually realistic and allows multi color printing, instead of just coloring the faces of the objects which doesn’t do anything, I made sure that the color was a separate object so it could be multi color printed This was a very fun and interesting project! I will also mention that this is a MODEL of the ISS, If you think that it would be better to create my own, that would defeat the whole purpose since it wouldn’t do anything if I made my own, making a model lets me create a part of history (Last rate someone thought that I should create my own space shuttle instead of copying one which ruins the whole purpose) The information on how to download and print my file is in high detail in my readme, but I will quickly explain it here: First, click try project Second, you will see a bar at the bottom of your screen with a download button Thirdly click it and a menu will pop up to print it Or you can go to the readme and above it there should be step, stl and 3mf files that you can just download This was a very fun and exciting project! Thank you for viewing my project. One thing i will mention is if you try to print it, you might get issues since some of the parts are very small, the larger the better for printing. If the print messes up its not the 3D design’s fault, its the printers...
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1793119666.2814462
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1793206066.2814462
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9912
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Counter by @B754a | Stardance
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B754a
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1
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4.0
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4
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T20:14:13Z", "hours": 4.0, "multiplier": 1.05, "payout": 4, "blessing": "neutral", "text": "A counter there was some issues like the website not working so I changed the extension I’m proud because this is the fist project I have done and there was no ai", "repo": "https://github.com/B754a-Dev/A-counter", "demo": "https://b754a-dev.github.io/A-counter/"}]...
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[{"post_id": 4479, "ts": "2026 [{"post_id": 4479, "ts": "2026-06-07T20:10:44Z", "hours": 0.8292, "text": "counting thing"}, {"post_id": 4294, "ts": "2026-06-07T15:40:00Z", "hours": 0.5894, "text": "Random number generator"}, {"post_id": 4268, "ts": "2026-06-07T14:56:25Z", "hours": 0.7067, "text": "Made a counter and it works"}, {"post_id": 4241, "ts": "2026-06-07T14:11:43Z", "hours": 0.2967, "text": "Simple website"}, {"post_id": 4228, "ts": "2026-06-07T13:53:18Z", "hours": 0.2878, "text": "better website"}, {"post_id": 4215, "ts": "2026-06-07T13:30:35Z", "hours": 0.2631, "text": "Button that didnt work"}, {"post_id": 4207, "ts": "2026-06-07T13:11:32Z", "hours": 1.1036, "text": "Website"}]...
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Title: Counter by @B754a | Stardance
Devlogs:
Web Title: Counter by @B754a | Stardance
Devlogs:
Website
Button that didnt work
better website
Simple website
Made a counter and it works
Random number generator
counting thing
Ships:
A counter there was some issues like the website not working so I changed the extension I’m proud because this is the fist project I have done and there was no ai...
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1793137916.6602523
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1793224316.6602523
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9915
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Excel-Price-Processor by @jonathanrobin13 | Starda Excel-Price-Processor by @jonathanrobin13 | Stardance...
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jonathanrobin13
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1
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5.37
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T20:53:27Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This program runs through an excel file that has a products with prices and creates a new column with a discount. It can also find the minimum and maximum of the products. In this product I learned about classes and unpacking in python. It was a challenge to debug, but most of the time the errors were value errors. I learned how to use github more properly too.", "repo": "https://github.com/jonathanrobin13/excel-price-processor", "demo": "https://drive.google.com/file/d/1_B390cGpyapJW47LVg37Di8I5Rl5yaLo/view?usp=sharing"}]...
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[{"post_id": 22406, "ts": "202 [{"post_id": 22406, "ts": "2026-07-04T21:25:11Z", "hours": 0.3711, "text": "Made code more organized"}, {"post_id": 11531, "ts": "2026-06-18T20:36:43Z", "hours": 3.5681, "text": "Min/Max function Made a new function that finds the minimum and maximum of the data. How it works The program asks the user to type 0 or 1 for min/max The program uses a for loop and goes through each row finding the maximum and minimum or what the user chose. In each cell in the sheet, the program checks if that cell is less/greater than the current min/max using the min()/max() function. The function then returns a tuple of the price of the product that was the min/max and the name of that product. The result is printed using a formatted string. Debugging While creating the function, there was some errors with the if statement. The if statement checks if the user typed 0 or 1, but the user input was not converted into an int. So the min max function was skipped. The function started to return the minimum price but the name of that product was different. The fix was simple - there was an if statement that checked if the min/max was the current cell but the part where it assigns the product_name was not indented, so it was out of this if statement Had a few errors with unpacking, but the changes were made to fix it"}, {"post_id": 3845, "ts": "2026-06-06T22:11:06Z", "hours": 0.4764, "text": "Now users can type in letters that represent each column instead of typing numbers"}, {"post_id": 3806, "ts": "2026-06-06T21:10:03Z", "hours": 0.3433, "text": "Edit README"}, {"post_id": 3712, "ts": "2026-06-06T19:21:07Z", "hours": 1.0761, "text": "A class for functions"}]...
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Title: Excel-Price-Processor by @jonathanrobin13 | Title: Excel-Price-Processor by @jonathanrobin13 | Stardance
Devlogs:
A class for functions
Edit README
Now users can type in letters that represent each column instead of typing numbers
Min/Max function Made a new function that finds the minimum and maximum of the data. How it works The program asks the user to type 0 or 1 for min/max The program uses a for loop and goes through each row finding the maximum and minimum or what the user chose. In each cell in the sheet, the program checks if that cell is less/greater than the current min/max using the min()/max() function. The function then returns a tuple of the price of the product that was the min/max and the name of that product. The result is printed using a formatted string. Debugging While creating the function, there was some errors with the if statement. The if statement checks if the user typed 0 or 1, but the user input was not converted into an int. So the min max function was skipped. The function started to return the minimum price but the name of that product was different. The fix was simple - there was an if statement that checked if the min/max was the current cell but the part where it assigns the product_name was not indented, so it was out of this if statement Had a few errors with unpacking, but the changes were made to fix it
Made code more organized
Ships:
This program runs through an excel file that has a products with prices and creates a new column with a discount. It can also find the minimum and maximum of the products. In this product I learned about classes and unpacking in python. It was a challenge to debug, but most of the time the errors were value errors. I learned how to use github more properly too....
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1793119919.479334
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1793206319.479334
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9931
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ChatPatches by @obro1984 | Stardance
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obro1984
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1
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83.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T05:39:03Z", "hours": 83.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Chat Patches! I’m gonna cut to the chase and explain the process of developing recently because everything about the mod is on the GitHub readme, in the changelog, and in these devlogs. Recently I’ve found time management difficult and as a result I’ve had to be more efficient and creative about how I’m spending my time developing. There’s been an influx in community contributions via PR which has been quite helpful, but most is still left up to me. However, one benefit of not having as much time to work on things is that issues I can’t seem to solve have more time for me to simmer and ponder to come up with solutions. however, this has postponed some big features i’ve already been putting off even more… hopefully i can get around to those and find some breakthrough point to pull myself through. anyways, in terms of changes, most of it has been bugfixes, but there have been a handful of additions recently, especially related to new configuration options (compact-safe messages, human-readable time format, cleaner context menu, etc.) - of course with plans to add many more. i’m proud of all these features and how far the mod has come, and frankly i’m surprised im even still developing it. i hope i can get the bigger stuff done soon so i can move on to bigger things, though. to test the mod, just set up fabricmc as explained on their website or via literally any modded minecraft tutorial - i recommend using a third-party launcher such as PrismLauncher as it keeps track of everything for you and wraps it in a nice interface. once your installation is ready simply add chat patches and its dependencies (again, using a launcher will help as it will add the deps for you!) and run the game! i hope your experience is bettered and you make the chat feel as personalized as you like :D", "repo": "https://github.com/mrbuilder1961/ChatPatches", "demo": "https://modrinth.com/mod/chatpatches/gallery"}]...
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[{"post_id": 77225, "ts": "202 [{"post_id": 77225, "ts": "2026-10-06T05:21:48Z", "hours": 7.6692, "text": "8.0.0 released! yes, it’s been done! chat patches has been in alpha for a year and the better part of another? all because i finally impl’d the omnivers-stonecutter buildscript and additionally wanted more large-scale changes (test suite, neoforge support, DFU migration codec) ((of which are still planned… eventually!!)) … but then i just never took it off. well, you can’t wait around forever. also, this update is perfect for releasing as a whopping TEN issue reports were closed upon release, with countless others fixed soundlessly! credit where it’s due, there was a fair amount of community support via PRs for this release, but that doesn’t take away from the benefit we as a community experience from it being added! while we’re out here celebrating these crushed bugs, new features, and the return to release-channel versions, i think it’s safe to say chat patches is worthy of shipping too! i hope you’ve enjoyed using chat patches and it’s bettered your minecraft experience - and if you haven’t used it, i hope you’ll give it a try and let me know what you think. thanks again to everyone who contributed and cheers to even more fixes and features in the future! 🎉🥳💃🎈"}, {"post_id": 72734, "ts": "2026-09-23T16:44:23Z", "hours": 12.9153, "text": "i’ve been very busy with university starting, but recently there has been an influx in PRs fixing bugs, which is awesome! so i’ve been monitoring those and slowly merging them into the main branch. additionally, i’ve been chipping away at fixes and suggestion implementations here and there; specifically: excluding specific messages from being compacted updating to 26.3 actually uploading signature files (now that Modrinth officially supports them) fixing chat auto scrolling while duplicate messages are being received adding fallbacks for the chat log’s codec provider in case the current one fails/doesn’t exist ..and more!! i hope to add more stuff soon and publish a release, but i have about 4 free minutes per week and unfortunately, i end up not wanting to spend it on largely unpaid labor. nevertheless, my aspirations remain and my hopes are high!"}, {"post_id": 46725, "ts": "2026-08-14T05:34:29Z", "hours": 5.3536, "text": "i’ve been SUPER busy as of late, and will probably continue to be for at least another week or two if not longer, but i’m starting to begin to wrap up unit testing. i finally pushed the existing tests and framework to github on a separate branch, but bc i’m so bad at Git, IntelliJ is fucking up my other changes i’m currently working on (updating the main omnivers branch to 26.3-snapshot-8 )… so hopefully i can fix that soon. unfortunately i don’t know when the unit testing will be finished, as it takes a longggg time to figure out the little edge cases, and i prefer to avoid AI everywhere possible (although there’s only so much ethical struggling i can endure before i need to ask for help)."}, {"post_id": 29224, "ts": "2026-07-16T00:17:47Z", "hours": 10.7325, "text": "Unit Testing! yup, that’s what’s been taking so long. i actually got past the gradle setup part pretty quick, i just wasn’t expecting current code to be so… dysfunctional. i’ve done a lot of rewriting and test formatting and sometimes it just gets really brain numbing so i put on a youtube video in the background and then its been 45 minutes and i havent changed anything… but i just achieved my first all-passing test milestone! so i’ll be pushing it soon and then i’ll the changes that make everything pass will follow soon after. currently I’m targeting TextUtil , where the most edge-cases take place, in the form of String <-> Component transformations. ultimiately i’d like to also do E2E testing in the form of Fabric’s ClientGameTest , but those can only be done on the most recent version due to FAPI not backporting changes (it’s probably for the best anyway) - so i’ll be doing that last. that’s it for now! i can’t wait for everyone (especially me), to benefit from this when future releases are checked before releasing! yayyyy!!!"}, {"post_id": 21584, "ts": "2026-07-03T16:47:26Z", "hours": 22.8564, "text": "hey chat! i’ve finished up some of that stuff from before. most notably: publishMods now works again! turns out Modrinth just recently (i.e. this week) allowed attaching signatures to builds so it’s not currently supported with MPP also, turns out the whole checksum thing was kinda useless because Modrinth has provided file hashes via their API this whole time - so… i think i’m gonna table that idea for now and use that later i published a new version ( alpha.11 ) that fixes the teensy-eensy little problem that incomplete mixins were accidentally included in the jar uploaded to CF and MR as alpha.10 . whoops! version parsing is now much more robust and typically requires only one gradle property to be specified! for newer releases you can override the FMJ version (ex. w/ ~26.2 for the 26.2 subproject) and the rest is handled automatically. i’m also waiting on MPP#116 to see if this can be consolidated entirely, with no need for an extra override! the classtweaker is now stone-cut so it’s a bit easier to see what is applied to where cleaned up the buildscript more (it is perpetually dirty :/) fixed a handful of bugs and impl’d a couple suggestions! and now, i get to move on to one of the most daunting but hopefully most rewarding things: drumroll please…. ztzttstz.z.t..z….. unit testing!!! you’re probably thinking, chat patches hasn’t had any unit tests this WHOLE time!??! and you’d be right! idk how there aren’t more bugs. but now i’m putting everything else (chat patches wise, at least) on hold to get this done. bc if i don’t do it now, it will never get done. ik this isn’t very pretty but you gotta do what you gotta do."}, {"post_id": 15214, "ts": "2026-06-24T18:36:47Z", "hours": 23.2442, "text": "i’ve been doing what feels like a lot but isn’t overall much. i’ve been refactoring the Kotlin Gradle buildscript, which i’m notoriously bad at so it’s taking a really long time. some of my (attempted) changes include: generating signatures and checksums with published builds (2/3 done) simplified stonecutter replacements and swaps assessed what will need to change to transition to the new modstitch-toolkit minorly updated mod-publish-plugin and started planning for new version range parsing and functionality in other things, i’ve: fixed the context menu deletion option resetting the scroll pos removed the entirely unused option table in the README better utilized classtweakers in the context menu implemented annotation-based constraints for config options replaced the dual-impl option validation system with a unified one via codecs (now used in the YACL config, with one annoying side effect) future-proofed the module-based fabric api importing so that it only loads what’s necessary (and it should work with neoforge when i eventually impl that!) updated mod functionality to 26.2 (despite being unable to publish everything at once 😑)"}]...
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Title: ChatPatches by @obro1984 | Stardance
Devlo Title: ChatPatches by @obro1984 | Stardance
Devlogs:
i’ve been doing what feels like a lot but isn’t overall much. i’ve been refactoring the Kotlin Gradle buildscript, which i’m notoriously bad at so it’s taking a really long time. some of my (attempted) changes include: generating signatures and checksums with published builds (2/3 done) simplified stonecutter replacements and swaps assessed what will need to change to transition to the new modstitch-toolkit minorly updated mod-publish-plugin and started planning for new version range parsing and functionality in other things, i’ve: fixed the context menu deletion option resetting the scroll pos removed the entirely unused option table in the README better utilized classtweakers in the context menu implemented annotation-based constraints for config options replaced the dual-impl option validation system with a unified one via codecs (now used in the YACL config, with one annoying side effect) future-proofed the module-based fabric api importing so that it only loads what’s necessary (and it should work with neoforge when i eventually impl that!) updated mod functionality to 26.2 (despite being unable to publish everything at once 😑)
hey chat! i’ve finished up some of that stuff from before. most notably: publishMods now works again! turns out Modrinth just recently (i.e. this week) allowed attaching signatures to builds so it’s not currently supported with MPP also, turns out the whole checksum thing was kinda useless because Modrinth has provided file hashes via their API this whole time - so… i think i’m gonna table that idea for now and use that later i published a new version ( alpha.11 ) that fixes the teensy-eensy little problem that incomplete mixins were accidentally included in the jar uploaded to CF and MR as alpha.10 . whoops! version parsing is now much more robust and typically requires only one gradle property to be specified! for newer releases you can override the FMJ version (ex. w/ ~26.2 for the 26.2 subproject) and the rest is handled automatically. i’m also waiting on MPP#116 to see if this can be consolidated entirely, with no need for an extra override! the classtweaker is now stone-cut so it’s a bit easier to see what is applied to where cleaned up the buildscript more (it is perpetually dirty :/) fixed a handful of bugs and impl’d a couple suggestions! and now, i get to move on to one of the most daunting but hopefully most rewarding things: drumroll please…. ztzttstz.z.t..z….. unit testing!!! you’re probably thinking, chat patches hasn’t had any unit tests this WHOLE time!??! and you’d be right! idk how there aren’t more bugs. but now i’m putting everything else (chat patches wise, at least) on hold to get this done. bc if i don’t do it now, it will never get done. ik this isn’t very pretty but you gotta do what you gotta do.
Unit Testing! yup, that’s what’s been taking so long. i actually got past the gradle setup part pretty quick, i just wasn’t expecting current code to be so… dysfunctional. i’ve done a lot of rewriting and test formatting and sometimes it just gets really brain numbing so i put on a youtube video in the background and then its been 45 minutes and i havent changed anything… but i just achieved my first all-passing test milestone! so i’ll be pushing it soon and then i’ll the changes that make everything pass will follow soon after. currently I’m targeting TextUtil , where the most edge-cases take place, in the form of String <-> Component transformations. ultimiately i’d like to also do E2E testing in the form of Fabric’s ClientGameTest , but those can only be done on the most recent version due to FAPI not backporting changes (it’s probably for the best anyway) - so i’ll be doing that last. that’s it for now! i can’t wait for everyone (especially me), to benefit from this when future releases are checked before releasing! yayyyy!!!
i’ve been SUPER busy as of late, and will probably continue to be for at least another week or two if not longer, but i’m starting to begin to wrap up unit testing. i finally pushed the existing tests and framework to github on a separate branch, but bc i’m so bad at Git, IntelliJ is fucking up my other changes i’m currently working on (updating the main omnivers branch to 26.3-snapshot-8 )… so hopefully i can fix that soon. unfortunately i don’t know when the unit testing will be finished, as it takes a longggg time to figure out the little edge cases, and i prefer to avoid AI everywhere possible (although there’s only so much ethical struggling i can endure before i need to ask for help).
i’ve been very busy with university starting, but recently there has been an influx in PRs fixing bugs, which is awesome! so i’ve been monitoring those and slowly merging them into the main branch. additionally, i’ve been chipping away at fixes and suggestion implementations here and there; specifically: excluding specific messages from being compacted updating to 26.3 actually uploading signature files (now that Modrinth officially supports them) fixing chat auto scrolling while duplicate messages are being received adding fallbacks for the chat log’s codec provider in case the current one fails/doesn’t exist ..and more!! i hope to add more stuff soon and publish a release, but i have about 4 free minutes per week and unfortunately, i end up not wanting to spend it on largely unpaid labor. nevertheless, my aspirations remain and my hopes are high!
8.0.0 released! yes, it’s been done! chat patches has been in alpha for a year and the better part of another? all because i finally impl’d the omnivers-stonecutter buildscript and additionally wanted more large-scale changes (test suite, neoforge support, DFU migration codec) ((of which are still planned… eventually!!)) … but then i just never took it off. well, you can’t wait around forever. also, this update is perfect for releasing as a whopping TEN issue reports were closed upon release, with countless others fixed soundlessly! credit where it’s due, there was a fair amount of community support via PRs for this release, but that doesn’t take away from the benefit we as a community experience from it being added! while we’re out here celebrating these crushed bugs, new features, and the return to release-channel versions, i think it’s safe to say chat patches is worthy of shipping too! i hope you’ve enjoyed using chat patches and it’s bettered your minecraft experience - and if you haven’t used it, i hope you’ll give it a try and let me know what you think. thanks again to everyone who contributed and cheers to even more fixes and features in the future! 🎉🥳💃🎈
Ships:
This is Chat Patches! I’m gonna cut to the chase and explain the process of developing recently because everything about the mod is on the GitHub readme, in the changelog, and in these devlogs. Recently I’ve found time management difficult and as a result I’ve had to be more efficient and creative about how I’m spending my time developing. There’s been an influx in community contributions via PR which has been quite helpful, but most is still left up to me. However, one benefit of not having as much time to work on things is that issues I can’t seem to solve have more time for me to simmer and ponder to come up with solutions. however, this has postponed some big features i’ve already been putting off even more… hopefully i can get around to those and find some breakthrough point to pull myself through. anyways, in terms of changes, most of it has been bugfixes, but there have been a handful of additions recently, especially related to new configuration options (compact-safe messages, human-readable time format, cleaner context menu, etc.) - of course with plans to add many more. i’m proud of all these features and how far the mod has come, and frankly i’m surprised im even still developing it. i hope i can get the bigger stuff done soon so i can move on to bigger things, though. to test the mod, just set up fabricmc as explained on their website or via literally any modded minecraft tutorial - i recommend using a third-party launcher such as PrismLauncher as it keeps track of everything for you and wraps it in a nice interface. once your installation is ready simply add chat patches and its dependencies (again, using a launcher will help as it will add the deps for you!) and run the game! i hope your experience is bettered and you make the chat feel as personalized as you like :D...
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1793152239.8973565
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1793238639.8973565
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9932
|
The Little Austronaut by @babali | Stardance
|
babali
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T18:15:23Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The Little Austronaut is a modular Slack bot that brings fun to your workspace. Hit /dsb-ping to check latency, /dsb-catfact for random cat facts, /dsb-joke for laughs, or /dsb-help to see what’s available. What makes it clean: Each slash command is its own class — super easy to add new ones. Smart error handling that doesn’t break the bot or spam users with stack traces. Dynamic help that always knows what commands exist. Consistent ack / respond pattern throughout. Why you should care: Built this to show how to structure a Slack bot without spaghetti code. Commands are modular, errors are handled gracefully, and adding new features takes minutes, not hours. Perfect starter template for anyone building Slack bots. Tech: Node.js, Slack Bolt, Axios, Socket Mode. To run it: Grab your Slack bot and app tokens, drop them in .env, run npm start, and start slashing.", "repo": "https://github.com/babali-eren/The-Little-Austronaut", "demo": "https://hackclub.enterprise.slack.com/archives/C01D7AHKMPF"}]...
|
[{"post_id": 3646, "ts": "2026 [{"post_id": 3646, "ts": "2026-06-06T17:45:52Z", "hours": 0.6106, "text": "Hi There, Finished the Stardance Slack Bot, Did a little cleanup, moved each slash command into its own class under commands. Made a BaseCommand so they all behave the same and don’t scream at errors. Pulled the registration logic out of index.js and now it just loads and registers the command objects. Now way cleaner and less spaghetti. Wrote (thanks gpt) a tiny README.md so whoever clones this isn’t lost at 2am. I tweaked the command logic compared to the tutorial. Thanks for reading :)"}]...
|
Title: The Little Austronaut by @babali | Stardanc Title: The Little Austronaut by @babali | Stardance
Devlogs:
Hi There, Finished the Stardance Slack Bot, Did a little cleanup, moved each slash command into its own class under commands. Made a BaseCommand so they all behave the same and don’t scream at errors. Pulled the registration logic out of index.js and now it just loads and registers the command objects. Now way cleaner and less spaghetti. Wrote (thanks gpt) a tiny README.md so whoever clones this isn’t lost at 2am. I tweaked the command logic compared to the tutorial. Thanks for reading :)
Ships:
The Little Austronaut is a modular Slack bot that brings fun to your workspace. Hit /dsb-ping to check latency, /dsb-catfact for random cat facts, /dsb-joke for laughs, or /dsb-help to see what’s available. What makes it clean: Each slash command is its own class — super easy to add new ones. Smart error handling that doesn’t break the bot or spam users with stack traces. Dynamic help that always knows what commands exist. Consistent ack / respond pattern throughout. Why you should care: Built this to show how to structure a Slack bot without spaghetti code. Commands are modular, errors are handled gracefully, and adding new features takes minutes, not hours. Perfect starter template for anyone building Slack bots. Tech: Node.js, Slack Bolt, Axios, Socket Mode. To run it: Grab your Slack bot and app tokens, drop them in .env, run npm start, and start slashing....
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1793123463.2614455
|
1793209863.2614455
|
|
9943
|
pixdraw by @ttyChud | Stardance
|
ttyChud
|
1
|
9.0
|
70
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T15:13:23Z", "hours": 9.0, "multiplier": 7.01, "payout": 70, "blessing": "neutral", "text": "pixdraw is a terminal canvas. you can draw what ever in the terminal. you can also load png files from your local storage and edit them in pixel style. just press ? for more command there are many i hope u enjoy", "repo": "https://github.com/Himanshu121865/pixdraw", "demo": "https://crates.io/crates/pixdraw"}]...
|
[{"post_id": 16301, "ts": "202 [{"post_id": 16301, "ts": "2026-06-26T15:04:05Z", "hours": 9.2331, "text": "pixdraw ##Terminal-based pixel art editor You can draw anything."}]...
|
Title: pixdraw by @ttyChud | Stardance
Devlogs:
p Title: pixdraw by @ttyChud | Stardance
Devlogs:
pixdraw ##Terminal-based pixel art editor You can draw anything.
Ships:
pixdraw is a terminal canvas. you can draw what ever in the terminal. you can also load png files from your local storage and edit them in pixel style. just press ? for more command there are many i hope u enjoy...
|
1792878552.4250941
|
1793742552.4250941
|
|
9944
|
isflac by @temidaradev | Stardance
|
temidaradev
|
1
|
2.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T11:20:12Z", "hours": 2.0, "multiplier": 12.06, "payout": 20, "blessing": "neutral", "text": "I made flac checker and its working pretty well i guess, instead of checking spectogram of each song this is a solid tool imho", "repo": "https://github.com/temidaradev/isflac", "demo": "https://crates.io/crates/isflac"}]...
|
[{"post_id": 9171, "ts": "2026 [{"post_id": 9171, "ts": "2026-06-15T11:19:17Z", "hours": 0.7067, "text": "fixed inconsistent scans so and also added recursive scanning"}, {"post_id": 3602, "ts": "2026-06-06T16:29:56Z", "hours": 0.9619, "text": "it works properly with this you can check your flac files and see if they are remuxed from lossy audio codecs and treat however you like .d"}]...
|
Title: isflac by @temidaradev | Stardance
Devlogs Title: isflac by @temidaradev | Stardance
Devlogs:
it works properly with this you can check your flac files and see if they are remuxed from lossy audio codecs and treat however you like .d
fixed inconsistent scans so and also added recursive scanning
Ships:
I made flac checker and its working pretty well i guess, instead of checking spectogram of each song this is a solid tool imho...
|
1793119783.9322534
|
1793206183.9322534
|
|
9945
|
Square-Dodger by @k_nilesh | Stardance
|
k_nilesh
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T09:37:55Z", "hours": 0.0, "multiplier": 1.45, "payout": 0, "blessing": "neutral", "text": "I built Square Dodger, a browser-based arcade game using only HTML, CSS, and JavaScript where players control a square and dodge falling enemy blocks to achieve the highest possible score. The most challenging part was implementing smooth collision detection, maintaining consistent game performance, and balancing the difficulty so the game becomes more challenging without feeling unfair. I’m proud of creating a complete, responsive game without using any external libraries or frameworks while keeping the gameplay simple, polished, and enjoyable. To test the project, simply open the game in any modern web browser, use the Left/Right Arrow keys or A/D to move, avoid the falling blocks, try to survive as long as possible to increase your score, and use the Restart button to play again after a Game Over.", "repo": "https://github.com/k-nilesh04/Square-Dodger", "demo": "https://k-nilesh04.github.io/Square-Dodger/"}]...
|
[{"post_id": 22723, "ts": "202 [{"post_id": 22723, "ts": "2026-07-05T09:35:57Z", "hours": 0.3356, "text": "Square Dodger is a lightweight browser-based arcade game built with pure HTML, CSS, and JavaScript. Control your square, dodge falling enemy blocks, and survive as long as possible while your score increases. The game features responsive gameplay, progressive difficulty, real-time score tracking, keyboard controls (Arrow Keys/A-D), and a restart option after Game Over—all without using any external libraries or frameworks."}]...
|
Title: Square-Dodger by @k_nilesh | Stardance
Dev Title: Square-Dodger by @k_nilesh | Stardance
Devlogs:
Square Dodger is a lightweight browser-based arcade game built with pure HTML, CSS, and JavaScript. Control your square, dodge falling enemy blocks, and survive as long as possible while your score increases. The game features responsive gameplay, progressive difficulty, real-time score tracking, keyboard controls (Arrow Keys/A-D), and a restart option after Game Over—all without using any external libraries or frameworks.
Ships:
I built Square Dodger, a browser-based arcade game using only HTML, CSS, and JavaScript where players control a square and dodge falling enemy blocks to achieve the highest possible score. The most challenging part was implementing smooth collision detection, maintaining consistent game performance, and balancing the difficulty so the game becomes more challenging without feeling unfair. I’m proud of creating a complete, responsive game without using any external libraries or frameworks while keeping the gameplay simple, polished, and enjoyable. To test the project, simply open the game in any modern web browser, use the Left/Right Arrow keys or A/D to move, avoid the falling blocks, try to survive as long as possible to increase your score, and use the Restart button to play again after a Game Over....
|
1793227686.44484
|
1793314086.44484
|
|
9961
|
Koganeee by @quintessence24 | Stardance
|
quintessence24
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T23:30:59Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "As a Jujutsu Kaisen fan and an admirer of flying pets, I wanted to make Kogane for my room. The objective of Kogane is to be a person-following flying pet assistant that can communicate with voice and through a retractable screen, sort of like a flying Alexa but friendlier! I also wanted to make drones for a while and it seemed like a cool approach to make Kogane. A use case that I had in mind is when I’m working in my room and my hands are busy and if I need to quickly pull up a tutorial, I would normally have to put things down to find my laptop. Instead with Kogane, I can call for Kogane wherever I am in my room and quickly check for information or pull up a Youtube tutorial from its screen without any physical contact. I got everything to work on a very close call, but my harnesses weren’t very strong and accidentally tangled with the propeller for a second, causing a motor to burn up and failing the first test flight (and of course, the shell for Koganeee was pretty but reduced performance aerodynamically). Nonetheless, all of the tests passed and I just need to swap out the motor, but still a successful project regardless and I’m proud of everything I was able to learn, whether it be firmware and networking with the ESP32, the endless soldering sessions for different kinds of components, taking care of batteries, etc. Check out my project and of course, contact me on Slack (sujaygolla24) for questions or just to nerd out about JJK or other anime!!! :D", "repo": "https://github.com/Sujay-Golla/koganeee", "demo": ""}]...
|
[{"post_id": 81355, "ts": "202 [{"post_id": 81355, "ts": "2026-10-20T23:13:21Z", "hours": 6.1683, "text": "Devlog #4 - Preparing and starting build Summary Had to unpack and arrange all of the electronics I received, checked connectors and what I needed to make connectors for again. Realized I had designed for JST-XH rather than JST-SH connectors so spent a while trying to learn all of the different types of connectors so that I can avoid making the same mistake again For the time being, I stripped wires, crimped them and used my JST-XH connectors for the FC to ESC connection I had no idea how to solder XT60 connectors so I had to learn, and then after a while, I realized I needed to connect a male female pair at the end to avoid deformation so I had wasted the soldering session Next Steps Noticed that JOURNAL.md is more preferred for hardware projects, so I will be switching to that for future documentation Will continue soldering, wiring and coding step by step, but more specifically, I will work on checking if the ESC to FC connection works and if I can power the 5V rail on the board"}, {"post_id": 22542, "ts": "2026-07-05T02:00:31Z", "hours": 16.4061, "text": "Devlog #3 - Finishing the CAD and Ready to Ship Summary Finished the CAD for Kogane, the drone and the ground station Vibe coded firmware temporarily and tested functionality with my laptop webcam manually Finished documentation and shipping it to Outpost Next Steps Once approved, I have to order and build Will work on firmware while waiting for the parts to arrive to save time"}, {"post_id": 21100, "ts": "2026-07-02T21:54:54Z", "hours": 16.3197, "text": "Devlog #2 - Finishing the FC PCB Summary Followed the tutorial for tips to layout the board Used more tutorials and datasheets to understand different concepts of board layout like via stitching and filled zones Made a 4-layer PCB for the first time and learned how to connect power and grounds to appropriate components with vias Learned different routing practices, and despite the suboptimal routing, I am pretty confident now that it will at least be functional Next Steps Finishing the CAD model and final BOM Finishing the firmware template, maybe even using some cameras to test the positioning system"}, {"post_id": 15499, "ts": "2026-06-25T06:02:25Z", "hours": 25.7803, "text": "Devlog #1 [Real] - Schematic design and shopping Summary Used various different sources to learn about different components used in FCs Learned how to use datasheets, Webench, LCSC part selections, etc. Spent time reviewing different requirements for batteries and W/T ratios for drones in general and picking the right batteries and circuit designs Spent a lot of time scoping and rescoping the PCB, including having to remove battery charger and using an external ESC as it was too complex and tight for the compact PCB, especially while having a separate MCU and a lot of other peripherals Learned how to use the STM32CubeMX firmware and how different protocols worked Started exploring PCB editor and systematically arranging components Next Steps Finish arranging PCB Route the PCB and get it verified Finish the CAD model and final BOM Come up with a basic template for firmware"}, {"post_id": 8169, "ts": "2026-06-13T16:44:15Z", "hours": 1.3878, "text": "Spent some time figuring out how to deal with the placement of different components and the scope of this project. Firstly, I decided that it made sense to use lightweight models for voice and video, keeping it limited so that it can run independently on A7S rather than relying on my laptop. Then I decided to have 2 mmWave sensors to cover blindspots and detect position of humans in the room, and decided it would be cool to integrate CV with mmWave, so added a fixed camera to help inform the drone position. A small FPV camera on the drone can allow it to avoid obstacles, and it would be cool to integrate VISTA (a research paper about drones navigating unknown maps) at least for initial calibration. Still figuring out the feasibility of a custom FC or if it would be easier to have a basic FC and a separate ESP32 for communication, camera and for extending the project to control servos for the rolling screen and a gripper in the future. Drafted the BOM but will find more stuff on AliExpress tomorrow. I also explored how to use Hackatime with Onshape and started making the head of Kogane"}]...
|
Title: Koganeee by @quintessence24 | Stardance
De Title: Koganeee by @quintessence24 | Stardance
Devlogs:
Spent some time figuring out how to deal with the placement of different components and the scope of this project. Firstly, I decided that it made sense to use lightweight models for voice and video, keeping it limited so that it can run independently on A7S rather than relying on my laptop. Then I decided to have 2 mmWave sensors to cover blindspots and detect position of humans in the room, and decided it would be cool to integrate CV with mmWave, so added a fixed camera to help inform the drone position. A small FPV camera on the drone can allow it to avoid obstacles, and it would be cool to integrate VISTA (a research paper about drones navigating unknown maps) at least for initial calibration. Still figuring out the feasibility of a custom FC or if it would be easier to have a basic FC and a separate ESP32 for communication, camera and for extending the project to control servos for the rolling screen and a gripper in the future. Drafted the BOM but will find more stuff on AliExpress tomorrow. I also explored how to use Hackatime with Onshape and started making the head of Kogane
Devlog #1 [Real] - Schematic design and shopping Summary Used various different sources to learn about different components used in FCs Learned how to use datasheets, Webench, LCSC part selections, etc. Spent time reviewing different requirements for batteries and W/T ratios for drones in general and picking the right batteries and circuit designs Spent a lot of time scoping and rescoping the PCB, including having to remove battery charger and using an external ESC as it was too complex and tight for the compact PCB, especially while having a separate MCU and a lot of other peripherals Learned how to use the STM32CubeMX firmware and how different protocols worked Started exploring PCB editor and systematically arranging components Next Steps Finish arranging PCB Route the PCB and get it verified Finish the CAD model and final BOM Come up with a basic template for firmware
Devlog #2 - Finishing the FC PCB Summary Followed the tutorial for tips to layout the board Used more tutorials and datasheets to understand different concepts of board layout like via stitching and filled zones Made a 4-layer PCB for the first time and learned how to connect power and grounds to appropriate components with vias Learned different routing practices, and despite the suboptimal routing, I am pretty confident now that it will at least be functional Next Steps Finishing the CAD model and final BOM Finishing the firmware template, maybe even using some cameras to test the positioning system
Devlog #3 - Finishing the CAD and Ready to Ship Summary Finished the CAD for Kogane, the drone and the ground station Vibe coded firmware temporarily and tested functionality with my laptop webcam manually Finished documentation and shipping it to Outpost Next Steps Once approved, I have to order and build Will work on firmware while waiting for the parts to arrive to save time
Devlog #4 - Preparing and starting build Summary Had to unpack and arrange all of the electronics I received, checked connectors and what I needed to make connectors for again. Realized I had designed for JST-XH rather than JST-SH connectors so spent a while trying to learn all of the different types of connectors so that I can avoid making the same mistake again For the time being, I stripped wires, crimped them and used my JST-XH connectors for the FC to ESC connection I had no idea how to solder XT60 connectors so I had to learn, and then after a while, I realized I needed to connect a male female pair at the end to avoid deformation so I had wasted the soldering session Next Steps Noticed that JOURNAL.md is more preferred for hardware projects, so I will be switching to that for future documentation Will continue soldering, wiring and coding step by step, but more specifically, I will work on checking if the ESC to FC connection works and if I can power the 5V rail on the board
Ships:
As a Jujutsu Kaisen fan and an admirer of flying pets, I wanted to make Kogane for my room. The objective of Kogane is to be a person-following flying pet assistant that can communicate with voice and through a retractable screen, sort of like a flying Alexa but friendlier! I also wanted to make drones for a while and it seemed like a cool approach to make Kogane. A use case that I had in mind is when I’m working in my room and my hands are busy and if I need to quickly pull up a tutorial, I would normally have to put things down to find my laptop. Instead with Kogane, I can call for Kogane wherever I am in my room and quickly check for information or pull up a Youtube tutorial from its screen without any physical contact. I got everything to work on a very close call, but my harnesses weren’t very strong and accidentally tangled with the propeller for a second, causing a motor to burn up and failing the first test flight (and of course, the shell for Koganeee was pretty but reduced performance aerodynamically). Nonetheless, all of the tests passed and I just need to swap out the motor, but still a successful project regardless and I’m proud of everything I was able to learn, whether it be firmware and networking with the ESP32, the endless soldering sessions for different kinds of components, taking care of batteries, etc. Check out my project and of course, contact me on Slack (sujaygolla24) for questions or just to nerd out about JJK or other anime!!! :D...
|
1793155987.6299675
|
1793242387.6299675
|
|
9968
|
Hyper bot by @sanjaybinayak778 | Stardance
|
sanjaybinayak778
|
1
|
9.8
|
70
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T15:24:37Z", "hours": 8.0, "multiplier": 8.56, "payout": 70, "blessing": "neutral", "text": "🚀 What I Made: I built a feature-packed Slack workspace assistant alongside a public web UI dashboard. Both layers are written in Node.js, utilizing Express for the web dashboard and the @slack /bolt SDK running over an active Socket Mode connection for the backend. The bot ships with an extensive suite of commands, including: /ssb-web: Real-time organic search queries utilizing SerpApi. /ssb-website & /ssb-ipinfo: Advanced network utility features to query target DNS pathways and scrape physical server geolocations. /ssb-weather: Live, text-formatted weather reports fetched directly via wttr.in. /ssb-trivia, /ssb-joke, /ssb-catfact, /ssb-gif, and /ssb-ping. 🧠 What Was Challenging: Asynchronous Integration: Handling several completely distinct external API architectures cleanly inside independent asynchronous callback functions. Port Management: Configuring the concurrent setups so that the static landing page listener on Express would not clash with the socket connection streams on local environment testing or deployment containers. Payload Sanitation: Writing robust string parsers to clean up Slack’s default markdown brackets and protocol wrappers before forwarding domain variables to Cloudflare’s JSON-DNS endpoints. ✨ What I’m Proud Of: I’m incredibly proud of building a fully modular application structure that far exceeds the initial requirements of the challenge. I managed to integrate multiple real-world data pipelines securely while creating clear documentation—complete with an architectural flow diagram mapping out the entire system lifecycle. 👉 How to Test: Visit my demo site on: sanjaybinayak.hackclub.app Add the bot to a channel in your demo workspace and try executing: Plaintext /ssb-help /ssb-weather Boston /ssb-website google.com /ssb-web Nodejs tutorial I also wanted to add a ai feature using Gemini API but i was unable to get it.", "repo": "https://github.com/SanjayBinayak/my-slack-bot", "demo": "https://sanjaybinayak.hackclub.app/"}]...
|
[{"post_id": 12993, "ts": "202 [{"post_id": 12993, "ts": "2026-06-21T07:45:44Z", "hours": 1.8008, "text": "I was requested to fix my /ssb-userinfo command, and I fixed it just now. My users and links from slack command were not escaping to my bot, instead it was receiving plain text. So i fixed my slack API commands and improved my code."}, {"post_id": 11326, "ts": "2026-06-18T15:09:20Z", "hours": 3.2333, "text": "I made a Demo Web for my bot and patched up this project you can check demo site on sanjaybinayak.hackclub.app"}, {"post_id": 8545, "ts": "2026-06-14T06:33:27Z", "hours": 0.5189, "text": "Finally pushed it into git repo and setup ssh server to run it 24/7"}, {"post_id": 8307, "ts": "2026-06-13T20:20:38Z", "hours": 3.8678, "text": "I added some new commands but it took a bunch of my time. I found myself stuck in adding /ssb-weather and /ssb-ipinfo because I was unable to get Web API and format right. Well the rest were not much of a problem, so it went smooth after that."}, {"post_id": 4251, "ts": "2026-06-07T14:31:27Z", "hours": 0.6436, "text": "My first Slack-bot Hi! I’m Sanjay. I am really interested in making a chatbot of my own but I am a newbie coder so i thought i should start from this slack bot ( because it was recommended here). What will it do (for now): /ssb-ping - tell your ping. /ssb-catfact - tell you a cat fact. Challenge : In Installing prerequisites in my ssh server (I forgot to log into my ssh server in cmd). I will add more commands in future. You can use it by adding thee bot in your channel and using these commands."}]...
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Title: Hyper bot by @sanjaybinayak778 | Stardance
Title: Hyper bot by @sanjaybinayak778 | Stardance
Devlogs:
My first Slack-bot Hi! I’m Sanjay. I am really interested in making a chatbot of my own but I am a newbie coder so i thought i should start from this slack bot ( because it was recommended here). What will it do (for now): /ssb-ping - tell your ping. /ssb-catfact - tell you a cat fact. Challenge : In Installing prerequisites in my ssh server (I forgot to log into my ssh server in cmd). I will add more commands in future. You can use it by adding thee bot in your channel and using these commands.
I added some new commands but it took a bunch of my time. I found myself stuck in adding /ssb-weather and /ssb-ipinfo because I was unable to get Web API and format right. Well the rest were not much of a problem, so it went smooth after that.
Finally pushed it into git repo and setup ssh server to run it 24/7
I made a Demo Web for my bot and patched up this project you can check demo site on sanjaybinayak.hackclub.app
I was requested to fix my /ssb-userinfo command, and I fixed it just now. My users and links from slack command were not escaping to my bot, instead it was receiving plain text. So i fixed my slack API commands and improved my code.
Ships:
🚀 What I Made: I built a feature-packed Slack workspace assistant alongside a public web UI dashboard. Both layers are written in Node.js, utilizing Express for the web dashboard and the @slack /bolt SDK running over an active Socket Mode connection for the backend. The bot ships with an extensive suite of commands, including: /ssb-web: Real-time organic search queries utilizing SerpApi. /ssb-website & /ssb-ipinfo: Advanced network utility features to query target DNS pathways and scrape physical server geolocations. /ssb-weather: Live, text-formatted weather reports fetched directly via wttr.in. /ssb-trivia, /ssb-joke, /ssb-catfact, /ssb-gif, and /ssb-ping. 🧠 What Was Challenging: Asynchronous Integration: Handling several completely distinct external API architectures cleanly inside independent asynchronous callback functions. Port Management: Configuring the concurrent setups so that the static landing page listener on Express would not clash with the socket connection streams on local environment testing or deployment containers. Payload Sanitation: Writing robust string parsers to clean up Slack’s default markdown brackets and protocol wrappers before forwarding domain variables to Cloudflare’s JSON-DNS endpoints. ✨ What I’m Proud Of: I’m incredibly proud of building a fully modular application structure that far exceeds the initial requirements of the challenge. I managed to integrate multiple real-world data pipelines securely while creating clear documentation—complete with an architectural flow diagram mapping out the entire system lifecycle. 👉 How to Test: Visit my demo site on: sanjaybinayak.hackclub.app Add the bot to a channel in your demo workspace and try executing: Plaintext /ssb-help /ssb-weather Boston /ssb-website google.com /ssb-web Nodejs tutorial I also wanted to add a ai feature using Gemini API but i was unable to get it....
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1793238609.7261684
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1793325009.7261684
|
|
9971
|
Portefolio by @Wolfy1337 | Stardance
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Wolfy1337
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1
|
1.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T17:01:39Z", "hours": 1.0, "multiplier": 2.15, "payout": 3, "blessing": "neutral", "text": "Portefolio", "repo": "https://github.com/Dantech244/portfolio", "demo": "https://dantech244.github.io/portfolio/"}]...
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[{"post_id": 4343, "ts": "2026 [{"post_id": 4343, "ts": "2026-06-07T17:00:13Z", "hours": 0.4378, "text": "Portfolio"}, {"post_id": 4174, "ts": "2026-06-07T12:11:37Z", "hours": 0.6931, "text": "Monportfolio avance"}, {"post_id": 3640, "ts": "2026-06-06T17:39:06Z", "hours": 0.3375, "text": "Make a website for my professional project"}]...
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Title: Portefolio by @Wolfy1337 | Stardance
Devlo Title: Portefolio by @Wolfy1337 | Stardance
Devlogs:
Make a website for my professional project
Monportfolio avance
Portfolio
Ships:
Portefolio...
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1793109242.9901254
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1793195642.9901254
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9976
|
Timeline view in portfolio website by @M_Ahmed | S Timeline view in portfolio website by @M_Ahmed | Stardance...
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M_Ahmed
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1
|
5.0
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12
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T11:32:47Z", "hours": 5.0, "multiplier": 2.57, "payout": 12, "blessing": "neutral", "text": "I Made an Animated Timeline Section in my portfolio website which showcases all my updates and learning over years. It was very challenging to align the items in mobile screen because the animated vertical line was not fitting but i just managed it out.", "repo": "https://github.com/Ak-Web-Dev/ak-dev", "demo": "https://ak-dev.is-a.dev"}]...
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[{"post_id": 8006, "ts": "2026 [{"post_id": 8006, "ts": "2026-06-13T11:09:29Z", "hours": 3.1986, "text": "Project completed! The timeline section of my portfolio is now finally completed. I Completed all remaining CSS styling and optimized for mobile screens. I also animated the cards and added a nice background image too. I also used JS to trigger the animated line of .timeline::after only when in viewport. The overall features of the timeline are: -> Showcase my web development advancements over the years in animated cards. -> The cards appear side by side with an animated line in middle for desktop screens. -> The cards are on right side with the animated line on left for mobile screens. -> Have icons and pictures of projects in timeline. -> A nice background image to complete the feel. -> Optimized to be responsive enough to fit on a smartwatch’s (SWR50) screen similar to rest of the website. Try it now at my website and tell what you think: https://ak-dev.is-a.dev Plus, you can also review me about the rest of the website as well."}, {"post_id": 5667, "ts": "2026-06-09T15:25:10Z", "hours": 1.0425, "text": "Completed styling for Timeline cards with css adn added an animated vertical line in middle. The whole thing is still under-progress for further refinement and UI tweaks."}, {"post_id": 3630, "ts": "2026-06-06T17:23:59Z", "hours": 0.3225, "text": "I am making a timeline view for my portfolio website. i have just started making the structure. i will make an AOS animation powered tiles to appear side by side to make a timeline showing my progress in web development."}]...
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Title: Timeline view in portfolio website by @M_Ah Title: Timeline view in portfolio website by @M_Ahmed | Stardance
Devlogs:
I am making a timeline view for my portfolio website. i have just started making the structure. i will make an AOS animation powered tiles to appear side by side to make a timeline showing my progress in web development.
Completed styling for Timeline cards with css adn added an animated vertical line in middle. The whole thing is still under-progress for further refinement and UI tweaks.
Project completed! The timeline section of my portfolio is now finally completed. I Completed all remaining CSS styling and optimized for mobile screens. I also animated the cards and added a nice background image too. I also used JS to trigger the animated line of .timeline::after only when in viewport. The overall features of the timeline are: -> Showcase my web development advancements over the years in animated cards. -> The cards appear side by side with an animated line in middle for desktop screens. -> The cards are on right side with the animated line on left for mobile screens. -> Have icons and pictures of projects in timeline. -> A nice background image to complete the feel. -> Optimized to be responsive enough to fit on a smartwatch’s (SWR50) screen similar to rest of the website. Try it now at my website and tell what you think: https://ak-dev.is-a.dev Plus, you can also review me about the rest of the website as well.
Ships:
I Made an Animated Timeline Section in my portfolio website which showcases all my updates and learning over years. It was very challenging to align the items in mobile screen because the animated vertical line was not fitting but i just managed it out....
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1793134038.5826826
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1793220438.5826826
|
|
9984
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Minigames Slackbot by @blazfoxx | Stardance
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blazfoxx
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1
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1.0
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3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T15:46:15Z", "hours": 1.0, "multiplier": 1.83, "payout": 3, "blessing": "neutral", "text": "Challenging part was just mostly setting up the bot. Never used slack before, and never used their bot system. Setting it up and having all of those new things to do was the sole challenge", "repo": "https://github.com/blazfxx/hacktime-slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C08E083LZ9A"}]...
|
[{"post_id": 3938, "ts": "2026 [{"post_id": 3938, "ts": "2026-06-07T02:07:46Z", "hours": 0.565, "text": "Tried adding an AI chat feature to my slack bot but couldn’t get it to work… Messages would send, but no output… and nothing in terminal. Ok nevermind. Realized that; the model wasn’t working and was too slow. The code changes wouldn’t apply when bot is running -> needed a restart Fixed by changing model and having output be printed in terminal to catch any errors … This means you can ask the slackbot any question This might be it for this slackbot… might move over to some kind of new project"}, {"post_id": 3922, "ts": "2026-06-07T01:13:07Z", "hours": 0.5342, "text": "Added 2 new commands to my slack project! I added a rock paper scissors command: /blaze-rps The user chooses an option from a list: rock, paper or scissors. Then, the bot chooses a random one. There is a hardcoded list in the code for saying what beats what. … yep Also added “flip a coin” which basically just picks a random option between heads and tails and tells the user the answer"}, {"post_id": 3742, "ts": "2026-06-06T19:45:45Z", "hours": 0.1936, "text": "New to slack bot This is my first time making a slackbot app…. Decided t go with python as it is the easiest and I know it pretty well. I started off by getting an understanding on how to even run a bot. I was more used to discord bots, and this was quite different, with us having to add commands on the webpage and such. Once I got the hang of it, I created a bot.py and a tictactoe.py file. The tictactoe file had the base of how my tictactoe game worked and such while the bot.py was where the command system lived. It just had like, responses to commands, what happens if X happened… yeah The one and only command I have for now is: /3t -> play the game with /3t start -> place a piece with /3t move <1-9> -> quit with /3t quit I will continue this project under “slackbot” time"}]...
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Title: Minigames Slackbot by @blazfoxx | Stardance Title: Minigames Slackbot by @blazfoxx | Stardance
Devlogs:
New to slack bot This is my first time making a slackbot app…. Decided t go with python as it is the easiest and I know it pretty well. I started off by getting an understanding on how to even run a bot. I was more used to discord bots, and this was quite different, with us having to add commands on the webpage and such. Once I got the hang of it, I created a bot.py and a tictactoe.py file. The tictactoe file had the base of how my tictactoe game worked and such while the bot.py was where the command system lived. It just had like, responses to commands, what happens if X happened… yeah The one and only command I have for now is: /3t -> play the game with /3t start -> place a piece with /3t move <1-9> -> quit with /3t quit I will continue this project under “slackbot” time
Added 2 new commands to my slack project! I added a rock paper scissors command: /blaze-rps The user chooses an option from a list: rock, paper or scissors. Then, the bot chooses a random one. There is a hardcoded list in the code for saying what beats what. … yep Also added “flip a coin” which basically just picks a random option between heads and tails and tells the user the answer
Tried adding an AI chat feature to my slack bot but couldn’t get it to work… Messages would send, but no output… and nothing in terminal. Ok nevermind. Realized that; the model wasn’t working and was too slow. The code changes wouldn’t apply when bot is running -> needed a restart Fixed by changing model and having output be printed in terminal to catch any errors … This means you can ask the slackbot any question This might be it for this slackbot… might move over to some kind of new project
Ships:
Challenging part was just mostly setting up the bot. Never used slack before, and never used their bot system. Setting it up and having all of those new things to do was the sole challenge...
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1793116413.074656
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1793202813.074656
|
|
10003
|
My first slack bot! by @lemony-tater | Stardance
|
lemony-tater
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T22:00:59Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic slack bot using javascript. It can tell jokes, give cat facts, give usage guidance, and check connection and latency. The most difficult part was learning javascript as it was a new language to me. Try /lemon-help, /lemon-joke, /lemon-ping, and /lemon-catfact in slack.", "repo": "https://github.com/lemony-tater-tot/my-slackbot", "demo": "https://hackclub.enterprise.slack.com/archives/C0APH2MMHH7"}]...
|
[{"post_id": 4549, "ts": "2026 [{"post_id": 4549, "ts": "2026-06-07T21:53:32Z", "hours": 0.5728, "text": "Finishing up the commands"}]...
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Title: My first slack bot! by @lemony-tater | Star Title: My first slack bot! by @lemony-tater | Stardance
Devlogs:
Finishing up the commands
Ships:
I made a basic slack bot using javascript. It can tell jokes, give cat facts, give usage guidance, and check connection and latency. The most difficult part was learning javascript as it was a new language to me. Try /lemon-help, /lemon-joke, /lemon-ping, and /lemon-catfact in slack....
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1793105503.1050472
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1793191903.1050472
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|
10005
|
Raspberry Pi AI Camera by @rainope | Stardance
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rainope
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1
|
1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T00:30:35Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Raspberry Pi 5 security camera using the IMX500 AI sensor for person detection and on-device face recognition, with a live web dashboard.", "repo": "https://github.com/eric-feng14/security_cam", "demo": ""}]...
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[{"post_id": 31523, "ts": "202 [{"post_id": 31523, "ts": "2026-07-20T00:24:05Z", "hours": 0.8669, "text": "Just finished facial detection; added a simple database."}]...
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Title: Raspberry Pi AI Camera by @rainope | Starda Title: Raspberry Pi AI Camera by @rainope | Stardance
Devlogs:
Just finished facial detection; added a simple database.
Ships:
Raspberry Pi 5 security camera using the IMX500 AI sensor for person detection and on-device face recognition, with a live web dashboard....
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1793102137.4905012
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1793188537.4905012
|
|
10021
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personal website by @orangishcat | Stardance
|
orangishcat
|
1
|
24.0
|
223
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T23:32:43Z", "hours": 24.0, "multiplier": 9.16, "payout": 223, "blessing": "neutral", "text": "My favorite project, and also the best one I’ve ever made! Please read my devlog for more details and easter eggs: https://orangishcat.neocities.org/blog/personal-website/", "repo": "https://github.com/orangishcat/orangishcat.github.io", "demo": "https://orangishcat.neocities.org/"}]...
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[{"post_id": 37935, "ts": "202 [{"post_id": 37935, "ts": "2026-07-30T23:20:23Z", "hours": 4.6331, "text": "Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ Just some small changes since then. I’ve made the background less orange and instead blue. The orange theme was making the orange background look terrible, so I changed it to blue, which matches better with the color of a night sky. Updated the games list. As it turns out, there’s a lot of cool games out there! Added more links to the Links part of the sidebar."}, {"post_id": 29631, "ts": "2026-07-16T18:04:57Z", "hours": 4.1481, "text": "Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ everything is done!!! I added background art with the Moon and stars, and added my blog posts to the right sidebar! it took like an hour to debug all the issues with the MDX integration and UI layout, but it was mostly successful and super worth it!"}, {"post_id": 28554, "ts": "2026-07-14T21:34:02Z", "hours": 8.9608, "text": "Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ the website is pretty much done! All the content and whatnot is complete, I just need to add some blog posts to fill up the blog space!"}, {"post_id": 22210, "ts": "2026-07-04T15:57:11Z", "hours": 1.5711, "text": "Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ after spending like 15 hours drawing assets and staring at a wall trying to think of stuff, i have finally started coding. not all the assets are done yet, but i need to start coding so i don’t keep staring at a wall… anyway, ima talk about coding. css grid is so cool! you can do all sorts of layouts so easily, and tailwindcss + css grid tricks make developing quite a breeze. really cool stuff!"}, {"post_id": 4717, "ts": "2026-06-08T04:25:47Z", "hours": 5.0586, "text": "Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ First devlog! I’ve never made a personal website before, so I want to do it right. I’m planning to go heavy with lots of art and web design. This is my first time ever doing art, and I quickly decided to do pixel art as it’s a lot easier than digital painting. I’ve made a few assets and am planning to do a lot more! In the beginning it was quite rough and my drawings looked terrible, but after a few days it turned out much better than I was expecting, and I even applied some Minecraft building concepts! Like, for example: Outline first, then color, then details. The final result won’t look good if the shape isn’t right. Details are what turns a good Minecraft build (or drawing, in this case) great. Once you think you’re done, think about what details you could add. Then repeat. You should be able to do this a lot more times than you think, and it’s how you improve your technique. The cat asset below took ~20 revisions. Use a reference image, or multiple. Don’t reinvent the wheel. Learn basic color theory, it’s really useful. Other than that, it just took some creativity and some trial and error."}]...
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Title: personal website by @orangishcat | Stardanc Title: personal website by @orangishcat | Stardance
Devlogs:
Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ First devlog! I’ve never made a personal website before, so I want to do it right. I’m planning to go heavy with lots of art and web design. This is my first time ever doing art, and I quickly decided to do pixel art as it’s a lot easier than digital painting. I’ve made a few assets and am planning to do a lot more! In the beginning it was quite rough and my drawings looked terrible, but after a few days it turned out much better than I was expecting, and I even applied some Minecraft building concepts! Like, for example: Outline first, then color, then details. The final result won’t look good if the shape isn’t right. Details are what turns a good Minecraft build (or drawing, in this case) great. Once you think you’re done, think about what details you could add. Then repeat. You should be able to do this a lot more times than you think, and it’s how you improve your technique. The cat asset below took ~20 revisions. Use a reference image, or multiple. Don’t reinvent the wheel. Learn basic color theory, it’s really useful. Other than that, it just took some creativity and some trial and error.
Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ after spending like 15 hours drawing assets and staring at a wall trying to think of stuff, i have finally started coding. not all the assets are done yet, but i need to start coding so i don’t keep staring at a wall… anyway, ima talk about coding. css grid is so cool! you can do all sorts of layouts so easily, and tailwindcss + css grid tricks make developing quite a breeze. really cool stuff!
Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ the website is pretty much done! All the content and whatnot is complete, I just need to add some blog posts to fill up the blog space!
Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ everything is done!!! I added background art with the Moon and stars, and added my blog posts to the right sidebar! it took like an hour to debug all the issues with the MDX integration and UI layout, but it was mostly successful and super worth it!
Hi voters! Stardance isn’t the greatest for devlogging art, so read my blog post instead! https://orangishcat.neocities.org/blog/personal-website/ Just some small changes since then. I’ve made the background less orange and instead blue. The orange theme was making the orange background look terrible, so I changed it to blue, which matches better with the color of a night sky. Updated the games list. As it turns out, there’s a lot of cool games out there! Added more links to the Links part of the sidebar.
Ships:
My favorite project, and also the best one I’ve ever made! Please read my devlog for more details and easter eggs: https://orangishcat.neocities.org/blog/personal-website/...
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1793101897.7762198
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1793188297.7762198
|
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10038
|
Prometheus by @rishithc | Stardance
|
rishithc
|
1
|
154.99
|
82
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T15:56:14Z", "hours": 17.0, "multiplier": 5.0, "payout": 82, "blessing": "neutral", "text": "I made an autonomous drone. The most challenging part was the soldering. The soldering was quite hard for me and there were times where i burnt my hand", "repo": "https://github.com/rishith-c/Prometheus", "demo": ""}]...
|
[{"post_id": 29001, "ts": "202 [{"post_id": 29001, "ts": "2026-07-15T17:26:17Z", "hours": 10.9361, "text": "Devlog #18: A GREAT way to start working on your project again 😩 I’ve taken a break these past few days, realizing that a vacation exists for a reason! Today, however, I didn’t want to fall behind schedule. Since I also want grants to use a premium carbon fiber frame and all I need is to finish my PCB, I spent the day working in KiCad. Truth be told, the best way to learn is by doing—I thought the same about CAD, and I feel the same about PCB design. I made the executive decision to make a double-sided PCB rather than adding more layers, as it will be much simpler. Anyway, here are my final mockups."}, {"post_id": 23548, "ts": "2026-07-06T16:03:13Z", "hours": 9.0567, "text": "Devlog #17: I tested a lot tdy as well as designed new components I submitted my project, as is, to the Outpost fund, and I got some feedback. Mostly everything was good except for some issues with funding an NVDIA devkit :))), but the biggest issue was that I couldn’t buy a flight controller. In an devlog before, I mentioned and shows a picture of me designing a custom pcb, but I have not worked on that since. So today I fired up Kikad and designed layer 2 of my FC (easier, layer one has a lot of components that I need to import). I also spent a good chunk of today refining my 3d model, I used Air Shaper and SimScale and I aerodynamic tested all of the designs, I also asked claude for some ideas of how to make my .stls better. @vrunchil7 is da goat frfr he taught me how and what kikad is."}, {"post_id": 21535, "ts": "2026-07-03T15:40:49Z", "hours": 9.8875, "text": "Devlog #16: I probably should have done this earlier :( yea so while on vacation I decided to rework the weight and thrust ratios that the motors were producing with 11x7 props. I found out that my drone will not be able to fly SMOOTHLY. So I decided too look into why, one of the big reasons were that it was heavy, and two it wasn’t aerodynamic. So today I tried to kill two birds with one stone, (I also worked on my ML for a good portion of the time, but I feel this is more important). I ran digital wind tunnel tests and kept redesigning and testing until I landed on what I have now. I plan to make this out of carbon fiber which will be expensive, but ig that’s part of the process."}, {"post_id": 19917, "ts": "2026-07-01T11:05:00Z", "hours": 4.57, "text": "Devlog #15: training my own model wasn’t the move yea so training my own model wasnt the best idea. after hours of clicking through my webscraper’s image results and marking them, i ran a benchmark myself by putting on youtube videos of wildfires from a sky perspective. it saw the smoke in the distance and gave that as the fire, when the real fire was miles away. it also found the sun and clouds as a fire. so, false positives everywhere. so today i basically tested and worked with existing solutions instead, like this one: https://github.com/AlimTleuliyev/wildfire-detection , plus other open source alternatives on kaggle. but yea, overall today i felt retrogressed, and i’m thinking of going back to CV. This article also helped a lot https://www.mdpi.com/2571-6255/7/4/140 ."}, {"post_id": 19265, "ts": "2026-06-30T15:04:27Z", "hours": 9.0494, "text": "Devlog #14: building the dataset + training a tensorflow model spent today on the data side of fire detection, which is half the battle with ML. to train a model to recognize fire i need a solid labeled dataset, so first i built an image scraper. it crawls the web usinf breadth first search, going level by level through pages and pulling images as it goes. i used bidirectional bfs to expand the search from two fronts and cover more ground instead of just crawling one direction. ended up pulling a bunch of images, including a lot of tricky ones like trees and random orange stuff that a fire model could easily get confused by. then i built a small labeling tool to actually tag all of it. it shows me one image at a time, a tree, an orange object, an actual fire, and i just mark it as fire or no fire. way faster than sorting through folders by hand, and getting those confusing orange non-fire images labeled is exactly what stops the model from false triggering later. with some data labeled i started training a tensorflow model on it, mostly experimenting at this point to see how it behaves and what works. early days, but it’s a real step toward a model that actually learns what fire looks like instead of just matching colors. good progress on the part of this project."}, {"post_id": 18514, "ts": "2026-06-29T18:09:54Z", "hours": 18.7639, "text": "Devlog #13 : built a fire detection system for my drone’s Pi i genuinely lost my sanity working on ts (Everything is on gh) started on the payload for my autonomous quad: real time fire detection running on the Raspberry Pi. went classical CV with OpenCV instead of training a model. Since it has to run fully offline on the drone (no internet up there) so a heavy ML model was out. turns out you get pretty far with just color + motion. how it works: grabs the warm/bright pixels (orange/red/yellow in HSV, plus an R≥G≥B rule so it’s actually fire toned, not just bright) flicker analysis over a few frames. ts is the part that matters. real flame shimmers frame to frame, a static orange thing (a ball, a jacket, a sunset) doesn’t, so it won’t false trigger on every orange object it sees debounces over several frames so one noisy frame can’t trip it spits out a 0-100% confidence from area + flicker + persistence the two bits that do the work. color mask first: # warm/bright flame colors warm = cv2 . inRange ( hsv , ( 0 , sat_min , val_min ), ( 35 , 255 , 255 )) warm |= cv2 . inRange ( hsv , ( 170 , sat_min , val_min ), ( 179 , 255 , 255 )) # fire skews R >= G >= B with a real red lead, not just any bright pixel b , g , r = cv2 . split ( bgr . astype ( np . int16 )) order = (( r >= g ) & ( g >= b ) & ( r > 150 ) & (( r - b ) > 28 )). astype ( np . uint8 ) * 255 warm = cv2 . bitwise_and ( warm , order ) then the flicker check. just how much the fire region changed since last frame: diff = cv2 . absdiff ( mask , prev_mask ) flicker = np . count_nonzero ( diff ) / max ( fire_area , 1 ) # static orange object -> ~0 real flame -> way higher built a web dashboard for it too (Flask). same code runs on my laptop off the webcam to test, then goes straight on the Pi headless and i open it from my laptop browser over wifi. console sits calm/cyan while scanning, goes full red + pulsing + beeping the sec it locks fire. got live sliders to tune sensitivity so i’m not editing code every time. tested 4k fireplace video, locks on clean. waved random orange stuff it’s not certified or anything. classical CV WILL false trigger in harsh light so next: wire the “fire detected” event to grab the GPS coord off the flight controller and trigger a loiter so the drone marks the spot. btw if anyone’s done fire/smoke detection on a Pi 4 lmk if you went CV or tflite, curious what fps you got. 🫡"}, {"post_id": 16925, "ts": "2026-06-27T14:18:40Z", "hours": 11.3347, "text": "Devlog #12 : scrapped my CV code, went full YOLO ok!! so i went on a learning spree today and a LOT happened. ngl one of those days where you start the morning thinking you know stuff and end it realizing you knew nothing. ##i was doing my CV wrong so my old fire detection was classical CV, just color matching + flicker. cool little hack and it technically worked, but tbh it was way too fragile. anything orange in bright light could set it off, and it’s is supposed to fly on a drone in the sun, so that’s not happening. so i did the painful thing and scrapped the whole lot. felt bad deleting code that “worked” but it was never gonna be reliable enough out in the real world. went down the YOLO rabbit hole spent basically the whole day researching YOLO (you only look once, the object detection one). instead of me hand coding what fire “looks like” with color rules, the model actually learns it from examples. way more robust to lighting, angles, all the randome stuff a drone is gonna run into. got a basic YOLO model up and running. its rough rn but its already a different league from the color matching. side quest: mediapipe body tracking also messed around with mediapipe today as a practice project, tracked my own body/pose in real time. wasnt strictly for the drone, just wanted to get comfortable with actual CV pipelines and see how the landmark tracking works under the hood. hardware: turned my ceiling into a drone im on vacation so no real flying, but i still wanted to test from a drone’s POV. so i straight up taped a webcam to my ceiling pointing straight down. now i can test the CV from that top down birds eye angle, which is way closer to what the drone actually sees than my laptop cam pointed at my face. next up train the YOLO model on a proper fire dataset run it against the ceiling cam footage check fps on my laptop vs what i’ll realistically get on the Pi 🫡"}, {"post_id": 16627, "ts": "2026-06-27T01:24:09Z", "hours": 16.1558, "text": "Devlog #11: started the new CV code, deciding on the approach got through about half the CV code today, good progress on the rewrite. right now i’m deciding between two routes for the actual fire recognition: tensorflow + mobilenet-SSD — a proper deep learning object detector. heavier, but it actually learns what fire looks like, so it should handle different lighting and angles way better. regular opencv + a few libraries — lighter and simpler, runs easy on the Pi, but less robust. still weighing it. mobilenet-SSD is probably the stronger long term call since it generalizes better, but opencv is much lighter on the Pi, so i want to see what framerate i actually get before committing to either. next: benchmark both and pick one."}, {"post_id": 12308, "ts": "2026-06-20T02:48:00Z", "hours": 8.32, "text": "Devlog #10: motor test issues and a flight controller swap not gonna lie, things went downhill pretty fast today. i celebrated a bit early. all my motors spun fine on the individual motor test, so i figured i was basically there. then i hit “test all” and only 2 of the 4 motors spun. and it kept happening. i was sure it was a software/parameter thing at first, so i spent hours over the past few days going through ardupilot params trying to get all 4 to fire at once. couldn’t get it. every motor spins perfectly on its own, but only 2 ever spin on the test all. after sitting with it for a while, i’m pretty sure the issue comes down to the flight controller. i’d been running a cheap board that’s really built for fixed wing, and going through the ardupilot docs it just wasn’t the right fit for what i’m doing. so i’ve ordered a proper flight controller to swap in. the timing isn’t great. i leave for my trip the day after tomorrow, so for the next month i’m stuck on just the software side, no hardware. the new FC is on its way but realistically i can’t promise the drone actually flies until the end of july. bit of a setback, but at least i’ve got a direction now. onwards."}, {"post_id": 11790, "ts": "2026-06-19T05:52:36Z", "hours": 10.8169, "text": "Devlog #9: learning the AI side + designing a custom PCB really good, productive session today. spent the whole day learning. first half went into the machine learning side. since i want the algorithm to actually find and report fires properly, i went down a full rabbit hole on how AI works under the hood, neural networks, all of it. wanted to actually understand what’s going on instead of just copy pasting a model i don’t really get. second half i switched gears to hardware and started designing a PCB. right now my gps/compass, the SBC, and the ESC are all separate boards basically taped to a surface, which is messy and not great for an actual flying build. the plan is to get all of them onto one clean board instead. good mix of software and hardware today, feels like things are starting to come together."}, {"post_id": 11141, "ts": "2026-06-18T07:06:04Z", "hours": 4.8339, "text": "Devlog #8: it finally works oh my gosh. amazing and relieving day today. i’d been pretty down about this for a while. my motors just wouldn’t spin during the bench test, and i’d already ordered three ESCs, new motors, and new wires trying to fix it. none of it worked, so i returned all of it. today my new ESC finally showed up. i leave for india on sunday for a month, so these next few days are my only window to get any hardware done. so i sat down and meticulously (and painfully) soldered every joint, checking continuity with my multimeter over and over. a few connections literally fell apart while i was hooking up the wires, so i had to stop and resolder them. just wanted the wiring to be perfect this time. then the worst moment: i tested it and nothing worked. again. i was genuinely gutted. but then i noticed an orange cable just sitting there, not plugged in, and it clicked, that was the ground (GND). i connected the ESC ground to the FC ground, ran the motor test, and everything spun. all of it. no errors except some OSD stuff, which is just a missing SD card. massive relief. that one unplugged ground wire was the whole thing. next month in india i’ll be working on the code side of the drone, then test for flight again when i get back."}, {"post_id": 9775, "ts": "2026-06-16T06:54:09Z", "hours": 6.1247, "text": "Devlog #7: new ESC, somehow worse wow, rough day. got my new ESC in and resoldered every connection as cleanly as i could. but somehow it went the wrong way, instead of just one motor not working, now none of them work. so that’s fun. i’ve ordered another one. before i jump to blaming the flight controller this time, i want to go back through the wiring really meticulously and rule that out first. feels like it’s something small i keep missing. annoying timing too. i’m away from the 20th to the 20th, basically a month, so i’ll be forced to work on just the software side until i’m back. wish me luck pls."}, {"post_id": 7324, "ts": "2026-06-12T06:19:40Z", "hours": 4.2369, "text": "Devlog #6: down to a board problem today was a sad one. my new wires finally came and i swapped them all in, but the one motor still wouldn’t work. after that i’ve basically narrowed it down to a board problem. either i damaged the FC with my rough soldering, or it had some issue before i even started. so i’ve ordered a new board. i’m going on vacation soon, and i can only hope it arrives before i leave. if it doesn’t, i’ll be left to just improve, fine tune, and perfect the ML and software side until i’m back. not the day i wanted, but at least i think i know where the problem is now."}, {"post_id": 6395, "ts": "2026-06-10T19:14:57Z", "hours": 5.2294, "text": "Devlog #5: still chasing the one dead motor tested the drone with the battery again and the one motor still wouldn’t spin. while i was at it i calibrated most of the sensors, the accelerometer, GPS, and compass, so at least that side is sorted now. then i swapped the motor out again just to rule it out, and it still didn’t work. at this point i’m fairly sure it’s either an ESC problem or a wiring issue. my new wires come tomorrow, so i’ll be able to narrow it down properly and do what i can to fix it. slow progress, but i’m closing in on it."}, {"post_id": 6012, "ts": "2026-06-10T02:29:49Z", "hours": 8.6739, "text": "Devlog #4: chasing the dead motor + first autonomous code plugged in the battery and ran a test today, found a few bugs. the main one: one of the motors still wouldn’t work. so i went through it properly this time. resoldered all the connections, swapped in a known-working motor, still no spin. then i uncapped the battery pull going to that motor to check if it was a power issue, and still nothing. resoldered everything one more time, and it still wouldn’t spin. at that point i figured it has to be the bullet plug connectors, so i’ve ordered new ones. on the software side i actually made some progress, wrote some of the python autonomous flight code by SSHing into the raspberry pi. nice to move the code forward while the hardware’s still being stubborn."}, {"post_id": 4293, "ts": "2026-06-07T15:37:37Z", "hours": 9.2333, "text": "Devlog #3: designed and printed the entire drone chassis big hardware milestone today, i designed and 3d printed the entire drone chassis. did the whole design in onshape. spent a good while on the layout because the chassis has to hold everything: the flight controller, the ESC, the motor arms, the battery, the raspberry pi, and the gps/compass. i measured each component so i could put proper mounting holes and slots for all of them instead of just taping stuff to a plate. the motor arm spacing and overall geometry took the most back and forth, it has to be symmetric and square or the drone won’t fly right. M after a few tweaks to the model i sent it to the printer. next up is mounting everything onto it and starting the wiring."}, {"post_id": 3984, "ts": "2026-06-07T03:54:56Z", "hours": 6.7931, "text": "Designed and assembled the legs for my drone. I also soldered some electronic connections to the ESC (Electronic Speed Controller)."}, {"post_id": 3801, "ts": "2026-06-06T21:04:18Z", "hours": 0.8586, "text": "Devlog #1: designing and printing the arms kicking off a new project, an autonomous fire detecting and firefighting drone. the goal is a drone that can find and report fires on its own. starting with the hardware, so today i designed and printed the arms. did the design in onshape. the arms are carbon fiber tubes for the length and stiffness, paired with 3d printed plastic attachments that clamp onto the tubes and hold the motors out at the ends. carbon fiber keeps them light and rigid, which is exactly what you want for the arms, and the printed parts let me make mounts that actually fit my motors and bolt onto the frame. this session was mostly the build and assembly side, getting the carbon fiber pieces and the plastic attachments fitted together. feels good to have the first structural parts of the drone done. solid start, the skeleton’s starting to take shape."}]...
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Title: Prometheus by @rishithc | Stardance
Devlog Title: Prometheus by @rishithc | Stardance
Devlogs:
Devlog #1: designing and printing the arms kicking off a new project, an autonomous fire detecting and firefighting drone. the goal is a drone that can find and report fires on its own. starting with the hardware, so today i designed and printed the arms. did the design in onshape. the arms are carbon fiber tubes for the length and stiffness, paired with 3d printed plastic attachments that clamp onto the tubes and hold the motors out at the ends. carbon fiber keeps them light and rigid, which is exactly what you want for the arms, and the printed parts let me make mounts that actually fit my motors and bolt onto the frame. this session was mostly the build and assembly side, getting the carbon fiber pieces and the plastic attachments fitted together. feels good to have the first structural parts of the drone done. solid start, the skeleton’s starting to take shape.
Designed and assembled the legs for my drone. I also soldered some electronic connections to the ESC (Electronic Speed Controller).
Devlog #3: designed and printed the entire drone chassis big hardware milestone today, i designed and 3d printed the entire drone chassis. did the whole design in onshape. spent a good while on the layout because the chassis has to hold everything: the flight controller, the ESC, the motor arms, the battery, the raspberry pi, and the gps/compass. i measured each component so i could put proper mounting holes and slots for all of them instead of just taping stuff to a plate. the motor arm spacing and overall geometry took the most back and forth, it has to be symmetric and square or the drone won’t fly right. M after a few tweaks to the model i sent it to the printer. next up is mounting everything onto it and starting the wiring.
Devlog #4: chasing the dead motor + first autonomous code plugged in the battery and ran a test today, found a few bugs. the main one: one of the motors still wouldn’t work. so i went through it properly this time. resoldered all the connections, swapped in a known-working motor, still no spin. then i uncapped the battery pull going to that motor to check if it was a power issue, and still nothing. resoldered everything one more time, and it still wouldn’t spin. at that point i figured it has to be the bullet plug connectors, so i’ve ordered new ones. on the software side i actually made some progress, wrote some of the python autonomous flight code by SSHing into the raspberry pi. nice to move the code forward while the hardware’s still being stubborn.
Devlog #5: still chasing the one dead motor tested the drone with the battery again and the one motor still wouldn’t spin. while i was at it i calibrated most of the sensors, the accelerometer, GPS, and compass, so at least that side is sorted now. then i swapped the motor out again just to rule it out, and it still didn’t work. at this point i’m fairly sure it’s either an ESC problem or a wiring issue. my new wires come tomorrow, so i’ll be able to narrow it down properly and do what i can to fix it. slow progress, but i’m closing in on it.
Devlog #6: down to a board problem today was a sad one. my new wires finally came and i swapped them all in, but the one motor still wouldn’t work. after that i’ve basically narrowed it down to a board problem. either i damaged the FC with my rough soldering, or it had some issue before i even started. so i’ve ordered a new board. i’m going on vacation soon, and i can only hope it arrives before i leave. if it doesn’t, i’ll be left to just improve, fine tune, and perfect the ML and software side until i’m back. not the day i wanted, but at least i think i know where the problem is now.
Devlog #7: new ESC, somehow worse wow, rough day. got my new ESC in and resoldered every connection as cleanly as i could. but somehow it went the wrong way, instead of just one motor not working, now none of them work. so that’s fun. i’ve ordered another one. before i jump to blaming the flight controller this time, i want to go back through the wiring really meticulously and rule that out first. feels like it’s something small i keep missing. annoying timing too. i’m away from the 20th to the 20th, basically a month, so i’ll be forced to work on just the software side until i’m back. wish me luck pls.
Devlog #8: it finally works oh my gosh. amazing and relieving day today. i’d been pretty down about this for a while. my motors just wouldn’t spin during the bench test, and i’d already ordered three ESCs, new motors, and new wires trying to fix it. none of it worked, so i returned all of it. today my new ESC finally showed up. i leave for india on sunday for a month, so these next few days are my only window to get any hardware done. so i sat down and meticulously (and painfully) soldered every joint, checking continuity with my multimeter over and over. a few connections literally fell apart while i was hooking up the wires, so i had to stop and resolder them. just wanted the wiring to be perfect this time. then the worst moment: i tested it and nothing worked. again. i was genuinely gutted. but then i noticed an orange cable just sitting there, not plugged in, and it clicked, that was the ground (GND). i connected the ESC ground to the FC ground, ran the motor test, and everything spun. all of it. no errors except some OSD stuff, which is just a missing SD card. massive relief. that one unplugged ground wire was the whole thing. next month in india i’ll be working on the code side of the drone, then test for flight again when i get back.
Devlog #9: learning the AI side + designing a custom PCB really good, productive session today. spent the whole day learning. first half went into the machine learning side. since i want the algorithm to actually find and report fires properly, i went down a full rabbit hole on how AI works under the hood, neural networks, all of it. wanted to actually understand what’s going on instead of just copy pasting a model i don’t really get. second half i switched gears to hardware and started designing a PCB. right now my gps/compass, the SBC, and the ESC are all separate boards basically taped to a surface, which is messy and not great for an actual flying build. the plan is to get all of them onto one clean board instead. good mix of software and hardware today, feels like things are starting to come together.
Devlog #10: motor test issues and a flight controller swap not gonna lie, things went downhill pretty fast today. i celebrated a bit early. all my motors spun fine on the individual motor test, so i figured i was basically there. then i hit “test all” and only 2 of the 4 motors spun. and it kept happening. i was sure it was a software/parameter thing at first, so i spent hours over the past few days going through ardupilot params trying to get all 4 to fire at once. couldn’t get it. every motor spins perfectly on its own, but only 2 ever spin on the test all. after sitting with it for a while, i’m pretty sure the issue comes down to the flight controller. i’d been running a cheap board that’s really built for fixed wing, and going through the ardupilot docs it just wasn’t the right fit for what i’m doing. so i’ve ordered a proper flight controller to swap in. the timing isn’t great. i leave for my trip the day after tomorrow, so for the next month i’m stuck on just the software side, no hardware. the new FC is on its way but realistically i can’t promise the drone actually flies until the end of july. bit of a setback, but at least i’ve got a direction now. onwards.
Devlog #11: started the new CV code, deciding on the approach got through about half the CV code today, good progress on the rewrite. right now i’m deciding between two routes for the actual fire recognition: tensorflow + mobilenet-SSD — a proper deep learning object detector. heavier, but it actually learns what fire looks like, so it should handle different lighting and angles way better. regular opencv + a few libraries — lighter and simpler, runs easy on the Pi, but less robust. still weighing it. mobilenet-SSD is probably the stronger long term call since it generalizes better, but opencv is much lighter on the Pi, so i want to see what framerate i actually get before committing to either. next: benchmark both and pick one.
Devlog #12 : scrapped my CV code, went full YOLO ok!! so i went on a learning spree today and a LOT happened. ngl one of those days where you start the morning thinking you know stuff and end it realizing you knew nothing. ##i was doing my CV wrong so my old fire detection was classical CV, just color matching + flicker. cool little hack and it technically worked, but tbh it was way too fragile. anything orange in bright light could set it off, and it’s is supposed to fly on a drone in the sun, so that’s not happening. so i did the painful thing and scrapped the whole lot. felt bad deleting code that “worked” but it was never gonna be reliable enough out in the real world. went down the YOLO rabbit hole spent basically the whole day researching YOLO (you only look once, the object detection one). instead of me hand coding what fire “looks like” with color rules, the model actually learns it from examples. way more robust to lighting, angles, all the randome stuff a drone is gonna run into. got a basic YOLO model up and running. its rough rn but its already a different league from the color matching. side quest: mediapipe body tracking also messed around with mediapipe today as a practice project, tracked my own body/pose in real time. wasnt strictly for the drone, just wanted to get comfortable with actual CV pipelines and see how the landmark tracking works under the hood. hardware: turned my ceiling into a drone im on vacation so no real flying, but i still wanted to test from a drone’s POV. so i straight up taped a webcam to my ceiling pointing straight down. now i can test the CV from that top down birds eye angle, which is way closer to what the drone actually sees than my laptop cam pointed at my face. next up train the YOLO model on a proper fire dataset run it against the ceiling cam footage check fps on my laptop vs what i’ll realistically get on the Pi 🫡
Devlog #13 : built a fire detection system for my drone’s Pi i genuinely lost my sanity working on ts (Everything is on gh) started on the payload for my autonomous quad: real time fire detection running on the Raspberry Pi. went classical CV with OpenCV instead of training a model. Since it has to run fully offline on the drone (no internet up there) so a heavy ML model was out. turns out you get pretty far with just color + motion. how it works: grabs the warm/bright pixels (orange/red/yellow in HSV, plus an R≥G≥B rule so it’s actually fire toned, not just bright) flicker analysis over a few frames. ts is the part that matters. real flame shimmers frame to frame, a static orange thing (a ball, a jacket, a sunset) doesn’t, so it won’t false trigger on every orange object it sees debounces over several frames so one noisy frame can’t trip it spits out a 0-100% confidence from area + flicker + persistence the two bits that do the work. color mask first: # warm/bright flame colors warm = cv2 . inRange ( hsv , ( 0 , sat_min , val_min ), ( 35 , 255 , 255 )) warm |= cv2 . inRange ( hsv , ( 170 , sat_min , val_min ), ( 179 , 255 , 255 )) # fire skews R >= G >= B with a real red lead, not just any bright pixel b , g , r = cv2 . split ( bgr . astype ( np . int16 )) order = (( r >= g ) & ( g >= b ) & ( r > 150 ) & (( r - b ) > 28 )). astype ( np . uint8 ) * 255 warm = cv2 . bitwise_and ( warm , order ) then the flicker check. just how much the fire region changed since last frame: diff = cv2 . absdiff ( mask , prev_mask ) flicker = np . count_nonzero ( diff ) / max ( fire_area , 1 ) # static orange object -> ~0 real flame -> way higher built a web dashboard for it too (Flask). same code runs on my laptop off the webcam to test, then goes straight on the Pi headless and i open it from my laptop browser over wifi. console sits calm/cyan while scanning, goes full red + pulsing + beeping the sec it locks fire. got live sliders to tune sensitivity so i’m not editing code every time. tested 4k fireplace video, locks on clean. waved random orange stuff it’s not certified or anything. classical CV WILL false trigger in harsh light so next: wire the “fire detected” event to grab the GPS coord off the flight controller and trigger a loiter so the drone marks the spot. btw if anyone’s done fire/smoke detection on a Pi 4 lmk if you went CV or tflite, curious what fps you got. 🫡
Devlog #14: building the dataset + training a tensorflow model spent today on the data side of fire detection, which is half the battle with ML. to train a model to recognize fire i need a solid labeled dataset, so first i built an image scraper. it crawls the web usinf breadth first search, going level by level through pages and pulling images as it goes. i used bidirectional bfs to expand the search from two fronts and cover more ground instead of just crawling one direction. ended up pulling a bunch of images, including a lot of tricky ones like trees and random orange stuff that a fire model could easily get confused by. then i built a small labeling tool to actually tag all of it. it shows me one image at a time, a tree, an orange object, an actual fire, and i just mark it as fire or no fire. way faster than sorting through folders by hand, and getting those confusing orange non-fire images labeled is exactly what stops the model from false triggering later. with some data labeled i started training a tensorflow model on it, mostly experimenting at this point to see how it behaves and what works. early days, but it’s a real step toward a model that actually learns what fire looks like instead of just matching colors. good progress on the part of this project.
Devlog #15: training my own model wasn’t the move yea so training my own model wasnt the best idea. after hours of clicking through my webscraper’s image results and marking them, i ran a benchmark myself by putting on youtube videos of wildfires from a sky perspective. it saw the smoke in the distance and gave that as the fire, when the real fire was miles away. it also found the sun and clouds as a fire. so, false positives everywhere. so today i basically tested and worked with existing solutions instead, like this one: https://github.com/AlimTleuliyev/wildfire-detection , plus other open source alternatives on kaggle. but yea, overall today i felt retrogressed, and i’m thinking of going back to CV. This article also helped a lot https://www.mdpi.com/2571-6255/7/4/140 .
Devlog #16: I probably should have done this earlier :( yea so while on vacation I decided to rework the weight and thrust ratios that the motors were producing with 11x7 props. I found out that my drone will not be able to fly SMOOTHLY. So I decided too look into why, one of the big reasons were that it was heavy, and two it wasn’t aerodynamic. So today I tried to kill two birds with one stone, (I also worked on my ML for a good portion of the time, but I feel this is more important). I ran digital wind tunnel tests and kept redesigning and testing until I landed on what I have now. I plan to make this out of carbon fiber which will be expensive, but ig that’s part of the process.
Devlog #17: I tested a lot tdy as well as designed new components I submitted my project, as is, to the Outpost fund, and I got some feedback. Mostly everything was good except for some issues with funding an NVDIA devkit :))), but the biggest issue was that I couldn’t buy a flight controller. In an devlog before, I mentioned and shows a picture of me designing a custom pcb, but I have not worked on that since. So today I fired up Kikad and designed layer 2 of my FC (easier, layer one has a lot of components that I need to import). I also spent a good chunk of today refining my 3d model, I used Air Shaper and SimScale and I aerodynamic tested all of the designs, I also asked claude for some ideas of how to make my .stls better. @vrunchil7 is da goat frfr he taught me how and what kikad is.
Devlog #18: A GREAT way to start working on your project again 😩 I’ve taken a break these past few days, realizing that a vacation exists for a reason! Today, however, I didn’t want to fall behind schedule. Since I also want grants to use a premium carbon fiber frame and all I need is to finish my PCB, I spent the day working in KiCad. Truth be told, the best way to learn is by doing—I thought the same about CAD, and I feel the same about PCB design. I made the executive decision to make a double-sided PCB rather than adding more layers, as it will be much simpler. Anyway, here are my final mockups.
Ships:
I made an autonomous drone. The most challenging part was the soldering. The soldering was quite hard for me and there were times where i burnt my hand...
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1792875212.5828192
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1793739212.5828192
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10039
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Mucize Doktor by @kax675 | Stardance
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kax675
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1
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1.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T21:44:26Z", "hours": 1.0, "multiplier": 1.73, "payout": 1, "blessing": "neutral", "text": "I really wanted to make a real life example of a Turkish meme. I hope it gets attention on different platforms like the original meme.", "repo": "https://github.com/Kax675/mucize-doktor", "demo": "https://kax675.github.io/mucize-doktor/"}]...
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[{"post_id": 3808, "ts": "2026 [{"post_id": 3808, "ts": "2026-06-06T21:15:41Z", "hours": 0.6342, "text": "The first working prototype! This is a parody re-make of the viral Turkish “Mucize Doktor Planet” meme in React and Three.js!"}]...
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Title: Mucize Doktor by @kax675 | Stardance
Devlo Title: Mucize Doktor by @kax675 | Stardance
Devlogs:
The first working prototype! This is a parody re-make of the viral Turkish “Mucize Doktor Planet” meme in React and Three.js!
Ships:
I really wanted to make a real life example of a Turkish meme. I hope it gets attention on different platforms like the original meme....
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1793256907.1622496
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1793343307.1622496
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10044
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Space Flight Simulator: Decompiled by @HumanGarbag Space Flight Simulator: Decompiled by @HumanGarbageBag | Stardance...
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HumanGarbageBag
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1
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11.0
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39
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T18:56:52Z", "hours": 11.0, "multiplier": 3.53, "payout": 39, "blessing": "neutral", "text": "This is a full decompile/port of Space Flight simulator. building for windows, and webgl work for sure, it is unknown if linux or other build options work. it was really hard to learn how to decompile and port unity games.", "repo": "https://github.com/ytrewq000/Space-Flight-Simulator-Decompiled/", "demo": "https://dooble.gay/SFS"}]...
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[{"post_id": 29036, "ts": "202 [{"post_id": 29036, "ts": "2026-07-15T18:04:21Z", "hours": 9.0292, "text": "ITS FINALLY DONE, see it on https://dooble.gay/SFS . took a long break from programming but we so back"}, {"post_id": 3848, "ts": "2026-06-06T22:20:38Z", "hours": 1.4742, "text": "I FIXED IT, IM SO HAPPY. the issue was the parts shader, i had to decompile it with uscsandbox. its so close to done, i hope i am able to get credit for my 41 hours spent on this"}, {"post_id": 3662, "ts": "2026-06-06T18:16:50Z", "hours": 0.5353, "text": "Fixing this GODDAMN BUG THAT DOESNT RENDER THE ICONS IN BUILD MODE"}]...
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Title: Space Flight Simulator: Decompiled by @Huma Title: Space Flight Simulator: Decompiled by @HumanGarbageBag | Stardance
Devlogs:
Fixing this GODDAMN BUG THAT DOESNT RENDER THE ICONS IN BUILD MODE
I FIXED IT, IM SO HAPPY. the issue was the parts shader, i had to decompile it with uscsandbox. its so close to done, i hope i am able to get credit for my 41 hours spent on this
ITS FINALLY DONE, see it on https://dooble.gay/SFS . took a long break from programming but we so back
Ships:
This is a full decompile/port of Space Flight simulator. building for windows, and webgl work for sure, it is unknown if linux or other build options work. it was really hard to learn how to decompile and port unity games....
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1793224594.5354052
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1793310994.5354052
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10048
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Prog B by @Prog_Smiler | Stardance
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Prog_Smiler
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1
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4.16
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T12:48:44Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi there, i made a chat bot named prog b. works fully on voice commands and can do some cool stuff.", "repo": "https://github.com/Prog-Smiler/Prog-B", "demo": "https://github.com/Prog-Smiler/Prog-B/releases"}]...
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[{"post_id": 26038, "ts": "202 [{"post_id": 26038, "ts": "2026-07-10T16:50:22Z", "hours": 0.5672, "text": "Fixed some simple bugs. This might be the last devlog for prog b."}, {"post_id": 15403, "ts": "2026-06-25T01:16:02Z", "hours": 0.5972, "text": "Made some changes to progb and now it has a downloadable file through github releases and now it is cross platform."}, {"post_id": 15024, "ts": "2026-06-24T12:28:02Z", "hours": 1.4358, "text": "Made a gui and few small improvements in the code"}, {"post_id": 14551, "ts": "2026-06-23T18:28:48Z", "hours": 0.8242, "text": "So again rewrote the code from scratch. working on prog b’s voice using edge_tts"}, {"post_id": 11004, "ts": "2026-06-18T01:00:30Z", "hours": 0.7781, "text": "So i been working on the voice recognition for the Prog B."}]...
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Title: Prog B by @Prog_Smiler | Stardance
Devlogs Title: Prog B by @Prog_Smiler | Stardance
Devlogs:
So i been working on the voice recognition for the Prog B.
So again rewrote the code from scratch. working on prog b’s voice using edge_tts
Made a gui and few small improvements in the code
Made some changes to progb and now it has a downloadable file through github releases and now it is cross platform.
Fixed some simple bugs. This might be the last devlog for prog b.
Ships:
Hi there, i made a chat bot named prog b. works fully on voice commands and can do some cool stuff....
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1793130820.4885676
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1793217220.4885676
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10052
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Sat_Snather by @shaunthepyro | Stardance
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shaunthepyro
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T21:06:59Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I mad the circuit for a Satellite trscker. Btu need hardwre to buildwhich is a RTL SDR v4 and a esp32 CYD. I am sure this pCB works after simulations.", "repo": "https://github.com/shaunupi123/SatSnatcher", "demo": ""}]...
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[{"post_id": 3770, "ts": "2026 [{"post_id": 3770, "ts": "2026-06-06T20:23:07Z", "hours": 0.6908, "text": "I am working on a satellite tracker which can listen to down link of satellites by using a pi pico to change position of a Yagi antenna using servos which will be turned based on the Azimuth and elevation of the satellite I can get from the Orbitron satellite TLE database"}]...
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Title: Sat_Snather by @shaunthepyro | Stardance
D Title: Sat_Snather by @shaunthepyro | Stardance
Devlogs:
I am working on a satellite tracker which can listen to down link of satellites by using a pi pico to change position of a Yagi antenna using servos which will be turned based on the Azimuth and elevation of the satellite I can get from the Orbitron satellite TLE database
Ships:
I mad the circuit for a Satellite trscker. Btu need hardwre to buildwhich is a RTL SDR v4 and a esp32 CYD. I am sure this pCB works after simulations....
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1793137978.577399
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1793224378.577399
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10053
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Desktop Wind Tunnel by @dxnkey | Stardance
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dxnkey
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1
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17.68
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78
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T03:39:40Z", "hours": 16.0, "multiplier": 5.0, "payout": 78, "blessing": "neutral", "text": "I made a Desktop Wind Tunnel that lets you test any household object’s aerodynamic components or display your hot wheels/scaled car models. I designed this to be easily assembled without nuts or bolts, meaning I had to create a clean click and connect system for each and every part. I’m so proud and happy that I was able to get all the tolerances down and actually build it so the airflow is easy to visualize. It looks SO cool, especially with the sunset lamp on top. My github repository has a very clear walkthrough of how to build this and with some perseverance, you can get your own wind tunnel built in one day!", "repo": "https://github.com/guptaronav/wind-tunnel-controller", "demo": ""}]...
|
[{"post_id": 21843, "ts": "202 [{"post_id": 21843, "ts": "2026-07-03T23:50:02Z", "hours": 1.6778, "text": "Devlog #6 – Desktop Wind Tunnel I decided to start on V2, so I designed a better test chamber that’s 150% of the V1 size and has an L-shaped plexiglass cover for a sleeker design. I also smoothed the interior for better airflow, removing any lips or extrusions that were previously interfering."}, {"post_id": 14134, "ts": "2026-06-23T03:35:12Z", "hours": 0.3525, "text": "Devlog #5 – Desktop Wind Tunnel I didn’t change much, but debugged an issue with the mph knob display update where the float value wasn’t displaying on the knob properly."}, {"post_id": 14051, "ts": "2026-06-23T01:07:35Z", "hours": 1.235, "text": "Devlog #4 – Desktop Wind Tunnel After the completion of V1, I went in and polished the firmware to look more like the 64 Windsible, so rather than displaying 100%, it’ll say 250 mph. This makes the tunnel more fun and gives the user an understanding of what speed the test object would be moving at. I updated the repository to have the CAD files and a better README. I also rewired the circuit to remove the breadboard entirely, making it easier to embed in V2. My next steps are to ship V1 in hopes of going to Outpost and start V2 sometime next week."}, {"post_id": 13426, "ts": "2026-06-21T23:58:12Z", "hours": 10.5639, "text": "Devlog #3 – Desktop Wind Tunnel V1 is done! Unfortunately, my lapse with the slicing, cleaning, and assembly got corrupted, but over these past 2 weeks, I was able to get all parts printed, assembled, and tested. The tunnel runs end to end with the mist maker producing visible flow and the knob controller driving the fan. Testing surfaced a few clear improvements for V2: the diffuser fan needs screw mounts (not secure enough right now), the test section could use a visual renovation (IB: 64 Windsible), and all the electronics need a proper enclosure rather than sitting loose."}, {"post_id": 5939, "ts": "2026-06-09T22:44:01Z", "hours": 2.4867, "text": "Devlog #2 – Desktop Wind Tunnel I printed and assembled the test chamber, which is where the test objects sit. I also had to cut acrylic/plexiglass windows to keep the test object visible while having the test chamber sealed for the airstream to flow properly."}, {"post_id": 5185, "ts": "2026-06-08T21:37:43Z", "hours": 1.5928, "text": "Devlog #1 – Desktop Wind Tunnel Hi everyone! For those who don’t know, a wind tunnel is a device used to study aerodynamics by passing a controlled airstream over test objects. My goal is to create a fully 3D-printed wind tunnel that’s easy to assemble and doesn’t require hardware like nuts and bolts. So far, I’ve made a 3D-printed mist maker that sits at the inlet, allowing you to actually visualize the airflow as it moves through the tunnel. It looks SUPER cool when flowing around test objects like Hot Wheels cars! The fan driving the airstream is a Noctua NF-R8 redux-1800, a 4-pin PWM fan that runs on 12V. PWM control allows precise adjustment of the airflow speed. To control the fan, I’ve built a dedicated electronics controller based on an ESP32, and I plan to integrate everything into the 3D-printed enclosure for a clean, sleek final design."}]...
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Title: Desktop Wind Tunnel by @dxnkey | Stardance
Title: Desktop Wind Tunnel by @dxnkey | Stardance
Devlogs:
Devlog #1 – Desktop Wind Tunnel Hi everyone! For those who don’t know, a wind tunnel is a device used to study aerodynamics by passing a controlled airstream over test objects. My goal is to create a fully 3D-printed wind tunnel that’s easy to assemble and doesn’t require hardware like nuts and bolts. So far, I’ve made a 3D-printed mist maker that sits at the inlet, allowing you to actually visualize the airflow as it moves through the tunnel. It looks SUPER cool when flowing around test objects like Hot Wheels cars! The fan driving the airstream is a Noctua NF-R8 redux-1800, a 4-pin PWM fan that runs on 12V. PWM control allows precise adjustment of the airflow speed. To control the fan, I’ve built a dedicated electronics controller based on an ESP32, and I plan to integrate everything into the 3D-printed enclosure for a clean, sleek final design.
Devlog #2 – Desktop Wind Tunnel I printed and assembled the test chamber, which is where the test objects sit. I also had to cut acrylic/plexiglass windows to keep the test object visible while having the test chamber sealed for the airstream to flow properly.
Devlog #3 – Desktop Wind Tunnel V1 is done! Unfortunately, my lapse with the slicing, cleaning, and assembly got corrupted, but over these past 2 weeks, I was able to get all parts printed, assembled, and tested. The tunnel runs end to end with the mist maker producing visible flow and the knob controller driving the fan. Testing surfaced a few clear improvements for V2: the diffuser fan needs screw mounts (not secure enough right now), the test section could use a visual renovation (IB: 64 Windsible), and all the electronics need a proper enclosure rather than sitting loose.
Devlog #4 – Desktop Wind Tunnel After the completion of V1, I went in and polished the firmware to look more like the 64 Windsible, so rather than displaying 100%, it’ll say 250 mph. This makes the tunnel more fun and gives the user an understanding of what speed the test object would be moving at. I updated the repository to have the CAD files and a better README. I also rewired the circuit to remove the breadboard entirely, making it easier to embed in V2. My next steps are to ship V1 in hopes of going to Outpost and start V2 sometime next week.
Devlog #5 – Desktop Wind Tunnel I didn’t change much, but debugged an issue with the mph knob display update where the float value wasn’t displaying on the knob properly.
Devlog #6 – Desktop Wind Tunnel I decided to start on V2, so I designed a better test chamber that’s 150% of the V1 size and has an L-shaped plexiglass cover for a sleeker design. I also smoothed the interior for better airflow, removing any lips or extrusions that were previously interfering.
Ships:
I made a Desktop Wind Tunnel that lets you test any household object’s aerodynamic components or display your hot wheels/scaled car models. I designed this to be easily assembled without nuts or bolts, meaning I had to create a clean click and connect system for each and every part. I’m so proud and happy that I was able to get all the tolerances down and actually build it so the airflow is easy to visualize. It looks SO cool, especially with the sunset lamp on top. My github repository has a very clear walkthrough of how to build this and with some perseverance, you can get your own wind tunnel built in one day!...
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1793109003.0951464
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1793195403.0951464
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10054
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A stock market simulator by @F1re_st0rm | Stardanc A stock market simulator by @F1re_st0rm | Stardance...
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F1re_st0rm
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1
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10.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T12:20:48Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a stock market simulator. I built it in c++ and it aims to simulate a stock market using Agents which can generate orders that are executed. It is a fairly static project, where key resources and constants are determined before compiling by the user, and the main goal is to generate csv files of data which can be processed and analyzed. I encourage you to play around with the figures in config.h in order to see what different values do with the simulator. To use this, due to the lack of other options, you must download and compile the repo locally.", "repo": "https://github.com/D4rshSh4h/stock_sim", "demo": "https://github.com/D4rshSh4h/stock_sim/releases/tag/V1"}]...
|
[{"post_id": 39438, "ts": "202 [{"post_id": 39438, "ts": "2026-08-02T12:01:30Z", "hours": 0.3111, "text": "Cleaned up code and ran some final tests"}, {"post_id": 38347, "ts": "2026-07-31T18:05:46Z", "hours": 4.3483, "text": "Finished DCF model Finally finished making somewhat intelligent agents which use the dcf model in order to make trades Added a world and company class –> They generate interest rates and FCF earnings respectively This info then gets fed into the agent context window (ctx) The agent then uses the DCF formula to make a trade Works (fairly) well"}, {"post_id": 29481, "ts": "2026-07-16T13:36:16Z", "hours": 3.0642, "text": "More Complex Structures Added a world and a company class: World: Mimics a financial world, which has a business cycle and interest rates which follow a sinusodial pattern Company: Uses the info in the world class to generate mock earnings. All this info will be needed in order for agents to be able to use the DCF model to trade better."}, {"post_id": 19385, "ts": "2026-06-30T17:58:50Z", "hours": 0.7444, "text": "What is value? One of the most common ways to determine the value of a company is to use a discounted cash flow model (DCF). This is what the new agents will be using to trade. Implementing this first requires an extension of the simulator I’ve created. A company and a world class will be created where various items (such as earnings and interest rates) will be set and allowed to flow to the simulator class. After that, agent will use a DCF model to determine if the stock is worth buying or not. Coming Soon (hopefully in the next 2 weeks)"}, {"post_id": 8103, "ts": "2026-06-13T15:00:24Z", "hours": 0.6133, "text": "Documented most of my code (Just wanted to clear it up before I go on a break for a bit) -Planning many new features when I get back"}, {"post_id": 8046, "ts": "2026-06-13T12:48:50Z", "hours": 0.8364, "text": "Cleaned up code for GitHub and added a Readme (finally). Still working on documentation and better comments but at least now it looks presentable on Github"}]...
|
Title: A stock market simulator by @F1re_st0rm | S Title: A stock market simulator by @F1re_st0rm | Stardance
Devlogs:
Cleaned up code for GitHub and added a Readme (finally). Still working on documentation and better comments but at least now it looks presentable on Github
Documented most of my code (Just wanted to clear it up before I go on a break for a bit) -Planning many new features when I get back
What is value? One of the most common ways to determine the value of a company is to use a discounted cash flow model (DCF). This is what the new agents will be using to trade. Implementing this first requires an extension of the simulator I’ve created. A company and a world class will be created where various items (such as earnings and interest rates) will be set and allowed to flow to the simulator class. After that, agent will use a DCF model to determine if the stock is worth buying or not. Coming Soon (hopefully in the next 2 weeks)
More Complex Structures Added a world and a company class: World: Mimics a financial world, which has a business cycle and interest rates which follow a sinusodial pattern Company: Uses the info in the world class to generate mock earnings. All this info will be needed in order for agents to be able to use the DCF model to trade better.
Finished DCF model Finally finished making somewhat intelligent agents which use the dcf model in order to make trades Added a world and company class –> They generate interest rates and FCF earnings respectively This info then gets fed into the agent context window (ctx) The agent then uses the DCF formula to make a trade Works (fairly) well
Cleaned up code and ran some final tests
Ships:
This is a stock market simulator. I built it in c++ and it aims to simulate a stock market using Agents which can generate orders that are executed. It is a fairly static project, where key resources and constants are determined before compiling by the user, and the main goal is to generate csv files of data which can be processed and analyzed. I encourage you to play around with the figures in config.h in order to see what different values do with the simulator. To use this, due to the lack of other options, you must download and compile the repo locally....
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1793101912.8710132
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1793188312.8710132
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10061
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TalentCruiter by @rosandrox | Stardance
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rosandrox
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1
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0.0
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T20:50:54Z", "hours": 0.0, "multiplier": 1.64, "payout": 2, "blessing": "neutral", "text": "Hey everyone! I just shipped my first real production app, TalentCruiter, and I wanted to share the story behind it. Honestly, the whole thing took me about two hours total. But the first hour was just me sitting there, completely blank, brainstorming what to do. I had very limited project experience and looking at massive ideas felt intimidating. I wanted to build something approachable for a beginner, but something that would actually be useful to real people. Then it hit me. I remembered watching a close friend of mine who works in HR navigate the exhausting daily grind of recruiting. They were spending hours bouncing around platforms like LinkedIn, tracking people, and trying to network. LinkedIn is efficient, but it has one massive flaw: it’s totally cut off from where the actual team hangs out. They were constantly context-switching between corporate browsers and internal Slack channels, losing track of details and burning precious time. At least thats how I see it (I am still 15yrs old so that all is still kind of difficul for me to fully comprehend) I thought… why force recruiters to leave the virtual office when we could just bring the database straight to their chat bar? Once that clicked, I locked in and wrote the entire script in an hour flat. 🛠️ TalentCruiter is a Slack-native talent engine. Instead of messy spreadsheets, you just type commands like /talent-iknow or /talent-find straight into the chat bar, and it handles everything using a fast SQLite database in the background. The biggest win for me was the deployment. It’s officially detached from my laptop and running 24/7 on a remote Linux server via systemd, meaning it handles crashes and server reboots completely on its own. Huge thanks to Hack Club for the server guides and the constant motivation to just sit down and start shipping. Check out the code here: https://github.com/prodevmod/TalentCruiter Code is clean, database is fast, bot is running! Let me know what you think!", "repo": "https://github.com/prodevmod/TalentCruiter", "demo": "https://hackclub.enterprise.slack.com/archives/C0BAVVCBQTD"}]...
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[{"post_id": 10165, "ts": "202 [{"post_id": 10165, "ts": "2026-06-16T19:39:43Z", "hours": 0.2, "text": "Almost There!!"}]...
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Title: TalentCruiter by @rosandrox | Stardance
De Title: TalentCruiter by @rosandrox | Stardance
Devlogs:
Almost There!!
Ships:
Hey everyone! I just shipped my first real production app, TalentCruiter, and I wanted to share the story behind it. Honestly, the whole thing took me about two hours total. But the first hour was just me sitting there, completely blank, brainstorming what to do. I had very limited project experience and looking at massive ideas felt intimidating. I wanted to build something approachable for a beginner, but something that would actually be useful to real people. Then it hit me. I remembered watching a close friend of mine who works in HR navigate the exhausting daily grind of recruiting. They were spending hours bouncing around platforms like LinkedIn, tracking people, and trying to network. LinkedIn is efficient, but it has one massive flaw: it’s totally cut off from where the actual team hangs out. They were constantly context-switching between corporate browsers and internal Slack channels, losing track of details and burning precious time. At least thats how I see it (I am still 15yrs old so that all is still kind of difficul for me to fully comprehend) I thought… why force recruiters to leave the virtual office when we could just bring the database straight to their chat bar? Once that clicked, I locked in and wrote the entire script in an hour flat. 🛠️ TalentCruiter is a Slack-native talent engine. Instead of messy spreadsheets, you just type commands like /talent-iknow or /talent-find straight into the chat bar, and it handles everything using a fast SQLite database in the background. The biggest win for me was the deployment. It’s officially detached from my laptop and running 24/7 on a remote Linux server via systemd, meaning it handles crashes and server reboots completely on its own. Huge thanks to Hack Club for the server guides and the constant motivation to just sit down and start shipping. Check out the code here: https://github.com/prodevmod/TalentCruiter Code is clean, database is fast, bot is running! Let me know what you think!...
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1793256648.5299478
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1793343048.5299478
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10063
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Slack Bot by @Lunixx | Stardance
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Lunixx
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1
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3.0
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3
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T22:34:29Z", "hours": 3.0, "multiplier": 1.75, "payout": 3, "blessing": "neutral", "text": "I made a slack bot :D learned a lot about VS code and slack. I’m proud that I didn’t give up even when I wanted to. this has so far been an amazing learning opportunity to get more verse with programming and creating projects. :D", "repo": "https://github.com/jasonweng3141592-pixel/slack_bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BCDTMAHNV"}]...
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[{"post_id": 9544, "ts": "2026 [{"post_id": 9544, "ts": "2026-06-15T22:27:57Z", "hours": 1.1458, "text": "finally have it running 24/7 :D after restarting."}, {"post_id": 6871, "ts": "2026-06-11T14:58:47Z", "hours": 2.1953, "text": "got the bot to work now I just have to run it on nest :D"}]...
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Title: Slack Bot by @Lunixx | Stardance
Devlogs:
Title: Slack Bot by @Lunixx | Stardance
Devlogs:
got the bot to work now I just have to run it on nest :D
finally have it running 24/7 :D after restarting.
Ships:
I made a slack bot :D learned a lot about VS code and slack. I’m proud that I didn’t give up even when I wanted to. this has so far been an amazing learning opportunity to get more verse with programming and creating projects. :D...
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1793202700.4714267
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1793289100.4714267
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10066
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Hangman game by @Abrowny2944 | Stardance
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Abrowny2944
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1
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0.42
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T19:08:36Z", "hours": 0.0, "multiplier": 2.57, "payout": 1, "blessing": "neutral", "text": "I made a hangman game that uses a combination of html css and JavaScript. The hardest part was the JavaScript because it was my first time using it.", "repo": "https://github.com/Abrowny2944/Hangman-game", "demo": "https://abrowny2944.neocities.org/hangman"}]...
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[{"post_id": 4602, "ts": "2026 [{"post_id": 4602, "ts": "2026-06-07T23:25:00Z", "hours": 0.4158, "text": "Updated styling of the webpage and word list."}, {"post_id": 4422, "ts": "2026-06-07T19:01:53Z", "hours": 0.3058, "text": "Added text box, submit button, and display"}]...
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Title: Hangman game by @Abrowny2944 | Stardance
D Title: Hangman game by @Abrowny2944 | Stardance
Devlogs:
Added text box, submit button, and display
Updated styling of the webpage and word list.
Ships:
I made a hangman game that uses a combination of html css and JavaScript. The hardest part was the JavaScript because it was my first time using it....
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1793109277.637433
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1793195677.637433
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10067
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Nasa Orbit Tracker by @Eclipse | Stardance
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Eclipse
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1
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3.0
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30
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T15:33:21Z", "hours": 3.0, "multiplier": 9.65, "payout": 30, "blessing": "neutral", "text": "I made a terminal-based NASA Orbit Tracker that pulls live telemetry data from NASA’s Near-Earth Object REST API to scan the sky for passing asteroids in our night sky. (Tho it only works for Earth, so sadly aliens won’t be able to try it out 🗿) The biggest challenge was wrestling with deep-nested JSON payloads to pull exact diameter and velocity variables, plus translating boring raw Joules into something dramatic: Hiroshima Atomic Bomb equivalents using classical kinetic energy equations (0.5 * m * v^2). Though it was worth it, not that difficult per se, but something new. Making this project made me revise my dusty python skills that I learnt like 2-3 years ago. I’m proud of hitting a flawless 200 connection status with NASA’s live servers and formatting the terminal loop with clean, custom conditional hazard indicators without any errors (for now, and in future too, hopefully) To test it, clone the repo, drop your NASA API key (or use the DEMO_KEY) into the main.py file, pip install requests, and fire up main.py! And try out thousand different ways Earth could’ve ended. (Just kidding 💀✌🏻)", "repo": "https://github.com/Alchemic-Eclipse/nasa-orbit-tracker", "demo": "https://github.com/Alchemic-Eclipse/nasa-orbit-tracker/releases/tag/v1.0.0"}]...
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[{"post_id": 4269, "ts": "2026 [{"post_id": 4269, "ts": "2026-06-07T14:56:54Z", "hours": 1.2467, "text": "Day-2 Devlog: NASA Orbit Tracker v1 Completed! . v1 of the program is live on Github. . What I added: Kinetic Energy engine to get the impact energy of the asteroids. . For better comparison, added Hiroshoma Atomic bomb as comparison. . Polished terminal UI controls: Handled inline conditional formatting for real-time hazard flags cleanly and fixed nested string bugs in the terminal loop."}, {"post_id": 4022, "ts": "2026-06-07T05:56:28Z", "hours": 1.8378, "text": "Day-1 Devlog: NASA Orbit Tracker Main Control Flow Established! ☄️ . Spent like 2 hrs setting up the baseline architecture for my project yesterday night. . What I got working: . Connected successfully to the live NASA NEO (Near Earth Object) API with code 200. . Added dynamic date parsing so it queries exactly what is passing our Earth today. . Added custom HTTP error tracking (handling 429 rate limits and server errors professionally (okay maybe not professionally but cleanly 🗿)). . Established the base of an interactive terminal selection loop that lets user pick which specific asteroid they want to audit. . Pushed everything to my GitHub repository with the commit message “Established Control flow”. . . Today, I’ll build the core physics engine and orbital mechanics calculations next, along with completing the interactive terminal..!!"}]...
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Title: Nasa Orbit Tracker by @Eclipse | Stardance
Title: Nasa Orbit Tracker by @Eclipse | Stardance
Devlogs:
Day-1 Devlog: NASA Orbit Tracker Main Control Flow Established! ☄️ . Spent like 2 hrs setting up the baseline architecture for my project yesterday night. . What I got working: . Connected successfully to the live NASA NEO (Near Earth Object) API with code 200. . Added dynamic date parsing so it queries exactly what is passing our Earth today. . Added custom HTTP error tracking (handling 429 rate limits and server errors professionally (okay maybe not professionally but cleanly 🗿)). . Established the base of an interactive terminal selection loop that lets user pick which specific asteroid they want to audit. . Pushed everything to my GitHub repository with the commit message “Established Control flow”. . . Today, I’ll build the core physics engine and orbital mechanics calculations next, along with completing the interactive terminal..!!
Day-2 Devlog: NASA Orbit Tracker v1 Completed! . v1 of the program is live on Github. . What I added: Kinetic Energy engine to get the impact energy of the asteroids. . For better comparison, added Hiroshoma Atomic bomb as comparison. . Polished terminal UI controls: Handled inline conditional formatting for real-time hazard flags cleanly and fixed nested string bugs in the terminal loop.
Ships:
I made a terminal-based NASA Orbit Tracker that pulls live telemetry data from NASA’s Near-Earth Object REST API to scan the sky for passing asteroids in our night sky. (Tho it only works for Earth, so sadly aliens won’t be able to try it out 🗿) The biggest challenge was wrestling with deep-nested JSON payloads to pull exact diameter and velocity variables, plus translating boring raw Joules into something dramatic: Hiroshima Atomic Bomb equivalents using classical kinetic energy equations (0.5 * m * v^2). Though it was worth it, not that difficult per se, but something new. Making this project made me revise my dusty python skills that I learnt like 2-3 years ago. I’m proud of hitting a flawless 200 connection status with NASA’s live servers and formatting the terminal loop with clean, custom conditional hazard indicators without any errors (for now, and in future too, hopefully) To test it, clone the repo, drop your NASA API key (or use the DEMO_KEY) into the main.py file, pip install requests, and fire up main.py! And try out thousand different ways Earth could’ve ended. (Just kidding 💀✌🏻)...
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1793256974.641448
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1793343374.641448
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10069
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My first slack bot! by @priya_viswanath_314 | Star My first slack bot! by @priya_viswanath_314 | Stardance...
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priya_viswanath_314
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T23:01:43Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack bot that responds to various commands when entered in the Slack app. Some things that were challenging was making sure this were consistent across code and github and also the debugging process. I am proud of finishing my first project. Something to note is that my Slack bot is under FirstProject.", "repo": "https://github.com/pv314-creator/First_Project", "demo": "https://hackclub.enterprise.slack.com/archives/C0BKFNLCL00"}]...
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[{"post_id": 26284, "ts": "202 [{"post_id": 26284, "ts": "2026-07-11T00:05:34Z", "hours": 0.5581, "text": "Successfully completed my first slack bot project! Learned some basics on authentication, API, asynchronous communication, node and JavaScript, and a bit of cloud. Enjoyed it and looking foward to next project!"}]...
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Title: My first slack bot! by @priya_viswanath_314 Title: My first slack bot! by @priya_viswanath_314 | Stardance
Devlogs:
Successfully completed my first slack bot project! Learned some basics on authentication, API, asynchronous communication, node and JavaScript, and a bit of cloud. Enjoyed it and looking foward to next project!
Ships:
I made a Slack bot that responds to various commands when entered in the Slack app. Some things that were challenging was making sure this were consistent across code and github and also the debugging process. I am proud of finishing my first project. Something to note is that my Slack bot is under FirstProject....
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1793102022.9447067
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1793188422.9447067
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10074
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SCP: Containment Protocol by @Serra00 | Stardance
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Serra00
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1
|
83.9
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335
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T20:22:35Z", "hours": 82.0, "multiplier": 4.21, "payout": 335, "blessing": "neutral", "text": "Only works by creating a server, at the online mode part and doesnt really work the offline part. Github has a lot of code dumps because I have been creating devlogs in here GAME DOESNT WORK WELL IN LINUX, BUT ITS A PROBLEM WITH THE BUILD FROM UNITY GAME ENGINE, PROBABLY SHADERS TOO, IT WORKS BUT LAGGY, PLEASE TRY ON WINDOWS. This game has reached its mvp playable state, at least on my levels. Network was fixed and everything syncs perfectly now, electricity works well, and building works, not well but works. B", "repo": "https://github.com/Serra110/reactor-breach", "demo": "https://serra110.itch.io/reactor-breach"}]...
|
[{"post_id": 73961, "ts": "202 [{"post_id": 73961, "ts": "2026-09-26T12:24:20Z", "hours": 1.8986, "text": "fixed webgl bugs and unity build bugs"}, {"post_id": 70254, "ts": "2026-09-18T20:14:01Z", "hours": 10.6819, "text": "Only works by creating a server, at the online mode part and doesnt really work the offline part. Github has a lot of code dumps because I have been creating devlogs in hereGAME DOESNT WORK WELL IN LINUX, BUT ITS A PROBLEM WITH THE BUILD FROM UNITY GAME ENGINE, PROBABLY SHADERS TOO, IT WORKS BUT LAGGY, PLEASE TRY ON WINDOWS. This game has reached its mvp playable state, at least on my levels. Network was fixed and everything syncs perfectly now, electricity works well, and building works, not well but works."}, {"post_id": 52368, "ts": "2026-08-22T14:12:28Z", "hours": 9.6375, "text": "Project: Core — Devlog 7 nuclear reactor (peak) REACTOR PHYSICS: built a proper six-factor formula model (K_eff = ε·L_f·ρ·L_th·f·η), i have no idea what this means but i saw it in a doc from the USA department of nuclear power or smth. each factor maps to something the player actually controls: rods affect thermal utilization, coolant affects resonance escape + void coefficient, temperature gives Doppler feedback. K_eff > 1 = supercritical, K_eff < 1 = subcritical. this took like 6 iterations to calibrate and a lot of help from AI cause i dont know nuclear physics. DELAYED NEUTRONS: power doesn’t change instantly when you move the rods. THERMAL CHAIN: power heat core temp steam production steam pressure turbine electrical output. nothing happens instantly. SCRAM & SAFETY: auto-SCRAM at temp ≥ 92%, pressure ≥ 95%, coolant ≤ 5%. meltdown at 98% with an 8s grace period. warning states at 75% temp, 70% pressure, 20% coolant. SCRAM drives rods to full insert at 0.3/s (~3s total). the void coefficient is BWR-positive (whatever this means), lose coolant and reactivity spikes before the SCRAM catches it. CONTROLS: SignalLever and SignalButton (more to come) now use the channel system. bidirectional sync, if the reactor changes a channel (SCRAM pushes rods), the lever position updates to match, or it will just break everything. BUGS:lever was so sensitive you could SCRAM by breathing on it. everyhing works but not that well"}, {"post_id": 46360, "ts": "2026-08-13T15:11:12Z", "hours": 10.3275, "text": "Project: Core — Devlog #6 so heres whats happened since devlog 5: the game has people in it now. kind of. MULTIPLAYER (oh god): threw Mirror in and made everything server authoritative. NETWORK PLAYER: movement runs on the server now. the client just sends “m holding W and shift and looking this way 30 times a second and the server does the actual math. sprint works, gravity works. INTERACTION: pressing E shoots the ray on the server now, with a distance check so you cant magnet-fist ores from across the map. HEALTH: health is a SyncVar with a hook so the bar updates everywhere, theres a kill plane and a respawn that resets the controller and velocity instead of leaving you glitching through the floor. Bug fixes: everyone can see the same world now, which is a big one. same bugs as before, just now they happen in two windows at once . current issues: machines still arent really networked yet, NetworkMachine is just the base drill battery, smelter insides and conveyor stuff are still convinced the game is singleplayer. power grid is basically how much power we say we have instead of a real grid, remote players dont have a visible body, building mode is not networked. whats next: machines actually syncing their insides (battery, smelter in/out), remote players getting real bodies and nametags, networking build mode, and probably the nuclear reactor. this game is starting to feel like a game you could play with a friend, which is either great or terrifying."}, {"post_id": 44029, "ts": "2026-08-09T15:13:14Z", "hours": 9.5672, "text": "#Project: Core — Devlog #5 so heres whats happened since devlog 4: INVENTORY (the MARRIAGE): the old and new inventory system finally live together happily SMELTER: turns out the smelter not working was just the inventory hiding things from it. Fixed tho. BUILD MODE (it did literally nothing): found out buildItems was an empty list, so pressing the build key did absolutely nothing except make me feel stupid, istg it had stuff before also the placement key was set to 1 which was fighting with the hotbar, so its back to B. SAVE SYSTEM: inventory was never being saved because the Inventory manager that was supposed to save disappeared. also fixed machineType on the mini drill so machines dont all respawn as the same drill on load. MINI DRILL (quality of life, battery edition): ~5 minutes of drilling. now it works until the battery dies. the UI also shows name + battery. Bug fixes: Everything works better now, still has the same bugs since the last time tho, less severe but still there. current issues: -machine internal state (battery, smelter input/output) –isnt saved yet — position yes, battery no. -building snap is still mid -cables still dont have a real material whats next: conveyors actually moving items visually, nuclear reactors (3.6 Roentgen), proper build UI instead of scroll wheel, and like the game itself. this game is starting to seem like an indie solo game and not an ugly prefabs spam."}, {"post_id": 41499, "ts": "2026-08-05T19:01:38Z", "hours": 9.8056, "text": "Project: Core — Devlog -4 soo things since devlog 3: POWER SYSTEM (ELECTRIC MAYHEM): we finally got electricity theres now a whole eletric system folder with ports, wires, a diesel engine and a battery. the diesel gen vibrates when its running (hu hum it is 48k triangles tho), ports light up when you look at them and you place actual cables by clicking port to port like a real electrician (no cap) also you hold right click on a port to remove a cable (still scared to add a nuclear reactor with these physics but SOMEDAY). Wires: the wire tool had like 30 compile errors because i was using the XOR operator (^) on gameobjects which apparently is not a thing in C# heheheh. then once it compiled the wires just didnt carry power at all. turns out the generator emits its value ONCE on startup before the wire even exists, and then never emits again because “nothing changed”. fixed it by pushing the value when the connection is made instead of waiting for a change. power flows now (i think). Smelter: the smelter works! put stuff in, timer, different stuff comes out. integrates with conveyors so production chains exist now (theoreticaly) drag and drop between inventory and smelter is still a gamble though. Performance patch: game was lagging near the diesel gen and battery. turns out vibrating a mesh with 19.2k vertices every single frame is expensive. cached materials instead of making new ones every frame and stopped writing transform values that never change. also found a real memory leak: wires were subscribing to ports and never unsubscribing, so every destroyed cable was eating the game forever.Bug fixes (the usual): wire tool now auto-creates its temp wire so you dont have to wire up the wire tool to use the wire tool, null checks on everything because apparently i hate myself. current issues:inventory drag is still 50/50 (better odds than a lot of stuff) still two inventory systems coexisting (im scared that if i delete the old one everything will break so ill just make them get married) building snap is still mid. wires look janky and cables dont have a real material yet. whats next:conveyors actually moving items visually, nuclear reactors (the power system is real now so the threat of chernobyl is real), proper build UI instead of scroll wheel making the drag and drop stop being a crying baby every time i fix one thing two more break, but now the electricity works AND the smelter works so my factory is basically a machine of machines. still eating me alive but its loopable."}, {"post_id": 35388, "ts": "2026-07-26T19:09:42Z", "hours": 10.3497, "text": "Project: Core — Devlog #3 (the “nothing works but also everything works” update) so heres whats happened since devlog 2: -Smelter :finally got a smelter working. You put resources in, it processes them, you get a different resource out. its on a timer and integrates with conveyors so you can actually start automating production chains now, the product doesnt really exist yet tho so… took way longer than it shouldve to make something that just… melts stuff too . -Ore Deposits & Regeneration minerals are no longer infinite free real estate. ore deposits now have a set amount and the drill actually depletes them. BUT they regenerate over time so the factory doesnt just die. also made an ore spawner that respawns ores when they get collected so the map doesnt end up empty ( dont have a map yet tho 😭 ) -Inventory Rework (pain) this was the big one. went through like 3 different versions of the inventory system. right now it has: items (ItemSO), Slot UI with drag and dropHotbar (keys 1-9), Toggle with TAB key . honestly the drag and drop is still a bit buggy but it works. the old inventory manager is still there in the background because the save system depends on it and im not touching that yet (maybe never i might just hide the ugly UI and update the old inventory items with the old one) Bug Fixes (the usual): drills spawning in the air instead of on the ground (TRIED fixing but didnt work), storage containers being clickable from across the map (added distance check), ghost buildings having memory leaks from duplicate materials (cached them). its actually starting to feel like a factory game tho :D current issues: inventory drag is 50/50 on whether it decides to cooperate (Gamble 🤑) still two inventory systems coexisting which is terrifying ( inventoryfobia) building snap is still mid ( to be generous) whats next: -conveyors actually moving items visually. -power system (nuclear reactors incoming someday) -proper build UI instead of scroll wheel -getting the inventory to stop being a crying baby. this project is eating me alive daily. every time i fix one thing two more break. but the gameplay loop is actually loopable now so thats something :D"}, {"post_id": 25570, "ts": "2026-07-09T22:05:25Z", "hours": 10.7139, "text": "Project: Core — Devlog #2 (The game finally remembers things.) Since the last devlog, I’ve been focusing less on adding random features and more on building the systems that will actually make the game playable in the long run. What’s New: -Saving & Loading One of the biggest additions is a proper save system. The game now saves: Player position Player rotation Inventory/resources Machines Closing the game no longer means starting from scratch, which is a huge step towards making the game feel like an actual factory game. Main Menu & Game Flow Added: Splah Screen (unity provides it) Main Menu New Game Continue (loads your save) Quit button The inventory system has been reworked and is now integrated with the save system. Resources are properly stored and restored when loading a save, making progression persistent. Mining Drill Improvements The drill animation has been completely redone, and the models aswell: Lowers into the ground. Starts spinning after reaching the surface. Continues drilling while slowly pushing deeper into the ground. (there is also another drill that is limited and another one ilimited) It’s a small detail, but it makes the machine feel much more believable. #General Improvements: Lots of bug fixes. ( now there is only like 14 of them) Cleaner project structure. Better organization of scripts and gameobjects. More preparation for future automation systems. #Current Progress Current gameplay looks something like this: Collect resources, Build machines,Save your progress,Continue expanding your factory The gameplay loop is slowly starting to feel complete, although there’s still a lot to add. What’s Next? turning this from a collection of systems into an actual game. Planned features include: -Resource deposits -Power generation ( YES NUCLEAR REACTORS TOO 🔥) -Factory progression -Better UI ( at least try) -Objectives, quotas and tutorial. -More machines ai workers (bots maybe not ai since i dont want it to be cpu consuming) -Multiplayer (later in development) Current Challenges The biggest challenge isn’t adding features anymore. It’s making all the different systems work together without breaking everything else. Every new feature somehow manages to create two new bugs, which is basically what i am programmed to do atp Overall, I’m really happy with the progress."}, {"post_id": 20350, "ts": "2026-07-01T22:35:06Z", "hours": 9.7589, "text": "Nuclear Factory ChaosDevlog #1 (The first devlog that actually counts) I chose to make this game on unity. What I’ve Done So Far: Player Systems: FPS Movement Frst Person Camera Sprinting Footstep Sounds (running only because of bug) Pause Menu (ESC) Head Bob System (this was a huge pain) Crosshair Interaction: Interaction System (E) Center Raycast System (or whatever the name of this might be) Resources: Collectable Ores Ore Spawner Inventory Manager Inventory UI (simple and ugly for now) Building System: Build Mode (B) Building Rotation (R) Scroll Wheel Building Selection ( only until i make a UI for it) Ghost Buildings Grid Placement System Build Costs Automation: First Mining Drill Automatic Resource Production The player now has a fully functional FPS controller, which is a bit buggy rn but works. Building is the most interactive and important part of the project so far, i made building simple while still feeling satisfying to do it. Resources are now required to construct buildings, creating the first real gameplay loop and there is also a mining drill so we can start automating the process. Current Issues & Bugs Like every Unity project, there are a few problems that still need to be solved. This is way harder than i thought and making a game even if its simple is very time consuming and hard, needing to fix bugs every minute. Overall, I think the project is progressing well, and the core gameplay loop is finally starting to come together. (yes thats a house dont mind the quality, currently it doesnt snap well to other parts)"}, {"post_id": 3678, "ts": "2026-06-06T18:45:15Z", "hours": 0.8994, "text": "Made a scene to set up building and character movement, I used a package for the Person Controller since it works very well, made some adjustements to it tho since it had a few bugs and unnecesary stuff."}]...
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Title: SCP: Containment Protocol by @Serra00 | Sta Title: SCP: Containment Protocol by @Serra00 | Stardance
Devlogs:
Made a scene to set up building and character movement, I used a package for the Person Controller since it works very well, made some adjustements to it tho since it had a few bugs and unnecesary stuff.
Nuclear Factory ChaosDevlog #1 (The first devlog that actually counts) I chose to make this game on unity. What I’ve Done So Far: Player Systems: FPS Movement Frst Person Camera Sprinting Footstep Sounds (running only because of bug) Pause Menu (ESC) Head Bob System (this was a huge pain) Crosshair Interaction: Interaction System (E) Center Raycast System (or whatever the name of this might be) Resources: Collectable Ores Ore Spawner Inventory Manager Inventory UI (simple and ugly for now) Building System: Build Mode (B) Building Rotation (R) Scroll Wheel Building Selection ( only until i make a UI for it) Ghost Buildings Grid Placement System Build Costs Automation: First Mining Drill Automatic Resource Production The player now has a fully functional FPS controller, which is a bit buggy rn but works. Building is the most interactive and important part of the project so far, i made building simple while still feeling satisfying to do it. Resources are now required to construct buildings, creating the first real gameplay loop and there is also a mining drill so we can start automating the process. Current Issues & Bugs Like every Unity project, there are a few problems that still need to be solved. This is way harder than i thought and making a game even if its simple is very time consuming and hard, needing to fix bugs every minute. Overall, I think the project is progressing well, and the core gameplay loop is finally starting to come together. (yes thats a house dont mind the quality, currently it doesnt snap well to other parts)
Project: Core — Devlog #2 (The game finally remembers things.) Since the last devlog, I’ve been focusing less on adding random features and more on building the systems that will actually make the game playable in the long run. What’s New: -Saving & Loading One of the biggest additions is a proper save system. The game now saves: Player position Player rotation Inventory/resources Machines Closing the game no longer means starting from scratch, which is a huge step towards making the game feel like an actual factory game. Main Menu & Game Flow Added: Splah Screen (unity provides it) Main Menu New Game Continue (loads your save) Quit button The inventory system has been reworked and is now integrated with the save system. Resources are properly stored and restored when loading a save, making progression persistent. Mining Drill Improvements The drill animation has been completely redone, and the models aswell: Lowers into the ground. Starts spinning after reaching the surface. Continues drilling while slowly pushing deeper into the ground. (there is also another drill that is limited and another one ilimited) It’s a small detail, but it makes the machine feel much more believable. #General Improvements: Lots of bug fixes. ( now there is only like 14 of them) Cleaner project structure. Better organization of scripts and gameobjects. More preparation for future automation systems. #Current Progress Current gameplay looks something like this: Collect resources, Build machines,Save your progress,Continue expanding your factory The gameplay loop is slowly starting to feel complete, although there’s still a lot to add. What’s Next? turning this from a collection of systems into an actual game. Planned features include: -Resource deposits -Power generation ( YES NUCLEAR REACTORS TOO 🔥) -Factory progression -Better UI ( at least try) -Objectives, quotas and tutorial. -More machines ai workers (bots maybe not ai since i dont want it to be cpu consuming) -Multiplayer (later in development) Current Challenges The biggest challenge isn’t adding features anymore. It’s making all the different systems work together without breaking everything else. Every new feature somehow manages to create two new bugs, which is basically what i am programmed to do atp Overall, I’m really happy with the progress.
Project: Core — Devlog #3 (the “nothing works but also everything works” update) so heres whats happened since devlog 2: -Smelter :finally got a smelter working. You put resources in, it processes them, you get a different resource out. its on a timer and integrates with conveyors so you can actually start automating production chains now, the product doesnt really exist yet tho so… took way longer than it shouldve to make something that just… melts stuff too . -Ore Deposits & Regeneration minerals are no longer infinite free real estate. ore deposits now have a set amount and the drill actually depletes them. BUT they regenerate over time so the factory doesnt just die. also made an ore spawner that respawns ores when they get collected so the map doesnt end up empty ( dont have a map yet tho 😭 ) -Inventory Rework (pain) this was the big one. went through like 3 different versions of the inventory system. right now it has: items (ItemSO), Slot UI with drag and dropHotbar (keys 1-9), Toggle with TAB key . honestly the drag and drop is still a bit buggy but it works. the old inventory manager is still there in the background because the save system depends on it and im not touching that yet (maybe never i might just hide the ugly UI and update the old inventory items with the old one) Bug Fixes (the usual): drills spawning in the air instead of on the ground (TRIED fixing but didnt work), storage containers being clickable from across the map (added distance check), ghost buildings having memory leaks from duplicate materials (cached them). its actually starting to feel like a factory game tho :D current issues: inventory drag is 50/50 on whether it decides to cooperate (Gamble 🤑) still two inventory systems coexisting which is terrifying ( inventoryfobia) building snap is still mid ( to be generous) whats next: -conveyors actually moving items visually. -power system (nuclear reactors incoming someday) -proper build UI instead of scroll wheel -getting the inventory to stop being a crying baby. this project is eating me alive daily. every time i fix one thing two more break. but the gameplay loop is actually loopable now so thats something :D
Project: Core — Devlog -4 soo things since devlog 3: POWER SYSTEM (ELECTRIC MAYHEM): we finally got electricity theres now a whole eletric system folder with ports, wires, a diesel engine and a battery. the diesel gen vibrates when its running (hu hum it is 48k triangles tho), ports light up when you look at them and you place actual cables by clicking port to port like a real electrician (no cap) also you hold right click on a port to remove a cable (still scared to add a nuclear reactor with these physics but SOMEDAY). Wires: the wire tool had like 30 compile errors because i was using the XOR operator (^) on gameobjects which apparently is not a thing in C# heheheh. then once it compiled the wires just didnt carry power at all. turns out the generator emits its value ONCE on startup before the wire even exists, and then never emits again because “nothing changed”. fixed it by pushing the value when the connection is made instead of waiting for a change. power flows now (i think). Smelter: the smelter works! put stuff in, timer, different stuff comes out. integrates with conveyors so production chains exist now (theoreticaly) drag and drop between inventory and smelter is still a gamble though. Performance patch: game was lagging near the diesel gen and battery. turns out vibrating a mesh with 19.2k vertices every single frame is expensive. cached materials instead of making new ones every frame and stopped writing transform values that never change. also found a real memory leak: wires were subscribing to ports and never unsubscribing, so every destroyed cable was eating the game forever.Bug fixes (the usual): wire tool now auto-creates its temp wire so you dont have to wire up the wire tool to use the wire tool, null checks on everything because apparently i hate myself. current issues:inventory drag is still 50/50 (better odds than a lot of stuff) still two inventory systems coexisting (im scared that if i delete the old one everything will break so ill just make them get married) building snap is still mid. wires look janky and cables dont have a real material yet. whats next:conveyors actually moving items visually, nuclear reactors (the power system is real now so the threat of chernobyl is real), proper build UI instead of scroll wheel making the drag and drop stop being a crying baby every time i fix one thing two more break, but now the electricity works AND the smelter works so my factory is basically a machine of machines. still eating me alive but its loopable.
#Project: Core — Devlog #5 so heres whats happened since devlog 4: INVENTORY (the MARRIAGE): the old and new inventory system finally live together happily SMELTER: turns out the smelter not working was just the inventory hiding things from it. Fixed tho. BUILD MODE (it did literally nothing): found out buildItems was an empty list, so pressing the build key did absolutely nothing except make me feel stupid, istg it had stuff before also the placement key was set to 1 which was fighting with the hotbar, so its back to B. SAVE SYSTEM: inventory was never being saved because the Inventory manager that was supposed to save disappeared. also fixed machineType on the mini drill so machines dont all respawn as the same drill on load. MINI DRILL (quality of life, battery edition): ~5 minutes of drilling. now it works until the battery dies. the UI also shows name + battery. Bug fixes: Everything works better now, still has the same bugs since the last time tho, less severe but still there. current issues: -machine internal state (battery, smelter input/output) –isnt saved yet — position yes, battery no. -building snap is still mid -cables still dont have a real material whats next: conveyors actually moving items visually, nuclear reactors (3.6 Roentgen), proper build UI instead of scroll wheel, and like the game itself. this game is starting to seem like an indie solo game and not an ugly prefabs spam.
Project: Core — Devlog #6 so heres whats happened since devlog 5: the game has people in it now. kind of. MULTIPLAYER (oh god): threw Mirror in and made everything server authoritative. NETWORK PLAYER: movement runs on the server now. the client just sends “m holding W and shift and looking this way 30 times a second and the server does the actual math. sprint works, gravity works. INTERACTION: pressing E shoots the ray on the server now, with a distance check so you cant magnet-fist ores from across the map. HEALTH: health is a SyncVar with a hook so the bar updates everywhere, theres a kill plane and a respawn that resets the controller and velocity instead of leaving you glitching through the floor. Bug fixes: everyone can see the same world now, which is a big one. same bugs as before, just now they happen in two windows at once . current issues: machines still arent really networked yet, NetworkMachine is just the base drill battery, smelter insides and conveyor stuff are still convinced the game is singleplayer. power grid is basically how much power we say we have instead of a real grid, remote players dont have a visible body, building mode is not networked. whats next: machines actually syncing their insides (battery, smelter in/out), remote players getting real bodies and nametags, networking build mode, and probably the nuclear reactor. this game is starting to feel like a game you could play with a friend, which is either great or terrifying.
Project: Core — Devlog 7 nuclear reactor (peak) REACTOR PHYSICS: built a proper six-factor formula model (K_eff = ε·L_f·ρ·L_th·f·η), i have no idea what this means but i saw it in a doc from the USA department of nuclear power or smth. each factor maps to something the player actually controls: rods affect thermal utilization, coolant affects resonance escape + void coefficient, temperature gives Doppler feedback. K_eff > 1 = supercritical, K_eff < 1 = subcritical. this took like 6 iterations to calibrate and a lot of help from AI cause i dont know nuclear physics. DELAYED NEUTRONS: power doesn’t change instantly when you move the rods. THERMAL CHAIN: power heat core temp steam production steam pressure turbine electrical output. nothing happens instantly. SCRAM & SAFETY: auto-SCRAM at temp ≥ 92%, pressure ≥ 95%, coolant ≤ 5%. meltdown at 98% with an 8s grace period. warning states at 75% temp, 70% pressure, 20% coolant. SCRAM drives rods to full insert at 0.3/s (~3s total). the void coefficient is BWR-positive (whatever this means), lose coolant and reactivity spikes before the SCRAM catches it. CONTROLS: SignalLever and SignalButton (more to come) now use the channel system. bidirectional sync, if the reactor changes a channel (SCRAM pushes rods), the lever position updates to match, or it will just break everything. BUGS:lever was so sensitive you could SCRAM by breathing on it. everyhing works but not that well
Only works by creating a server, at the online mode part and doesnt really work the offline part. Github has a lot of code dumps because I have been creating devlogs in hereGAME DOESNT WORK WELL IN LINUX, BUT ITS A PROBLEM WITH THE BUILD FROM UNITY GAME ENGINE, PROBABLY SHADERS TOO, IT WORKS BUT LAGGY, PLEASE TRY ON WINDOWS. This game has reached its mvp playable state, at least on my levels. Network was fixed and everything syncs perfectly now, electricity works well, and building works, not well but works.
fixed webgl bugs and unity build bugs
Ships:
Only works by creating a server, at the online mode part and doesnt really work the offline part. Github has a lot of code dumps because I have been creating devlogs in here GAME DOESNT WORK WELL IN LINUX, BUT ITS A PROBLEM WITH THE BUILD FROM UNITY GAME ENGINE, PROBABLY SHADERS TOO, IT WORKS BUT LAGGY, PLEASE TRY ON WINDOWS. This game has reached its mvp playable state, at least on my levels. Network was fixed and everything syncs perfectly now, electricity works well, and building works, not well but works. B...
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1793148759.7673602
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1793235159.7673602
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10080
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PawDaily Desktop by @happyshot1010 | Stardance
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happyshot1010
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1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T15:17:40Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a desktop website for my mobile app!", "repo": "https://github.com/So10-k/pawdaily-web", "demo": "https://pawdaily.cc"}]...
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[{"post_id": 4274, "ts": "2026 [{"post_id": 4274, "ts": "2026-06-07T15:06:54Z", "hours": 1.5875, "text": "I just finished my project!"}, {"post_id": 3689, "ts": "2026-06-06T18:52:44Z", "hours": 10.0508, "text": "This is the current mobile app when openned with Catalyst on my mac."}]...
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Title: PawDaily Desktop by @happyshot1010 | Starda Title: PawDaily Desktop by @happyshot1010 | Stardance
Devlogs:
This is the current mobile app when openned with Catalyst on my mac.
I just finished my project!
Ships:
I made a desktop website for my mobile app!...
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1793220784.1262999
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1793307184.1262999
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10104
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Jibblet by @RishuKamboj | Stardance
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RishuKamboj
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1
|
4.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T16:41:07Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Jibblet is a Slack Bot which has the capabilities of a text generating ai! You can talk all day long with Jibblet or ask it for some random facts about cats or nasa. It was pretty easy to setup thanks to the guide and i figured out how to add other apis. I used free apis from google ai studio , /jibblet-reason uses gemini-3.1-pro-preview where as tagging the bot uses gemini-3.6-flashh. You can head over to my slack channel to test it out or just invite jibblet to your own channel.", "repo": "https://github.com/rydei/Jibblet", "demo": "https://hackclub.enterprise.slack.com/archives/C0BL85E4WA1"}]...
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[{"post_id": 36374, "ts": "202 [{"post_id": 36374, "ts": "2026-07-28T13:28:33Z", "hours": 3.4806, "text": "HEYOOOOOO! been a while since ive done anything on stardance. Started working on Jibblet again to make it great. Added ai support using api keys from google ai studio and random nasa facts from an api key that i found in my mail."}, {"post_id": 5527, "ts": "2026-06-09T10:36:53Z", "hours": 0.4442, "text": "Started building the slack bot, ran into ‘no variables found’ for like 10 times before i realised i named .env file tokens.env :’)"}]...
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Title: Jibblet by @RishuKamboj | Stardance
Devlog Title: Jibblet by @RishuKamboj | Stardance
Devlogs:
Started building the slack bot, ran into ‘no variables found’ for like 10 times before i realised i named .env file tokens.env :’)
HEYOOOOOO! been a while since ive done anything on stardance. Started working on Jibblet again to make it great. Added ai support using api keys from google ai studio and random nasa facts from an api key that i found in my mail.
Ships:
Jibblet is a Slack Bot which has the capabilities of a text generating ai! You can talk all day long with Jibblet or ask it for some random facts about cats or nasa. It was pretty easy to setup thanks to the guide and i figured out how to add other apis. I used free apis from google ai studio , /jibblet-reason uses gemini-3.1-pro-preview where as tagging the bot uses gemini-3.6-flashh. You can head over to my slack channel to test it out or just invite jibblet to your own channel....
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1793220869.377285
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1793307269.377285
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10105
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SchoolPool by @dxnkey | Stardance
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dxnkey
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T21:15:28Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🚗 SchoolPool is live! 🚗 Pool together. Lift each other. Introducing carpool matching for school communities. Students, parents, and staff can post and claim rides within their own verified school circle. Try it now, no signup required: https://github.com/guptaronav/SchoolPool/releases/tag/v1.1.0 Download the zip, drop it into the iOS Simulator, tap Mock Sign In, and you’re in. Please give me a 9 because I spent forever making this and hopefully with enough stardust I can get the apple developer license to deploy this on the app store!!!", "repo": "https://github.com/guptaronav/SchoolPool", "demo": "https://guptaronav.github.io/SchoolPool/"}]...
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[{"post_id": 62485, "ts": "202 [{"post_id": 62485, "ts": "2026-09-05T21:07:32Z", "hours": 1.3028, "text": "Devlog #4 – SchoolPool I didn’t have an apple developer account when making this project, so rather than using TestFlight, I had to make an alternative. I set up GitHub Actions to build the app straight from the repo, zip it up, and attach it to a GitHub release automatically every time I push a version tag. Anyone can download that zip, drag it into their own Simulator, and run the real app in a couple minutes."}, {"post_id": 26492, "ts": "2026-07-11T09:49:41Z", "hours": 1.5975, "text": "Devlog #3 – SchoolPool Picked the project back up after a couple of days away and spent the first stretch just untangling repo state — the iOS repo had diverged from GitHub (turns out global GPG signing was making merges silently hang), AdminViewModel had somehow been emptied out with a duplicate copy floating around, and the Firebase service account key wasn’t gitignored. Got all of that reconciled, merged, and pushed, then ran the full test suite: 41 unit tests green. Built and launched the app on the iPhone 16 simulator, re-seeded the demo school and rides, and grabbed fresh screenshots of a living ride feed. Then I audited every source file for bugs and dead weight, and it turned up something genuinely bad: approving a verification request never actually updated the student’s user doc, so an approved student would stay stuck on the pending screen forever. On top of that, the admin review dashboard was fully built but unreachable — no navigation path led to it at all. Fixed both: approve/reject now flips the request and the user’s status + school in one atomic batch write, and the dashboard now lives in an Admin tab that only appears for school admins. The backend got a matching rules pass too — school admins can now actually write verification status, ride requests and verification requests are validated against school boundaries, and rating reads are restricted to ride participants so nobody can scrape strangers’ ratings. All validated in the Firebase emulator and committed. Two loose ends for next time: the backend repo has no git remote configured, so those commits only exist on my machine, and the new rules still need a firebase deploy to actually hit production."}, {"post_id": 24575, "ts": "2026-07-08T08:02:12Z", "hours": 1.0264, "text": "Devlog #2 – SchoolPool Spent the session auditing and tightening the SchoolPool backend on the Spark plan. I found that any user could self-grant verified/schoolAdmin/adminSchoolIds at doc-create, and a driver could rewrite any ride field. Plus ratings could target strangers and rideRequests could forge a driverId to push-spam anyone. Also, the school search was fully broken. So I fixed both of them! :P"}, {"post_id": 23993, "ts": "2026-07-07T08:12:56Z", "hours": 2.675, "text": "Devlog #1 – SchoolPool Got all ten core features built and the app running on the simulator this week — creating and finding rides, booking seats, live ride status, chat, ratings, trip history, the works. Wired up the Firebase backend too and deployed the security rules and indexes, then seeded a fake school with a handful of rides so the discovery feed actually looks alive instead of empty. Hit one wall: I’m still on Firebase’s free plan, which won’t let me turn on Cloud Storage, so the student-ID verification upload just errors out — there’s literally no bucket for the photo to land in. The code itself is fine, it just needs me to upgrade the plan. For now I’m skipping verification by flagging my test account as verified directly in the database. So the whole ride flow is working end to end and looks the way I wanted. The one broken piece is broken for a billing reason, not a code reason, which I’ll take. Next up: upgrade the plan to light up Storage + push notifications, then grab real screenshots for the App Store."}]...
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Title: SchoolPool by @dxnkey | Stardance
Devlogs: Title: SchoolPool by @dxnkey | Stardance
Devlogs:
Devlog #1 – SchoolPool Got all ten core features built and the app running on the simulator this week — creating and finding rides, booking seats, live ride status, chat, ratings, trip history, the works. Wired up the Firebase backend too and deployed the security rules and indexes, then seeded a fake school with a handful of rides so the discovery feed actually looks alive instead of empty. Hit one wall: I’m still on Firebase’s free plan, which won’t let me turn on Cloud Storage, so the student-ID verification upload just errors out — there’s literally no bucket for the photo to land in. The code itself is fine, it just needs me to upgrade the plan. For now I’m skipping verification by flagging my test account as verified directly in the database. So the whole ride flow is working end to end and looks the way I wanted. The one broken piece is broken for a billing reason, not a code reason, which I’ll take. Next up: upgrade the plan to light up Storage + push notifications, then grab real screenshots for the App Store.
Devlog #2 – SchoolPool Spent the session auditing and tightening the SchoolPool backend on the Spark plan. I found that any user could self-grant verified/schoolAdmin/adminSchoolIds at doc-create, and a driver could rewrite any ride field. Plus ratings could target strangers and rideRequests could forge a driverId to push-spam anyone. Also, the school search was fully broken. So I fixed both of them! :P
Devlog #3 – SchoolPool Picked the project back up after a couple of days away and spent the first stretch just untangling repo state — the iOS repo had diverged from GitHub (turns out global GPG signing was making merges silently hang), AdminViewModel had somehow been emptied out with a duplicate copy floating around, and the Firebase service account key wasn’t gitignored. Got all of that reconciled, merged, and pushed, then ran the full test suite: 41 unit tests green. Built and launched the app on the iPhone 16 simulator, re-seeded the demo school and rides, and grabbed fresh screenshots of a living ride feed. Then I audited every source file for bugs and dead weight, and it turned up something genuinely bad: approving a verification request never actually updated the student’s user doc, so an approved student would stay stuck on the pending screen forever. On top of that, the admin review dashboard was fully built but unreachable — no navigation path led to it at all. Fixed both: approve/reject now flips the request and the user’s status + school in one atomic batch write, and the dashboard now lives in an Admin tab that only appears for school admins. The backend got a matching rules pass too — school admins can now actually write verification status, ride requests and verification requests are validated against school boundaries, and rating reads are restricted to ride participants so nobody can scrape strangers’ ratings. All validated in the Firebase emulator and committed. Two loose ends for next time: the backend repo has no git remote configured, so those commits only exist on my machine, and the new rules still need a firebase deploy to actually hit production.
Devlog #4 – SchoolPool I didn’t have an apple developer account when making this project, so rather than using TestFlight, I had to make an alternative. I set up GitHub Actions to build the app straight from the repo, zip it up, and attach it to a GitHub release automatically every time I push a version tag. Anyone can download that zip, drag it into their own Simulator, and run the real app in a couple minutes.
Ships:
🚗 SchoolPool is live! 🚗 Pool together. Lift each other. Introducing carpool matching for school communities. Students, parents, and staff can post and claim rides within their own verified school circle. Try it now, no signup required: https://github.com/guptaronav/SchoolPool/releases/tag/v1.1.0 Download the zip, drop it into the iOS Simulator, tap Mock Sign In, and you’re in. Please give me a 9 because I spent forever making this and hopefully with enough stardust I can get the apple developer license to deploy this on the app store!!!...
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1793101972.7942932
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1793188372.7942932
|
|
10110
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Vencord Autoinstall by @snows_alt | Stardance
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snows_alt
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1
|
3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T04:23:45Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a script that later turned into an executable to solve the issue of vencord randomly uninstalling when discord would update. To achieve this I first made a simple script to interact with the vencord installer CLI using subprocess. After this was done I made another script to automatically download a verify the integrity of the vencord installer CLI. After this I made another script that scheduled the running of the update script so it gets ran automatically on login. And then I packaged it all into a zip and EXE using pyinstaller and set that as a release! To try out the script you must have discord and vencord installed and to build it you need UV. Best of luck to anyone trying this out feel free to report any issues to me on GitHub!", "repo": "https://github.com/snqwq/Vencord-Autoinstall", "demo": "https://github.com/snqwq/Vencord-Autoinstall/releases/latest"}]...
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[{"post_id": 7279, "ts": "2026 [{"post_id": 7279, "ts": "2026-06-12T04:13:05Z", "hours": 0.3656, "text": "Made a cool logo and updated readme :) All credit for the original vencord logo goes to the vencord team i literally just added autoinstall to the bottom trying to keep with the style and stuff, and it turned out pretty well I think."}, {"post_id": 7188, "ts": "2026-06-12T00:17:23Z", "hours": 3.0678, "text": "Made 0.1.0 of my script to automate vencord installation. The goal of this script is to prevent the occasional uninstallation of vencord whenever discord updates. All interaction with discord is through vencords own cli installer the script is just to automate its usage. Its currently only available for windows but linux support is hopefully going to happen soon :)"}]...
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Title: Vencord Autoinstall by @snows_alt | Stardan Title: Vencord Autoinstall by @snows_alt | Stardance
Devlogs:
Made 0.1.0 of my script to automate vencord installation. The goal of this script is to prevent the occasional uninstallation of vencord whenever discord updates. All interaction with discord is through vencords own cli installer the script is just to automate its usage. Its currently only available for windows but linux support is hopefully going to happen soon :)
Made a cool logo and updated readme :) All credit for the original vencord logo goes to the vencord team i literally just added autoinstall to the bottom trying to keep with the style and stuff, and it turned out pretty well I think.
Ships:
I made a script that later turned into an executable to solve the issue of vencord randomly uninstalling when discord would update. To achieve this I first made a simple script to interact with the vencord installer CLI using subprocess. After this was done I made another script to automatically download a verify the integrity of the vencord installer CLI. After this I made another script that scheduled the running of the update script so it gets ran automatically on login. And then I packaged it all into a zip and EXE using pyinstaller and set that as a release! To try out the script you must have discord and vencord installed and to build it you need UV. Best of luck to anyone trying this out feel free to report any issues to me on GitHub!...
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1793138021.1623085
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1793224421.1623085
|
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10125
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Chamber's Card by @RishuKamboj | Stardance
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RishuKamboj
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T19:44:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 3D model of the ability card of Chamber from Valorant. Made this to get better at designing in Fusion360, im really happy with how it turned out.", "repo": "https://github.com/rydei/Chamber-Card", "demo": ""}]...
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[{"post_id": 9422, "ts": "2026 [{"post_id": 9422, "ts": "2026-06-15T19:42:38Z", "hours": 0.2958, "text": "Final Product! Here are my Printer Settings: - (0.4 mm nozzle) -Layer Height: 0.12mm Fine -Build Plate: Textured PEI Plate (you can use any) -Wall Generator: Arachne -Order of walls: Outer/Inner -Ironing: Topmost Surfaces only -Only one wall on top surfaces: Enabled -Outer Wall Speed: 50 mm/s -Top Surface Speed: 50 mm/s -No Brim"}, {"post_id": 4287, "ts": "2026-06-07T15:23:29Z", "hours": 1.9464, "text": "Finished with Modelling the designs , will post Printed Version soon."}]...
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Title: Chamber's Card by @RishuKamboj | Starda Title: Chamber's Card by @RishuKamboj | Stardance
Devlogs:
Finished with Modelling the designs , will post Printed Version soon.
Final Product! Here are my Printer Settings: - (0.4 mm nozzle) -Layer Height: 0.12mm Fine -Build Plate: Textured PEI Plate (you can use any) -Wall Generator: Arachne -Order of walls: Outer/Inner -Ironing: Topmost Surfaces only -Only one wall on top surfaces: Enabled -Outer Wall Speed: 50 mm/s -Top Surface Speed: 50 mm/s -No Brim
Ships:
I made a 3D model of the ability card of Chamber from Valorant. Made this to get better at designing in Fusion360, im really happy with how it turned out....
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1793109122.1226983
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1793195522.1226983
|
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10141
|
Red River Pollution by @weibolin322 | Stardance
|
weibolin322
|
1
|
11.0
|
100
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T21:24:20Z", "hours": 11.0, "multiplier": 9.66, "payout": 100, "blessing": "neutral", "text": "I came up with this idea from a report that talks about 10 billion liters of untreated sewage are dumped into the Red River every year. As a someone lived here, I feel like it’s my responsibility to show more people about this so that it can be fixed as soon as possible.", "repo": "https://github.com/Weibo0123/Red-River-Pollution", "demo": "https://weibo0123.github.io/Red-River-Pollution/index.html"}]...
|
[{"post_id": 11333, "ts": "202 [{"post_id": 11333, "ts": "2026-06-18T15:23:27Z", "hours": 0.3578, "text": "Compressed all the pictures so they load faster."}, {"post_id": 8847, "ts": "2026-06-14T18:29:55Z", "hours": 10.2225, "text": "This is a website that talk about the untreated sewage that gets dumped into the Red River in Winnipeg, Canada."}]...
|
Title: Red River Pollution by @weibolin322 | Stard Title: Red River Pollution by @weibolin322 | Stardance
Devlogs:
This is a website that talk about the untreated sewage that gets dumped into the Red River in Winnipeg, Canada.
Compressed all the pictures so they load faster.
Ships:
I came up with this idea from a report that talks about 10 billion liters of untreated sewage are dumped into the Red River every year. As a someone lived here, I feel like it’s my responsibility to show more people about this so that it can be fixed as soon as possible....
|
1793116463.1417022
|
1793202863.1417022
|
|
10142
|
leefy's personal site by @leefymoon | Stardanc leefy's personal site by @leefymoon | Stardance...
|
leefymoon
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T13:51:11Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i continued the making of my personal site! a few challenging things were finding features to add, how to design pages, and what to write blogs on! but through three years of having this site i’ve enjoyed making it. :]", "repo": "https://git.leefymoons-room.net/leefy/leefymoons-room", "demo": "https://leefymoons-room.net"}]...
|
[{"post_id": 35797, "ts": "202 [{"post_id": 35797, "ts": "2026-07-27T13:46:28Z", "hours": 1.1017, "text": "made a readme! go check it out if you so please ^^"}, {"post_id": 3813, "ts": "2026-06-06T21:20:12Z", "hours": 0.4611, "text": "made a new blog post! (after two months lol) https://leefymoons-room.net/blog.html#7"}]...
|
Title: leefy's personal site by @leefymoon | S Title: leefy's personal site by @leefymoon | Stardance
Devlogs:
made a new blog post! (after two months lol) https://leefymoons-room.net/blog.html#7
made a readme! go check it out if you so please ^^
Ships:
i continued the making of my personal site! a few challenging things were finding features to add, how to design pages, and what to write blogs on! but through three years of having this site i’ve enjoyed making it. :]...
|
1793252953.9730344
|
1793339353.9730344
|
|
10155
|
ari-khan.com by @ari | Stardance
|
ari
|
1
|
6.06
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T22:58:38Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Added a screenshot!", "repo": "https://github.com/Ari-Khan/ari-khan.com", "demo": "https://ari-khan.com/"}]...
|
[{"post_id": 17269, "ts": "202 [{"post_id": 17269, "ts": "2026-06-28T00:07:23Z", "hours": 3.0617, "text": "Updated UI and completed switch to astro.js!"}, {"post_id": 3766, "ts": "2026-06-06T20:18:56Z", "hours": 3.34, "text": "Working on switching ari-khan.com into an Astro.js project!"}]...
|
Title: ari-khan.com by @ari | Stardance
Devlogs:
Title: ari-khan.com by @ari | Stardance
Devlogs:
Working on switching ari-khan.com into an Astro.js project!
Updated UI and completed switch to astro.js!
Ships:
Added a screenshot!...
|
1793127215.9454284
|
1793213615.9454284
|
|
10158
|
EdMod by @Sucrivore | Stardance
|
Sucrivore
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T21:08:25Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have make a modded client for EcoleDirect, permitting to add plugins to the ENT’s mobile apps. The difficult part was injecting sufficiently versatile code into the application to make all the plugins work.", "repo": "https://gitlab.com/edmod/bundle", "demo": "https://gitlab.com/edmod/patcher/-/releases"}]...
|
[{"post_id": 3785, "ts": "2026 [{"post_id": 3785, "ts": "2026-06-06T20:47:28Z", "hours": 0.3658, "text": "Added caching to plugins loading"}]...
|
Title: EdMod by @Sucrivore | Stardance
Devlogs:
A Title: EdMod by @Sucrivore | Stardance
Devlogs:
Added caching to plugins loading
Ships:
I have make a modded client for EcoleDirect, permitting to add plugins to the ENT’s mobile apps. The difficult part was injecting sufficiently versatile code into the application to make all the plugins work....
|
1793141346.7378373
|
1793227746.7378373
|
|
10180
|
BigSaltyKeypad 5ROL by @BigSaltyBeans | Stardance
|
BigSaltyBeans
|
1
|
5.84
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T02:25:01Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Here is my 5 Key macropad for Hackpad! I’ve never designed a PCB before and this has been such a blast to learn, prototype, and ship! I’m pretty happy with my creation and proud of myself for learning how to build PCBs. Writing the firmware was also a new experience that I found extremely difficult, but you only learn through failures! Hopefully this gets to see the light of day. Cheers!", "repo": "https://github.com/LRGuess/BigSaltyKeypad-5ROL", "demo": ""}]...
|
[{"post_id": 14708, "ts": "202 [{"post_id": 14708, "ts": "2026-06-23T22:16:35Z", "hours": 0.6533, "text": "Finished work on v2 of the PCB! Moved the LEDs to the right side Fixed all of the DRC errors Schematic now represents the board properly Cleaned up routing Reassigned pins to make routing cleaner To do: Adjust the case for new/moved components!"}, {"post_id": 9304, "ts": "2026-06-15T16:55:32Z", "hours": 1.1875, "text": "Major PCB Improvements Many edits were made to the PCB, explained below: Underglow LEDs on top and bottom were added! Key LEDs were moved to a much better position Used a ground fill instead of routing Keys are more spaced and lined up Traces are now 0.5mm thick All V2 now needs is a CAD update!"}, {"post_id": 6590, "ts": "2026-06-11T02:09:42Z", "hours": 1.1264, "text": "Finished Firmware and Ship! After cleaning up the PCB design and generating gerber files I spent some time working on the firmware! I decided to use QMK for the firmware and programed support for all my hackpad’s features! The default keys are the 4 Arrow keys, Z, and the volume knob with push to mute. I did not expect the firmware to be as difficult to program as it was! This has been a fun project, there is still much to work on as things come together in the real world but I’m proud of where I’ve gotten up to now!"}, {"post_id": 6526, "ts": "2026-06-10T23:39:29Z", "hours": 3.025, "text": "Devlog 1! Hello world! To commence this project I began my reading the DIY guide and following along, eventually splitting off and designing a keypad with my own variations! Below is a detailed overview of my keypad: My keypad consists of 5 keys and a rotary encoder. The rotary encoder contains a switch that when pressed can be interpreted as it’s own keypress. I was hoping to use the rotary as a volume knob and it’s switch as a mute/unmute button. I placed them to the side to leave space for the controller as can be seen in the PCB design. The keypad also has 5 LED’s, all strung together through the data in/outs. For the last feature, this keypad contains a programmable OLED screen on the top that can be used to display anything your imagination wants! Moving forward I have yet to program the firmware, and I will also have to clean up the schematic as it’s quite messy."}]...
|
Title: BigSaltyKeypad 5ROL by @BigSaltyBeans | Sta Title: BigSaltyKeypad 5ROL by @BigSaltyBeans | Stardance
Devlogs:
Devlog 1! Hello world! To commence this project I began my reading the DIY guide and following along, eventually splitting off and designing a keypad with my own variations! Below is a detailed overview of my keypad: My keypad consists of 5 keys and a rotary encoder. The rotary encoder contains a switch that when pressed can be interpreted as it’s own keypress. I was hoping to use the rotary as a volume knob and it’s switch as a mute/unmute button. I placed them to the side to leave space for the controller as can be seen in the PCB design. The keypad also has 5 LED’s, all strung together through the data in/outs. For the last feature, this keypad contains a programmable OLED screen on the top that can be used to display anything your imagination wants! Moving forward I have yet to program the firmware, and I will also have to clean up the schematic as it’s quite messy.
Finished Firmware and Ship! After cleaning up the PCB design and generating gerber files I spent some time working on the firmware! I decided to use QMK for the firmware and programed support for all my hackpad’s features! The default keys are the 4 Arrow keys, Z, and the volume knob with push to mute. I did not expect the firmware to be as difficult to program as it was! This has been a fun project, there is still much to work on as things come together in the real world but I’m proud of where I’ve gotten up to now!
Major PCB Improvements Many edits were made to the PCB, explained below: Underglow LEDs on top and bottom were added! Key LEDs were moved to a much better position Used a ground fill instead of routing Keys are more spaced and lined up Traces are now 0.5mm thick All V2 now needs is a CAD update!
Finished work on v2 of the PCB! Moved the LEDs to the right side Fixed all of the DRC errors Schematic now represents the board properly Cleaned up routing Reassigned pins to make routing cleaner To do: Adjust the case for new/moved components!
Ships:
Here is my 5 Key macropad for Hackpad! I’ve never designed a PCB before and this has been such a blast to learn, prototype, and ship! I’m pretty happy with my creation and proud of myself for learning how to build PCBs. Writing the firmware was also a new experience that I found extremely difficult, but you only learn through failures! Hopefully this gets to see the light of day. Cheers!...
|
1793127159.4753382
|
1793213559.4753382
|
|
10190
|
Manenti Slack Bot by @Manenti | Stardance
|
Manenti
|
1
|
2.0
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T23:41:48Z", "hours": 2.0, "multiplier": 5.73, "payout": 12, "blessing": "neutral", "text": "I made Manenti Slack BOT, a Slack bot built with Slack Bolt that adds fun and useful slash commands to a workspace. It can send random cat images, search Pokémon information, find anime details, show random memes, fetch jokes and quotes, and display the current weather for a city using /manenti-weather [city] . The most challenging part was connecting each command to a different external API, because every API has its own structure, response format, parameters, and error cases. I had to understand how each one worked and then adapt the data into clean Slack messages using blocks and slash command responses. I am proud of this project because it is the first bot I have ever built. It helped me learn a lot about Slack Bolt, environment variables, API keys, external API integration, and keeping a bot running 24/7 on a server. To test the project, join the demo Slack workspace/channel and try the available slash commands. Some examples are /manenti-help , /manenti-cat , /manenti-pokemon pikachu , /manenti-anime naruto , /manenti-meme , and /manenti-weather Videira . The bot is deployed on Nest, so it should stay online for reviewers to test.", "repo": "https://github.com/noname697/Manenti-slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B8FB9MNR3"}]...
|
[{"post_id": 10311, "ts": "202 [{"post_id": 10311, "ts": "2026-06-16T23:35:34Z", "hours": 0.7028, "text": "I added two new commands to Manenti Slack BOT: /manenti-meme and /manenti-weather [city]. The /manenti-meme command fetches a random meme using the Imgflip API and displays it directly inside Slack with a clean image block. I also added /manenti-weather [city], which uses WeatherAPI to show the current weather for any city the user types, including temperature, weather condition, humidity, wind speed, and feels-like temperature."}, {"post_id": 3904, "ts": "2026-06-07T00:35:11Z", "hours": 0.365, "text": "I created the commands “/manenti-quote” and “/manenti-joke”, they serve to launch stoic phrases and tell all sorts of jokes."}, {"post_id": 3878, "ts": "2026-06-06T23:26:47Z", "hours": 0.5839, "text": "I added two commands to search for Pokémon and anime using APIs."}, {"post_id": 3844, "ts": "2026-06-06T22:09:06Z", "hours": 0.4739, "text": "Creating the Project. I configured the settings on the Slack API website, then started coding the project, installing dependencies and creating the first three commands: “/manenti-hw”, “/manenti-help”, and “/manenti-cat”."}]...
|
Title: Manenti Slack Bot by @Manenti | Stardance
Title: Manenti Slack Bot by @Manenti | Stardance
Devlogs:
Creating the Project. I configured the settings on the Slack API website, then started coding the project, installing dependencies and creating the first three commands: “/manenti-hw”, “/manenti-help”, and “/manenti-cat”.
I added two commands to search for Pokémon and anime using APIs.
I created the commands “/manenti-quote” and “/manenti-joke”, they serve to launch stoic phrases and tell all sorts of jokes.
I added two new commands to Manenti Slack BOT: /manenti-meme and /manenti-weather [city]. The /manenti-meme command fetches a random meme using the Imgflip API and displays it directly inside Slack with a clean image block. I also added /manenti-weather [city], which uses WeatherAPI to show the current weather for any city the user types, including temperature, weather condition, humidity, wind speed, and feels-like temperature.
Ships:
I made Manenti Slack BOT, a Slack bot built with Slack Bolt that adds fun and useful slash commands to a workspace. It can send random cat images, search Pokémon information, find anime details, show random memes, fetch jokes and quotes, and display the current weather for a city using /manenti-weather [city] . The most challenging part was connecting each command to a different external API, because every API has its own structure, response format, parameters, and error cases. I had to understand how each one worked and then adapt the data into clean Slack messages using blocks and slash command responses. I am proud of this project because it is the first bot I have ever built. It helped me learn a lot about Slack Bolt, environment variables, API keys, external API integration, and keeping a bot running 24/7 on a server. To test the project, join the demo Slack workspace/channel and try the available slash commands. Some examples are /manenti-help , /manenti-cat , /manenti-pokemon pikachu , /manenti-anime naruto , /manenti-meme , and /manenti-weather Videira . The bot is deployed on Nest, so it should stay online for reviewers to test....
|
1793134344.4419222
|
1793220744.4419222
|
|
10207
|
Fake Chatbot by @bean | Stardance
|
bean
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T21:18:59Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a fake chatbot for some information that probably would have worked better as a documentation/wiki type site. Alas, the client wants what the client wants, the client being my dad. If I was naming this project myself, it would be FakeGPT.", "repo": "https://github.com/CoolBeansStudioOfficial/GRDA-Assistant", "demo": "https://coolbeansstudioofficial.github.io/GRDA-Assistant/"}]...
|
[{"post_id": 3810, "ts": "2026 [{"post_id": 3810, "ts": "2026-06-06T21:16:46Z", "hours": 8.0047, "text": "Like I said in the description, my dad asked me to make him a chatbot for work, but he didn’t give me an API key. I could have asked him for one, but I decided to have a little fun with it instead. I manually typed out a bunch of potential prompts in a .json file, then made a few basic scripts to search through and display them as message bubbles. Biggest laugh I’ve had in a while XD"}]...
|
Title: Fake Chatbot by @bean | Stardance
Devlogs: Title: Fake Chatbot by @bean | Stardance
Devlogs:
Like I said in the description, my dad asked me to make him a chatbot for work, but he didn’t give me an API key. I could have asked him for one, but I decided to have a little fun with it instead. I manually typed out a bunch of potential prompts in a .json file, then made a few basic scripts to search through and display them as message bubbles. Biggest laugh I’ve had in a while XD
Ships:
I made a fake chatbot for some information that probably would have worked better as a documentation/wiki type site. Alas, the client wants what the client wants, the client being my dad. If I was naming this project myself, it would be FakeGPT....
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1793116183.709705
|
1793202583.709705
|
|
10216
|
Pendulum physics by @joebracken | Stardance
|
joebracken
|
1
|
9.01
|
38
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T01:04:56Z", "hours": 8.0, "multiplier": 4.52, "payout": 38, "blessing": "neutral", "text": "I made a simulation of a simple pendulum in python. I used newtonian physics and allow for initial velocity, initial radians and radius to be changed before simulation starts. I plot the pendulum on a matplotlib graph. This project was very hard as it was my first main project on python and I had to figure out the alpha = -g/lsintheta line. This was done by learning circular motion and simple pendulum physics; getting the relationship of tangential acceleration to angular acceleration and combining this with the -mgsintheta = ma (newtonian) to get a = -g/lsintheta. This was the main part of the project, however managing theta continued to be a big problem throughout the project. I did enjoy this and I will probably be sticking with python for a while now.", "repo": "https://github.com/madmanmr/PendulumSim2", "demo": "https://github.com/madmanmr/PendulumSim2/releases/download/PendSIm2/main.zip"}]...
|
[{"post_id": 10815, "ts": "202 [{"post_id": 10815, "ts": "2026-06-17T19:08:20Z", "hours": 1.0106, "text": "Fixed an error with the length of R not affecting the actual simulation."}, {"post_id": 7753, "ts": "2026-06-12T23:03:00Z", "hours": 8.4781, "text": "this may be my first devlog as i did not know of them, but here is the completed code"}]...
|
Title: Pendulum physics by @joebracken | Stardance Title: Pendulum physics by @joebracken | Stardance
Devlogs:
this may be my first devlog as i did not know of them, but here is the completed code
Fixed an error with the length of R not affecting the actual simulation.
Ships:
I made a simulation of a simple pendulum in python. I used newtonian physics and allow for initial velocity, initial radians and radius to be changed before simulation starts. I plot the pendulum on a matplotlib graph. This project was very hard as it was my first main project on python and I had to figure out the alpha = -g/lsintheta line. This was done by learning circular motion and simple pendulum physics; getting the relationship of tangential acceleration to angular acceleration and combining this with the -mgsintheta = ma (newtonian) to get a = -g/lsintheta. This was the main part of the project, however managing theta continued to be a big problem throughout the project. I did enjoy this and I will probably be sticking with python for a while now....
|
1793105532.380035
|
1793191932.380035
|
|
10226
|
CatOS by @RandomDroid | Stardance
|
RandomDroid
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T10:30:06Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CatOS is a relatively simple website for the WebOS 1 project where you can log in (you don’t need the password or username, it autofills), and access a landing with 2 apps. One app is a map, and the other is the fishcounter. The new feature that the guide didn’t list is the login screen and loading screen (and maybe the fish counter, nothing can predict the fish counter) I struggled a lot with the CSS, especially at the start. For some reason I remembered flexbox being a lot more of a pain than it was, and was averse to using it (when I started using it, things were 100 times easier) Overall, this was my first return to coding after a few months of being swamped with schoolwork. I didn’t do everything perfectly the first time, but every mistake is an chance for improvement.", "repo": "https://github.com/RandomDroid1/CatOS", "demo": "https://randomdroid1.github.io/CatOS/"}]...
|
[{"post_id": 18241, "ts": "202 [{"post_id": 18241, "ts": "2026-06-29T09:55:14Z", "hours": 2.3364, "text": "CatOS Log 4 Added the fish app, you can click the fish to make the number go up. Fixed the CSS on the mock login page, it is now flexbox, it took a solid minute. fixed some funky bugs, there was one where the Map window didn’t want to go over the Fish window, but only when it was first opened Appreciated the Fish 5.Made it so the welcome window also could be moved forward by tapping Overall I am ready to ship pretty soon, I’ve put off a lot of the cool plans I have since this is a fixed payout, and am very excited for WebOS 2. I think I did fairly good here, and just took a while since I was rusty at basically everything (and should move a lot faster on WebOS 2 since I have a much clearer idea of where I want to go, and what I want to do) (I am adding a fun value to my website that activates random events) I will also fix the really niche bug where if you widen the website, stick a window really far out, and then narrow it back down, the window gets stuck. It’s not very important it just annoys me."}, {"post_id": 17077, "ts": "2026-06-27T18:45:39Z", "hours": 2.51, "text": "CatOS Log 3 Added a new app! It’s a little map of everywhere I’ve made a sale on my etsy shop, yay. Added and made it fairly easy to add more window icons onto the top bar, where they get a little highlight if the window is open I spent a lot of time with the css, but like I did it properly this time with flexbox so it shouldn’t be a problem in the future I have very little left to do, I just need to fix the css on the start screen, and add one more app"}, {"post_id": 16417, "ts": "2026-06-26T18:24:37Z", "hours": 5.0311, "text": "CatOS Devlog 2 Added a tooltip on the login page that tells you that you don’t need the username & password, and if you just start typing it will autofill Added main landing page once you login Added a background image to the landing page (I forgot about the background-image property so it took me a second, I got it eventually) Added a welcome window (and did the css better than in the login screen, it still took a lot of finagling though) Made the welcome window not able to be dragged off screen and not highlight text when you dragged it Added the top bar and all that (I spent a while messing with how exactly it looks but I like it now)"}, {"post_id": 10291, "ts": "2026-06-16T22:35:57Z", "hours": 4.1731, "text": "CatOS devlog 1 Hello! CatOS is a WebOS that will be used for a puzzle game I am going to have my friends do. For the sake of this I will have everything be essentially auto-done and more of a narrative deal. Most of the time spent here was spent on the login page (I made it that no matter what you type in it types the correct password and username), and I am ready to move onto the landing after. I lowkey forgot everything I learned about HTML and CSS, but am remembering it now. I spent a lot of time going back-and-forth on what to do and how to do it since I did not go in with a plan (a dastardly error) CSS also genuinely hurt me because I spent a long time making everything look good on different screen sizes, I discovered some new tech (clamps and CQH & CQW) that will help me do stuff a lot faster in the future. (I normally spam flexbox but it wouldn’t work for exactly what I want here). Unfortunately all the time I spent on this can’t be demo’ed in the screenshot, I promise 4 hours wasn’t just for this I intentionally tried to make the login screen look fairly old, though whether that just made it ugly is up for debate lol."}]...
|
Title: CatOS by @RandomDroid | Stardance
Devlogs: Title: CatOS by @RandomDroid | Stardance
Devlogs:
CatOS devlog 1 Hello! CatOS is a WebOS that will be used for a puzzle game I am going to have my friends do. For the sake of this I will have everything be essentially auto-done and more of a narrative deal. Most of the time spent here was spent on the login page (I made it that no matter what you type in it types the correct password and username), and I am ready to move onto the landing after. I lowkey forgot everything I learned about HTML and CSS, but am remembering it now. I spent a lot of time going back-and-forth on what to do and how to do it since I did not go in with a plan (a dastardly error) CSS also genuinely hurt me because I spent a long time making everything look good on different screen sizes, I discovered some new tech (clamps and CQH & CQW) that will help me do stuff a lot faster in the future. (I normally spam flexbox but it wouldn’t work for exactly what I want here). Unfortunately all the time I spent on this can’t be demo’ed in the screenshot, I promise 4 hours wasn’t just for this I intentionally tried to make the login screen look fairly old, though whether that just made it ugly is up for debate lol.
CatOS Devlog 2 Added a tooltip on the login page that tells you that you don’t need the username & password, and if you just start typing it will autofill Added main landing page once you login Added a background image to the landing page (I forgot about the background-image property so it took me a second, I got it eventually) Added a welcome window (and did the css better than in the login screen, it still took a lot of finagling though) Made the welcome window not able to be dragged off screen and not highlight text when you dragged it Added the top bar and all that (I spent a while messing with how exactly it looks but I like it now)
CatOS Log 3 Added a new app! It’s a little map of everywhere I’ve made a sale on my etsy shop, yay. Added and made it fairly easy to add more window icons onto the top bar, where they get a little highlight if the window is open I spent a lot of time with the css, but like I did it properly this time with flexbox so it shouldn’t be a problem in the future I have very little left to do, I just need to fix the css on the start screen, and add one more app
CatOS Log 4 Added the fish app, you can click the fish to make the number go up. Fixed the CSS on the mock login page, it is now flexbox, it took a solid minute. fixed some funky bugs, there was one where the Map window didn’t want to go over the Fish window, but only when it was first opened Appreciated the Fish 5.Made it so the welcome window also could be moved forward by tapping Overall I am ready to ship pretty soon, I’ve put off a lot of the cool plans I have since this is a fixed payout, and am very excited for WebOS 2. I think I did fairly good here, and just took a while since I was rusty at basically everything (and should move a lot faster on WebOS 2 since I have a much clearer idea of where I want to go, and what I want to do) (I am adding a fun value to my website that activates random events) I will also fix the really niche bug where if you widen the website, stick a window really far out, and then narrow it back down, the window gets stuck. It’s not very important it just annoys me.
Ships:
CatOS is a relatively simple website for the WebOS 1 project where you can log in (you don’t need the password or username, it autofills), and access a landing with 2 apps. One app is a map, and the other is the fishcounter. The new feature that the guide didn’t list is the login screen and loading screen (and maybe the fish counter, nothing can predict the fish counter) I struggled a lot with the CSS, especially at the start. For some reason I remembered flexbox being a lot more of a pain than it was, and was averse to using it (when I started using it, things were 100 times easier) Overall, this was my first return to coding after a few months of being swamped with schoolwork. I didn’t do everything perfectly the first time, but every mistake is an chance for improvement....
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1793227743.5018718
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1793314143.5018718
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10231
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Hollow Knight Pinball Playfield by @AgentAxolotl | Hollow Knight Pinball Playfield by @AgentAxolotl | Stardance...
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AgentAxolotl
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1
|
28.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T17:31:39Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I Made: I used CAD (onshape specifically) to model my custom pinball playfield for my Hollow Knight Pinball Machine. It is based on my original physical rough draft prototype and also expands on it with more holes for things like inserts that are too complicated to cut by hand. It will be CNC cut and will be populated (have other components like the mechanical pieces and lights) in a future project. The main goal of this project was to learn CAD while also reducing the time, effort, and errors caused by trying to do this by hand. Some of the models for the holes of various features can be reused by others in the future. Challenges: Learning CAD was definitely a massive learning curve but luckily I know a decent number of people who were able to answer all my questions. I think this is pretty obvious in my devlogs as you can see how I got significantly faster and more capable throughout the process. Modeling the inserts and target cut outs were among the more complicated shapes and were quite a challenge especially for someone who had never done CAD before. I had dimensions from other people in the space but free onshape can struggle with dxf files. I do think templates were very helpful and I hope someone else will also use these in the future, especially the target which I did from scratch. What I’m Most Proud Of: I am most proud of the shooter lane, I go into it in more detail in my readme but I basically used a tilted plane and a v shape and then curved the edges and I think it turned out about as close to a real machine as possible while matching the shorter length I need for my specific design. I am also proud of the target design which I did all on my own. My measurements were also very accurate when I came back and checked it against my physical draft when I was done and I was quite worried it would not match up. Finally I am most proud of basically learning CAD from the ground up which is a major skill that will help me in the future and make many future projects easier. How You Can Machine This Yourself: The onshape files are linked here and there is a .step in the github. The general process is that it should be machined out of plywood on a CNC machine however there are more detailed instructions in the readme. The other thing you may find useful is the templates for inserts and targets (you can find them in the onshape) as this will make it easier for you to make your own machine with your own design if you want. Other components like slingshots and lower plainfield third (which is fairly standard) can be found in there as well. Thanks for rating and good luck on your own projects!", "repo": "https://github.com/SamHughes112/Hollow-Knight-Pinball", "demo": ""}]...
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[{"post_id": 14856, "ts": "202 [{"post_id": 14856, "ts": "2026-06-24T03:48:18Z", "hours": 4.0136, "text": "This will probably be my last devlog before I ship. Most of time was spent on fine tuning positions, remeasuring things, and checking that I had all the holes I needed. Some of the more major changes included the ball trough (the big oval thing at the bottom for holding balls when they are not in play), the holes in the corners to let wires through for lighting (top right has two one for 5v and one for 48v since the 48 can sometimes mess with data to the RGBs on the 5v), and fixing the shooter lane insert. By being set into the playfield the plunger can hit it better/more consistently and it was definitely up there for one of the most difficult things I have done for this project. In the end I used a very slightly sloped plane with a shape of a V on it which I then extruded forwards and backwards. I then curved the edges to be a bit smoother though it did require me to be creative."}, {"post_id": 13167, "ts": "2026-06-21T15:34:18Z", "hours": 11.0439, "text": "I have made a lot of progress and am probably getting close to shipping. In the past couple days I finished adding all the inserts (I think) as well as almost all the posts I have two left but they will be hard to measure. The only other things I have to do is put a slope for the shooter lane (like where the ball comes from), add a couple more cutouts for switches, and add some holes at the bottom and at the back for some wires since I’m sure I will need that at some point and if not they will covered when I build it out."}, {"post_id": 9706, "ts": "2026-06-16T03:48:15Z", "hours": 4.4953, "text": "Well I had some major setbacks unfortunately the model I had used as a base for the shooter lane and other standard stuff like the holes under the apron (metal piece at the bottom of the games where your ball drains through and a new one pops out of) was measured wrong and by a significant margin so I had to restart that and try to work from a different file type to try to create one that has unfortunately a lot less that I can reuse meaning I had to remeasure and remodel a lot of that myself and then reposition everything I had already put on their. At least I had the shapes of inserts already and obviously me CAD skills have improved a lot so it was fairly doable. I learned my lesson I guess 🤷♂️. I also quickly threw together some more groups of inserts that will go in soon."}, {"post_id": 8476, "ts": "2026-06-14T03:04:59Z", "hours": 4.2267, "text": "I finished modeling the last rounded rectangle along with some more complicated shapes I will need in the future then designed the layout (for the map not the shots) and added some inserts to the map as well as putting some in the inlanes though those were easy next up is adjusting a couple of other positions since I screwed up my side rail measurements (they should be 3/4 and I though they were 1/2 inch)."}, {"post_id": 6037, "ts": "2026-06-10T04:06:47Z", "hours": 3.8192, "text": "Working on modeling holes for the inserts it was coming along well though I did have some problems with onshape not liking some of the file types I was giving it. The labels on the circles are kind of hard to read but basically tell me what diameter it is so I don’t use the wrong one. One more to go thats a 1 1/2 by 1 5/8 rectangle but I’m definitely getting much faster. (idk why my images are being weird maybe try opening them in a new tab)"}]...
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Title: Hollow Knight Pinball Playfield by @AgentAx Title: Hollow Knight Pinball Playfield by @AgentAxolotl | Stardance
Devlogs:
Working on modeling holes for the inserts it was coming along well though I did have some problems with onshape not liking some of the file types I was giving it. The labels on the circles are kind of hard to read but basically tell me what diameter it is so I don’t use the wrong one. One more to go thats a 1 1/2 by 1 5/8 rectangle but I’m definitely getting much faster. (idk why my images are being weird maybe try opening them in a new tab)
I finished modeling the last rounded rectangle along with some more complicated shapes I will need in the future then designed the layout (for the map not the shots) and added some inserts to the map as well as putting some in the inlanes though those were easy next up is adjusting a couple of other positions since I screwed up my side rail measurements (they should be 3/4 and I though they were 1/2 inch).
Well I had some major setbacks unfortunately the model I had used as a base for the shooter lane and other standard stuff like the holes under the apron (metal piece at the bottom of the games where your ball drains through and a new one pops out of) was measured wrong and by a significant margin so I had to restart that and try to work from a different file type to try to create one that has unfortunately a lot less that I can reuse meaning I had to remeasure and remodel a lot of that myself and then reposition everything I had already put on their. At least I had the shapes of inserts already and obviously me CAD skills have improved a lot so it was fairly doable. I learned my lesson I guess 🤷♂️. I also quickly threw together some more groups of inserts that will go in soon.
I have made a lot of progress and am probably getting close to shipping. In the past couple days I finished adding all the inserts (I think) as well as almost all the posts I have two left but they will be hard to measure. The only other things I have to do is put a slope for the shooter lane (like where the ball comes from), add a couple more cutouts for switches, and add some holes at the bottom and at the back for some wires since I’m sure I will need that at some point and if not they will covered when I build it out.
This will probably be my last devlog before I ship. Most of time was spent on fine tuning positions, remeasuring things, and checking that I had all the holes I needed. Some of the more major changes included the ball trough (the big oval thing at the bottom for holding balls when they are not in play), the holes in the corners to let wires through for lighting (top right has two one for 5v and one for 48v since the 48 can sometimes mess with data to the RGBs on the 5v), and fixing the shooter lane insert. By being set into the playfield the plunger can hit it better/more consistently and it was definitely up there for one of the most difficult things I have done for this project. In the end I used a very slightly sloped plane with a shape of a V on it which I then extruded forwards and backwards. I then curved the edges to be a bit smoother though it did require me to be creative.
Ships:
What I Made: I used CAD (onshape specifically) to model my custom pinball playfield for my Hollow Knight Pinball Machine. It is based on my original physical rough draft prototype and also expands on it with more holes for things like inserts that are too complicated to cut by hand. It will be CNC cut and will be populated (have other components like the mechanical pieces and lights) in a future project. The main goal of this project was to learn CAD while also reducing the time, effort, and errors caused by trying to do this by hand. Some of the models for the holes of various features can be reused by others in the future. Challenges: Learning CAD was definitely a massive learning curve but luckily I know a decent number of people who were able to answer all my questions. I think this is pretty obvious in my devlogs as you can see how I got significantly faster and more capable throughout the process. Modeling the inserts and target cut outs were among the more complicated shapes and were quite a challenge especially for someone who had never done CAD before. I had dimensions from other people in the space but free onshape can struggle with dxf files. I do think templates were very helpful and I hope someone else will also use these in the future, especially the target which I did from scratch. What I’m Most Proud Of: I am most proud of the shooter lane, I go into it in more detail in my readme but I basically used a tilted plane and a v shape and then curved the edges and I think it turned out about as close to a real machine as possible while matching the shorter length I need for my specific design. I am also proud of the target design which I did all on my own. My measurements were also very accurate when I came back and checked it against my physical draft when I was done and I was quite worried it would not match up. Finally I am most proud of basically learning CAD from the ground up which is a major skill that will help me in the future and make many future projects easier. How You Can Machine This Yourself: The onshape files are linked here and there is a .step in the github. The general process is that it should be machined out of plywood on a CNC machine however there are more detailed instructions in the readme. The other thing you may find useful is the templates for inserts and targets (you can find them in the onshape) as this will make it easier for you to make your own machine with your own design if you want. Other components like slingshots and lower plainfield third (which is fairly standard) can be found in there as well. Thanks for rating and good luck on your own projects!...
|
1793123733.5554082
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1793210133.5554082
|
|
10232
|
Really Cool Slack Bot by @Yonatan1 | Stardance
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Yonatan1
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1
|
2.56
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T14:53:36Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 24/7 Slack bot! I set up a cool picture and banner for it, and successfully implemented a cool dog pic command. I’m really proud that it’s working and running smoothly. To test my project, you can try running the dog pic command or the cat fact command in the workspace!", "repo": "https://github.com/Portal15/ReallyCoolSlackBot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B8YB74VB5"}]...
|
[{"post_id": 5120, "ts": "2026 [{"post_id": 5120, "ts": "2026-06-08T20:10:07Z", "hours": 0.2881, "text": "Finally fixed the access to the demo"}, {"post_id": 4811, "ts": "2026-06-08T09:57:21Z", "hours": 0.2722, "text": "FIxed some problems with the demo"}, {"post_id": 4263, "ts": "2026-06-07T14:52:47Z", "hours": 0.36, "text": "Fixed some problems with making it run 24/7 and not its finally working!"}, {"post_id": 4161, "ts": "2026-06-07T11:31:00Z", "hours": 0.3469, "text": "Setting a cool picture and banner for the slack bot"}, {"post_id": 3835, "ts": "2026-06-06T21:51:51Z", "hours": 1.0428, "text": "Its working! and.. I have a cool dog pic command"}]...
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Title: Really Cool Slack Bot by @Yonatan1 | Starda Title: Really Cool Slack Bot by @Yonatan1 | Stardance
Devlogs:
Its working! and.. I have a cool dog pic command
Setting a cool picture and banner for the slack bot
Fixed some problems with making it run 24/7 and not its finally working!
FIxed some problems with the demo
Finally fixed the access to the demo
Ships:
I made a 24/7 Slack bot! I set up a cool picture and banner for it, and successfully implemented a cool dog pic command. I’m really proud that it’s working and running smoothly. To test my project, you can try running the dog pic command or the cat fact command in the workspace!...
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1793260256.5131774
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1793346656.5131774
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10257
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Self hosted minecraft hosting service by @sometime Self hosted minecraft hosting service by @sometimesmycodeworks | Stardance...
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sometimesmycodeworks
|
1
|
58.72
|
605
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T18:57:02Z", "hours": 57.0, "multiplier": 12.09, "payout": 605, "blessing": "neutral", "text": "I made a minecraft server hosting service, which shuts down servers automatically that are not in use (and starts them up upon attempted connection) to save resources. It is slow due to the hardware, but I promise that the loading screen usually is not infinite (1min long usually).", "repo": "https://github.com/imakebloatedcode/minecraft-as-a-service", "demo": "https://mc.bloated.dev"}]...
|
[{"post_id": 18404, "ts": "202 [{"post_id": 18404, "ts": "2026-06-29T15:20:46Z", "hours": 0.4886, "text": "Docker now allows more than 10 seconds for the servers to be saved, the MOTD now saves even if no formatting is applied, and it reloads the configuration when switching from and to the server configuration tile"}, {"post_id": 17741, "ts": "2026-06-28T17:39:11Z", "hours": 0.4492, "text": "Devlog - REVIEWERS READ THIS: before rejecting, read this thread: https://hackclub.slack.com/archives/C099P9FQQ91/p1782581500326529"}, {"post_id": 14655, "ts": "2026-06-23T20:48:28Z", "hours": 0.7839, "text": "Added license, updated readme, allowed viewing server configuration without authorization, fixed the UI for users who do (removed save button and irrelevant config groups), renamed the routes for some pages (/dashboard/servers => /dashboard/my-servers. /dashboard/all-servers => /dashboard/servers), and hid the account menu for non-logged-in users."}, {"post_id": 14471, "ts": "2026-06-23T16:33:59Z", "hours": 0.8519, "text": "Final touch ups: added a favicon, fixed a double-mount bug in the server join callback, and also prevented double-registration of accounts (which result in duplicate DB entries)"}, {"post_id": 14064, "ts": "2026-06-23T01:24:09Z", "hours": 3.2131, "text": "The server now automatically shuts down servers with no players after 5 minutes (via checking if any players are connected to the proxy, not by querying the backend server) and starts them on players trying to join. Viaversion has been uninstalled from velocity (the proxy), as it was giving protocol errors intermittently for newly started servers. I now only have viaversion in front of the limbo server, which was not having issues, with the addition of viabackwards to allow old versions. Installing that to the limbo server was required as all minecraft versions connect to it, and limbo only implements support for one nativly."}, {"post_id": 13785, "ts": "2026-06-22T16:25:13Z", "hours": 1.9106, "text": "Fixed the api endpoints (they did not delete the S3 data) for deleting servers and accounts and added the button to delete servers"}, {"post_id": 12823, "ts": "2026-06-21T00:06:11Z", "hours": 5.3086, "text": "It now keeps track of the players that are connected (this required rewriting the java code to use a raw tcp stream instead of http for events to allow bidirectional communication)"}, {"post_id": 12275, "ts": "2026-06-20T01:25:17Z", "hours": 12.3925, "text": "Added a terminal feature to allow using the console of the minecraft server and cleaned up the codebase to the point of being somewhat presentable (removed the unused old code from the pre-stardance version as it is been largely rewritten)"}, {"post_id": 10265, "ts": "2026-06-16T22:09:20Z", "hours": 10.5117, "text": "The server now actually runs fully, it saves worlds to any S3-like server and allows downloading and uploading custom ones. It autosaves the worlds once every 5 minutes and when the server is shut down, and restarts the servers when the configuration is changed. It does not yet allow you to add operators to the server."}, {"post_id": 9246, "ts": "2026-06-15T15:05:13Z", "hours": 6.0061, "text": "Implemented Backend api created The web UI can save to it"}, {"post_id": 8372, "ts": "2026-06-13T22:29:29Z", "hours": 2.8611, "text": "Added server configuration UI autogeneration. It automatically shows only the configuration options supported by the server, requiring me to only implement the backend handler and add the option to the list of field names."}, {"post_id": 7541, "ts": "2026-06-12T16:18:51Z", "hours": 14.1831, "text": "Got basic functionality, with primitive web ui and nearly complete backend. The code is too messy to use, and I will soon rewrite most of it."}]...
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Title: Self hosted minecraft hosting service by @s Title: Self hosted minecraft hosting service by @sometimesmycodeworks | Stardance
Devlogs:
Got basic functionality, with primitive web ui and nearly complete backend. The code is too messy to use, and I will soon rewrite most of it.
Added server configuration UI autogeneration. It automatically shows only the configuration options supported by the server, requiring me to only implement the backend handler and add the option to the list of field names.
Implemented Backend api created The web UI can save to it
The server now actually runs fully, it saves worlds to any S3-like server and allows downloading and uploading custom ones. It autosaves the worlds once every 5 minutes and when the server is shut down, and restarts the servers when the configuration is changed. It does not yet allow you to add operators to the server.
Added a terminal feature to allow using the console of the minecraft server and cleaned up the codebase to the point of being somewhat presentable (removed the unused old code from the pre-stardance version as it is been largely rewritten)
It now keeps track of the players that are connected (this required rewriting the java code to use a raw tcp stream instead of http for events to allow bidirectional communication)
Fixed the api endpoints (they did not delete the S3 data) for deleting servers and accounts and added the button to delete servers
The server now automatically shuts down servers with no players after 5 minutes (via checking if any players are connected to the proxy, not by querying the backend server) and starts them on players trying to join. Viaversion has been uninstalled from velocity (the proxy), as it was giving protocol errors intermittently for newly started servers. I now only have viaversion in front of the limbo server, which was not having issues, with the addition of viabackwards to allow old versions. Installing that to the limbo server was required as all minecraft versions connect to it, and limbo only implements support for one nativly.
Final touch ups: added a favicon, fixed a double-mount bug in the server join callback, and also prevented double-registration of accounts (which result in duplicate DB entries)
Added license, updated readme, allowed viewing server configuration without authorization, fixed the UI for users who do (removed save button and irrelevant config groups), renamed the routes for some pages (/dashboard/servers => /dashboard/my-servers. /dashboard/all-servers => /dashboard/servers), and hid the account menu for non-logged-in users.
Devlog - REVIEWERS READ THIS: before rejecting, read this thread: https://hackclub.slack.com/archives/C099P9FQQ91/p1782581500326529
Docker now allows more than 10 seconds for the servers to be saved, the MOTD now saves even if no formatting is applied, and it reloads the configuration when switching from and to the server configuration tile
Ships:
I made a minecraft server hosting service, which shuts down servers automatically that are not in use (and starts them up upon attempted connection) to save resources. It is slow due to the hardware, but I promise that the loading screen usually is not infinite (1min long usually)....
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1793264069.2409766
|
1793350469.2409766
|