|
41564
|
My very own WebOS by @the-string | Stardance
|
the-string
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @the-string | Stardanc Title: My very own WebOS by @the-string | Stardance...
|
1792810231.2445598
|
1793415031.2445598
|
|
41565
|
My own site! by @Rozo | Stardance
|
Rozo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Rozo | Stardance
|
1792810232.0908682
|
1793415032.0908682
|
|
33538
|
meowybot by @Jolly | Stardance
|
Jolly
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T04:10:10Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "not much to add lol", "repo": "https://github.com/jollyroger182/meowybot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BHPL1LZ8Q"}]...
|
[{"post_id": 27508, "ts": "202 [{"post_id": 27508, "ts": "2026-07-13T04:08:25Z", "hours": 1.1856, "text": "i made a bot! it’s a very simple bot that uses hack club ai and is very meowy. check out #meowybot!"}]...
|
Title: meowybot by @Jolly | Stardance
Devlogs:
i Title: meowybot by @Jolly | Stardance
Devlogs:
i made a bot! it’s a very simple bot that uses hack club ai and is very meowy. check out #meowybot!
Ships:
not much to add lol...
|
1793328632.129624
|
1793415032.129624
|
|
41566
|
Untitled by @JainilPawar | Stardance
|
JainilPawar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @JainilPawar | Stardance
|
1792810233.2569268
|
1793415033.2569268
|
|
27935
|
CLI Todolist by @javim-dev | Stardance
|
javim-dev
|
2
|
25.0
|
228
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T16:57:20Z", "hours": 18.0, "multiplier": 9.26, "payout": 200, "blessing": "neutral", "text": "I made a simple todolist app that runs on the terminal. It has a beautiful TUI, persistent storage, due dates and much more! I’ve learnt a lot while making this project and how it came out. The devlogs are pretty long so I’ll keep this ship message short, just know that I’ve uploaded a demo video that you can find in the project’s readme :) Check the releases page for binaries: https://github.com/javiermm8/cli-todolist/releases", "repo": "https://github.com/javiermm8/cli-todolist", "demo": "https://github.com/javiermm8/cli-todolist/releases"}, {"ship_num": 2, "ts": "2026-06-29T00:19:33Z", "hours": 7.0, "multiplier": 3.31, "payout": 28, "blessing": "neutral", "text": "A simple cli todolist made using gotui. It has persistent storage on disk too :) There’s a demo video on my latest devlog and on github, binaries are on github too.", "repo": "https://github.com/javiermm8/cli-todolist", "demo": "https://github.com/javiermm8/cli-todolist/releases"}]...
|
[{"post_id": 23578, "ts": "202 [{"post_id": 23578, "ts": "2026-07-06T16:47:02Z", "hours": 3.0692, "text": "Ready to ship I’ve spent these 3h mostly on implementing the reminders feature, sadly I couldn’t find a good enough solution and had to drop the feature. I’ve tested multiple go libraries but just couldn’t find one that reliably sent notifications across all platforms. Also, all of them sent desktop notifications instead of something more terminal-related which is what I had in mind. And then, after fighting with creating a background process for hours I decided that it simply wasn’t worth the effort, so I decided to not implement reminders and delete all reminder-related features already implemented in the UI. The due date feature remains intact. It’s sad but I think it’s the best decision to keep the app consistent and manageable. Chasing processes in activity monitor to stop notification loops was fun though! But not all the time in these 3 hours was wasted. I was able to add a button to reset the due date of a TODO and did a general cleanup of the code to prepare it for release."}, {"post_id": 22466, "ts": "2026-07-04T22:46:37Z", "hours": 3.0142, "text": "More progress I can almost see the next ship, I’ve made a lot of progress. Main improvements: Upgraded the design and functionality of the view that allows the user to change due date and reminder. All due date functionality now work. Some bug fixes + minor improvements: TODOs now keep the correct metadata after any other todo is deleted. Previously, description, due date and reminder used to be swapped between TODOs. Made description input box wrap text instead of letting it go out of the box. Updated help messages. Things left to do: Reminders Add a button to reset the due date and reminder. After spending quite the time working with the time package I now think that our understanding of time is broken. Years should have a set amount of days, months a set amount of days and weeks. It would make my live much easier."}, {"post_id": 21783, "ts": "2026-07-03T21:49:57Z", "hours": 5.8275, "text": "Last devlog of the day I implemented a lot of stuff in this 5 hours. Here you have a list: Help messages on most of the views. A brand new TODO view that allows the user to see more information about a given TODO and change more stuff like it’s due date(not implemented yet), reminders(not implemented yet) and description. A brand new view for changing a given TODO’s due date and reminder toggle. Added a dot at the end of the welcome message. Added a more celebratory way of completing a TODO rather than just deleting it. Added warning when terminal size is too small. bug fixed and small upgrades like remembering the selected item when going back to a list. I already wrote way too much on the last two devlogs and it’s already late so I’ve kept this one brief :)"}, {"post_id": 21445, "ts": "2026-07-03T12:22:41Z", "hours": 0.9067, "text": "Persistent storage works again After almost an hour of coding I was able get persistent storage working again and fix a couple of bugs. In the last devlog I explained that because of the project’s rewrite I disabled persistent storage. The project now asked for the user’s name and supported multiple todolists so the previous logic didn’t work. I thankfully was able to reuse a lot of code from the last version(mostly the file handling stuff). Now the project stores data on disk this way: One .cli-TODO-config.json file which contains the user’s name. One .cli-TODO-data.json file which contains the slice of todolists in json. Both files get stored in the same directory in which the program runs. Bugs fixed: When the user left a todolist view by clicking the title of that todo would still be displayed on the border. Not anymore. Other minor bugs that mostly appeared during the development of persistent storage. Like closing a file too early(then, if I tried to write to it again it would crash the program and leave the terminal in a broken state)."}, {"post_id": 21423, "ts": "2026-07-03T11:15:37Z", "hours": 5.255, "text": "I used to be the number one hater of the stardance review process(you get pretty tired of it after having to review the same slack bot 15 times but with different names) but after reading the feedback other people have left on my shipped projects I’ve changed my mind. Initially I decided to ship this thing quickly so I could get the sticker, but after seeing that a lot of people liked this project(and the Happiness meter too, check it out on my page) I’ve decided to keep improving it with the suggestions reviewers left. I’ll start with fixing the number one complaint, the devlogs. I still stand by my belief of “ship first, talk later” but I recognize that people enjoy reading this devlogs and they also force me to think twice about what I implemented and the decisions I made. Enough talk, what did I do in this 5h of coding time? Well, I basically rewrote the whole thing. Now there’s a new starting flow. Much more personalized, it even asks for your name! I tried to keep the todo selection logic mostly intact because it was a pain to write. Sadly I wanted to implement overflow handling and ended up having to rethink and rewrite a lot of code. Other features I implemented: The app now scales dynamically, filling the whole terminal, like a real TUI. Instead of the fixed values on the previous version. This was a pain to change by itself and took a lot of time to get the correct relative values but I’m quite happy of how it came out. Multiple todolists! A lot of reviewers asked for this and I’m happy to deliver. Things I want to add that reviewers asked for: Due time for the TODOs Maybe a reminder system? I’ll have to look into it, people have asked for this but I’m unsure about leaving a gorutine or a cron job running in the background of a reviewers computer. A more celebratory way of completing a TODO than just deleting it. I won’t change the AI declaration because it still applies to the first ship(even though the second is basically a rewrite) but in this one I tried to use even less and go back to good ol stack overflow. One reviewer asked me to make a mobile app for this, I tried to port it to ios using gomobile but it was a mess and simply not worth the effort so I sent the original go code to an agent and asked it to port it to swift. For a vibedcoded prototype it works pretty well so I’ll explore that option too. I still have to work on the persistent storage, it’s going to have to be more complex. Lastly I would like to thank again to all the reviewers that took the time to write thoughtful reviews, it means a lot to me. Some people even went out of the way to test the builds for windows and linux that I couldn’t test, thanks a lot :)"}, {"post_id": 18028, "ts": "2026-06-29T00:15:29Z", "hours": 7.0603, "text": "I’m tired but it’s finished Seven hours logged this weekend. I made a simple cli todolist made using gotui. It has persistent storage on disk :) Here you have a demo video, binaries are in github too."}]...
|
Title: CLI Todolist by @javim-dev | Stardance
Dev Title: CLI Todolist by @javim-dev | Stardance
Devlogs:
I’m tired but it’s finished Seven hours logged this weekend. I made a simple cli todolist made using gotui. It has persistent storage on disk :) Here you have a demo video, binaries are in github too.
I used to be the number one hater of the stardance review process(you get pretty tired of it after having to review the same slack bot 15 times but with different names) but after reading the feedback other people have left on my shipped projects I’ve changed my mind. Initially I decided to ship this thing quickly so I could get the sticker, but after seeing that a lot of people liked this project(and the Happiness meter too, check it out on my page) I’ve decided to keep improving it with the suggestions reviewers left. I’ll start with fixing the number one complaint, the devlogs. I still stand by my belief of “ship first, talk later” but I recognize that people enjoy reading this devlogs and they also force me to think twice about what I implemented and the decisions I made. Enough talk, what did I do in this 5h of coding time? Well, I basically rewrote the whole thing. Now there’s a new starting flow. Much more personalized, it even asks for your name! I tried to keep the todo selection logic mostly intact because it was a pain to write. Sadly I wanted to implement overflow handling and ended up having to rethink and rewrite a lot of code. Other features I implemented: The app now scales dynamically, filling the whole terminal, like a real TUI. Instead of the fixed values on the previous version. This was a pain to change by itself and took a lot of time to get the correct relative values but I’m quite happy of how it came out. Multiple todolists! A lot of reviewers asked for this and I’m happy to deliver. Things I want to add that reviewers asked for: Due time for the TODOs Maybe a reminder system? I’ll have to look into it, people have asked for this but I’m unsure about leaving a gorutine or a cron job running in the background of a reviewers computer. A more celebratory way of completing a TODO than just deleting it. I won’t change the AI declaration because it still applies to the first ship(even though the second is basically a rewrite) but in this one I tried to use even less and go back to good ol stack overflow. One reviewer asked me to make a mobile app for this, I tried to port it to ios using gomobile but it was a mess and simply not worth the effort so I sent the original go code to an agent and asked it to port it to swift. For a vibedcoded prototype it works pretty well so I’ll explore that option too. I still have to work on the persistent storage, it’s going to have to be more complex. Lastly I would like to thank again to all the reviewers that took the time to write thoughtful reviews, it means a lot to me. Some people even went out of the way to test the builds for windows and linux that I couldn’t test, thanks a lot :)
Persistent storage works again After almost an hour of coding I was able get persistent storage working again and fix a couple of bugs. In the last devlog I explained that because of the project’s rewrite I disabled persistent storage. The project now asked for the user’s name and supported multiple todolists so the previous logic didn’t work. I thankfully was able to reuse a lot of code from the last version(mostly the file handling stuff). Now the project stores data on disk this way: One .cli-TODO-config.json file which contains the user’s name. One .cli-TODO-data.json file which contains the slice of todolists in json. Both files get stored in the same directory in which the program runs. Bugs fixed: When the user left a todolist view by clicking the title of that todo would still be displayed on the border. Not anymore. Other minor bugs that mostly appeared during the development of persistent storage. Like closing a file too early(then, if I tried to write to it again it would crash the program and leave the terminal in a broken state).
Last devlog of the day I implemented a lot of stuff in this 5 hours. Here you have a list: Help messages on most of the views. A brand new TODO view that allows the user to see more information about a given TODO and change more stuff like it’s due date(not implemented yet), reminders(not implemented yet) and description. A brand new view for changing a given TODO’s due date and reminder toggle. Added a dot at the end of the welcome message. Added a more celebratory way of completing a TODO rather than just deleting it. Added warning when terminal size is too small. bug fixed and small upgrades like remembering the selected item when going back to a list. I already wrote way too much on the last two devlogs and it’s already late so I’ve kept this one brief :)
More progress I can almost see the next ship, I’ve made a lot of progress. Main improvements: Upgraded the design and functionality of the view that allows the user to change due date and reminder. All due date functionality now work. Some bug fixes + minor improvements: TODOs now keep the correct metadata after any other todo is deleted. Previously, description, due date and reminder used to be swapped between TODOs. Made description input box wrap text instead of letting it go out of the box. Updated help messages. Things left to do: Reminders Add a button to reset the due date and reminder. After spending quite the time working with the time package I now think that our understanding of time is broken. Years should have a set amount of days, months a set amount of days and weeks. It would make my live much easier.
Ready to ship I’ve spent these 3h mostly on implementing the reminders feature, sadly I couldn’t find a good enough solution and had to drop the feature. I’ve tested multiple go libraries but just couldn’t find one that reliably sent notifications across all platforms. Also, all of them sent desktop notifications instead of something more terminal-related which is what I had in mind. And then, after fighting with creating a background process for hours I decided that it simply wasn’t worth the effort, so I decided to not implement reminders and delete all reminder-related features already implemented in the UI. The due date feature remains intact. It’s sad but I think it’s the best decision to keep the app consistent and manageable. Chasing processes in activity monitor to stop notification loops was fun though! But not all the time in these 3 hours was wasted. I was able to add a button to reset the due date of a TODO and did a general cleanup of the code to prepare it for release.
Ships:
A simple cli todolist made using gotui. It has persistent storage on disk too :) There’s a demo video on my latest devlog and on github, binaries are on github too.
I made a simple todolist app that runs on the terminal. It has a beautiful TUI, persistent storage, due dates and much more! I’ve learnt a lot while making this project and how it came out. The devlogs are pretty long so I’ll keep this ship message short, just know that I’ve uploaded a demo video that you can find in the project’s readme :) Check the releases page for binaries: https://github.com/javiermm8/cli-todolist/releases...
|
1793328634.0293663
|
1793415034.0293663
|
|
41567
|
Untitled by @JainilPawar | Stardance
|
JainilPawar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @JainilPawar | Stardance
|
1792810234.1013498
|
1793415034.1013498
|
|
41568
|
Earth Clock by @JainilPawar | Stardance
|
JainilPawar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Earth Clock by @JainilPawar | Stardance
|
1792810234.9337366
|
1793415034.9337366
|
|
41572
|
birtukan by @gongju | Stardance
|
gongju
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: birtukan by @gongju | Stardance
|
1792810235.796583
|
1793415035.796583
|
|
41573
|
Green Orbit by @Astroandrehn | Stardance
|
Astroandrehn
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Green Orbit by @Astroandrehn | Stardance
|
1792810236.6224725
|
1793415036.6224725
|
|
41575
|
NASA Apollo Lunar Lander by @MananG | Stardance
|
MananG
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: NASA Apollo Lunar Lander by @MananG | Stard Title: NASA Apollo Lunar Lander by @MananG | Stardance...
|
1792810237.4682548
|
1793415037.4682548
|
|
41576
|
Electronics of agrobot by @Elnur | Stardance
|
Elnur
|
0
|
1.06
|
0
|
[]
|
[{"post_id": 37182, "ts": "202 [{"post_id": 37182, "ts": "2026-07-29T18:09:28Z", "hours": 1.0625, "text": "Tried relay system for spraying mechanism didn’t work well."}]...
|
Title: Electronics of agrobot by @Elnur | Stardanc Title: Electronics of agrobot by @Elnur | Stardance
Devlogs:
Tried relay system for spraying mechanism didn’t work well....
|
1792810238.3088982
|
1793415038.3088982
|
|
41578
|
Mind Mirror by @teddeh_tf9 | Stardance
|
teddeh_tf9
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Mind Mirror by @teddeh_tf9 | Stardance
|
1792810239.1626356
|
1793415039.1626356
|
|
28651
|
Login form by @KlJtN | Stardance
|
KlJtN
|
1
|
16.0
|
10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T14:55:17Z", "hours": 16.0, "multiplier": 1.01, "payout": 10, "blessing": "neutral", "text": "I created a simple login form with HTML, CSS and JavaScript. The most challenging part was validating the input fields correctly. I am proud that the form works and shows error messages when the email or password is not valid. To test the project, try submitting the form with empty fields, an invalid email, or a password shorter than 8 characters.", "repo": "https://github.com/KlJtN08/LoginForm", "demo": "https://loginform012345.netlify.app"}]...
|
[{"post_id": 23496, "ts": "202 [{"post_id": 23496, "ts": "2026-07-06T14:52:15Z", "hours": 16.2425, "text": "fixing bug"}]...
|
Title: Login form by @KlJtN | Stardance
Devlogs:
Title: Login form by @KlJtN | Stardance
Devlogs:
fixing bug
Ships:
I created a simple login form with HTML, CSS and JavaScript. The most challenging part was validating the input fields correctly. I am proud that the form works and shows error messages when the email or password is not valid. To test the project, try submitting the form with empty fields, an invalid email, or a password shorter than 8 characters....
|
1793328639.337242
|
1793415039.337242
|
|
41580
|
My awesome macropad! by @RUSHIL- | Stardance
|
RUSHIL-
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @RUSHIL- | Stardanc Title: My awesome macropad! by @RUSHIL- | Stardance...
|
1792810240.0114825
|
1793415040.0114825
|
|
41581
|
My very own WebOS by @Bhargav_11 | Stardance
|
Bhargav_11
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Bhargav_11 | Stardanc Title: My very own WebOS by @Bhargav_11 | Stardance...
|
1792810240.851541
|
1793415040.851541
|
|
41582
|
Frictionless by @RUSHIL- | Stardance
|
RUSHIL-
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @RUSHIL- | Stardance
|
1792810241.6962368
|
1793415041.6962368
|
|
41583
|
RC Car by @thatrandomdev | Stardance
|
thatrandomdev
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: RC Car by @thatrandomdev | Stardance
|
1792810242.5539157
|
1793415042.5539157
|
|
41585
|
Untitled by @shubham0975310 | Stardance
|
shubham0975310
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @shubham0975310 | Stardance
|
1792810243.4046087
|
1793415043.4046087
|
|
41586
|
WarioWare Game by @JustJoshin | Stardance
|
JustJoshin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @JustJoshin | Stardance
|
1792810244.245872
|
1793415044.245872
|
|
41588
|
trink by @epain | Stardance
|
epain
|
0
|
8.92
|
0
|
[]
|
[{"post_id": 42981, "ts": "202 [{"post_id": 42981, "ts": "2026-08-08T00:07:44Z", "hours": 5.5306, "text": "finished onshape assembly of the trinket tray! seems to be fine, just onto creating a repo, uploading files"}, {"post_id": 37284, "ts": "2026-07-29T21:45:07Z", "hours": 3.3892, "text": "i’m working on a small spinning trinket tray! i’m basically a complete noob to cad (using onshape for this ..), so this is my very basic project for designing something in 3d! so far i’ve finished the spinning base, just gotta make the actual trays next :))"}]...
|
Title: trink by @epain | Stardance
Devlogs:
i’m w Title: trink by @epain | Stardance
Devlogs:
i’m working on a small spinning trinket tray! i’m basically a complete noob to cad (using onshape for this ..), so this is my very basic project for designing something in 3d! so far i’ve finished the spinning base, just gotta make the actual trays next :))
finished onshape assembly of the trinket tray! seems to be fine, just onto creating a repo, uploading files...
|
1792810245.10048
|
1793415045.10048
|
|
41589
|
jarvis project by @Pierre-Alexiss | Stardance
|
Pierre-Alexiss
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: jarvis project by @Pierre-Alexiss | Stardan Title: jarvis project by @Pierre-Alexiss | Stardance...
|
1792810245.9466312
|
1793415045.9466312
|
|
9822
|
Among Us Bot by @nish24 | Stardance
|
nish24
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T06:28:15Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an Among Use Style Multiplayer Slack Bot game. Where the host can start game with /fn-imposter than players who wanna play clicks join game button to join the game. Only host can start the game if there are less than 4 player the remaining space will be filled by bots. As host starts the game you get your role and tasks in DM than you have to submit the report. Than discussion based on all players submissions that who can be imposter than voting. If you are imposter you have to try to convince other player you are crewmate and accuse other crewmate and vote him out. If you are crewmate you have to find the imposter. The major difficulty I got is in reducing the spamminess and learning the slack api. It’s a facinating journey.", "repo": "https://github.com/KingNish24/gameBot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B9KNUSD7S"}]...
|
[{"post_id": 3614, "ts": "2026 [{"post_id": 3614, "ts": "2026-06-06T16:46:42Z", "hours": 0.8008, "text": "Devlog 2 of my Among US game Thanks to Nayte and keerthi for Feedback. Yeah, So, people have complained that its too much spammy. So, i added threads and editing previous messages to make it less spammy and do not fill any channel with just bot spam. Feedback and suggestions welcome. Changelog reduced spam ( 0775387 ) Added rule and less spammy ( cf5735e ) added threading ( 560a532 ) added joined people mention ( 6a21fd4 )"}, {"post_id": 3526, "ts": "2026-06-06T14:39:13Z", "hours": 3.2653, "text": "Hey, Everyone So, I am working on an Among Us style game played entirely inside Slack. Players join a lobby in a channel, get assigned roles (crewmate/impostor), receive mission scenarios via DM, submit observations, discuss and vote to eject the impostor. Bot players (AI) fill empty slots when fewer than 4 humans join. You can try it in slack using command /fn-imposter Please try and Give review. So, currently I have created a basic bot. In next version I want to make game more interesting by adding more roles, more better tasks, way to identify the imposter and more variant of games."}]...
|
Title: Among Us Bot by @nish24 | Stardance
Devlog Title: Among Us Bot by @nish24 | Stardance
Devlogs:
Hey, Everyone So, I am working on an Among Us style game played entirely inside Slack. Players join a lobby in a channel, get assigned roles (crewmate/impostor), receive mission scenarios via DM, submit observations, discuss and vote to eject the impostor. Bot players (AI) fill empty slots when fewer than 4 humans join. You can try it in slack using command /fn-imposter Please try and Give review. So, currently I have created a basic bot. In next version I want to make game more interesting by adding more roles, more better tasks, way to identify the imposter and more variant of games.
Devlog 2 of my Among US game Thanks to Nayte and keerthi for Feedback. Yeah, So, people have complained that its too much spammy. So, i added threads and editing previous messages to make it less spammy and do not fill any channel with just bot spam. Feedback and suggestions welcome. Changelog reduced spam ( 0775387 ) Added rule and less spammy ( cf5735e ) added threading ( 560a532 ) added joined people mention ( 6a21fd4 )
Ships:
I made an Among Use Style Multiplayer Slack Bot game. Where the host can start game with /fn-imposter than players who wanna play clicks join game button to join the game. Only host can start the game if there are less than 4 player the remaining space will be filled by bots. As host starts the game you get your role and tasks in DM than you have to submit the report. Than discussion based on all players submissions that who can be imposter than voting. If you are imposter you have to try to convince other player you are crewmate and accuse other crewmate and vote him out. If you are crewmate you have to find the imposter. The major difficulty I got is in reducing the spamminess and learning the slack api. It’s a facinating journey....
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My awesome macropad! by @arumyarrivasplata | Stard My awesome macropad! by @arumyarrivasplata | Stardance...
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Title: My awesome macropad! by @arumyarrivasplata Title: My awesome macropad! by @arumyarrivasplata | Stardance...
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My very own WebOS by @Akh | Stardance
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Title: My very own WebOS by @Akh | Stardance
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MageBorn by @Scarytiger96 | Stardance
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My own site! by @Yug_Tanwani | Stardance
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Title: My own site! by @Yug_Tanwani | Stardance
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Title: KelOS by @KelC | Stardance
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Ferris's Game of Life by @polycarbohydrate | S Ferris's Game of Life by @polycarbohydrate | Stardance...
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T18:39:10Z", "hours": 11.0, "multiplier": 15.5, "payout": 196, "blessing": "neutral", "text": "The next major release of Ferris’s Game of Life is here! The CLI user experience has been greatly improved! Thanks to the reviewers of the first ship, I took their advice and added lots of new features! New features include: CLI display improvements -Text formatting -More standardization in code and printed output -5 preset options so you users don’t need any experience to play/watch. (plus simplier setup) -More customization for custom setup. -Settings for custom setup are all optional so do not feel obligated to fill them all out (unlike v0.1.0). Feedback from the first ship was used, so feel free to give feedback!", "repo": "https://github.com/Polycarbohydrate/FGOL", "demo": "https://github.com/Polycarbohydrate/FGOL/releases/tag/v0.2.0"}, {"ship_num": 2, "ts": "2026-06-28T14:33:11Z", "hours": 10.0, "multiplier": 10.53, "payout": 102, "blessing": "neutral", "text": "Ferris’s Game of Life (FGOL) is Conway’s Game of Life written in Rust. The alive cells are indicated by the crab emoji, a nod to Ferris who is the Rust Langauge’s non-official mascot. I decided on this project because I wanted to build something real for the first time. This project allows me to implement many different features and opens up many pathways to expand on in the future. Currently the project only has a CLI version but I am planning to do a TUI, then progress to a native app UI and then a web UI.", "repo": "https://github.com/Polycarbohydrate/FGOL", "demo": "https://github.com/Polycarbohydrate/FGOL/releases/tag/v0.2.0"}]...
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[{"post_id": 24265, "ts": "202 [{"post_id": 24265, "ts": "2026-07-07T18:35:56Z", "hours": 7.9539, "text": "Devlog 11 Ferris’s Game of Life (FGOL) v0.2.0 is now released! Check it out here: https://github.com/Polycarbohydrate/FGOL/releases/tag/v0.2.0 What is new? First of all, Ferris, is now in banners that surround text in the CLI! These banners surround important pieces of messages or menus. Text that is used for input will be displayed regularly. Taking into account many of the suggestions from the first ship, I added presets! There are 5 presets with this ship, and I plan to add more, which you can select to skip the hassle of setting up the simulation. These 5 were ones I found interesting and were fun to watch on the CLI. Additionally, you may notice that there are more menus now. In order to accomodate the many changes while keeping the user experience friendly, I decided to use menus instead of forcing you to follow a setup process. You are able to customize the simulation however you want! You are now able to add, remove, and view existing cells before you start the simulation! You can still edit the speed of the simulation, and choose the grid size you want. New settings include choosing when to stop the simulation (if you have an infinite loop) and stopping the simulation once cells move off of the screen. Technical changes: To make the code readable and better to edit (i don’t think a 1000 line file with repetitive text is good), I added banners.rs, which holds all of the banner/text content. Other files use the content by calling functions within banner.rs. This makes it so I can see more logic than text, which is more important with debugging. I added the type SettingsExport to hold all of the information I import into cli_display.rs . This was a suggestion from cargo clippy . As always, all code is linted using cargo clippy and formatted using cargo-fmt . All files besides core.rs were modified to accomodate changes. input.rs was changed the most. All platform binaries are still a modest file size (~100kb) Before releasing, I tested for formatting, bad input, and tried to fix everything. I something doesn’t look right, or you encounter a bug/error. Create an issue on the GitHub so I can quickly fix it. Future plans: Ship this release. Work on more features Transition to web-version. Video demo:"}, {"post_id": 21903, "ts": "2026-07-04T02:24:55Z", "hours": 0.7803, "text": "Devlog 10 Minor changes today I didn’t spend much time today working on this project becuase I have some real world stuff to work on. Changes: I added 2 more presets to the code for a total of 5 presets. Added some additional code comments for better code understanding I did some research on a pause feature that I saw in one of the reviewer’s feedback. It is hard to implement an easy to use pause, as I want to keep the CLI std lib only - no external creates. I may drop that feature or implement it stupidly in the future. Ill do some more research on it in the future. I added 2 additional issues for future features I want in the CLI. Both have to do with detecting a simulation loop. I have also decided that the CLI should remain independent with no external crates."}, {"post_id": 21209, "ts": "2026-07-03T00:55:16Z", "hours": 1.7814, "text": "Devlog 9 Made some improvemets/additions to the CLI today based on some of my own discoveries and feedback from the first ship. Thank you to everyone who voted on my first ship ever! I looked throught the feedback and appreciate the support. I also appreciate the constructive feedback. I took it into consideration and applied changes. Major Changes Biggest change was the addition of preset templates. You can now choose between inputting your own cells through coordinates, or by just selecting a preset template which has hardcoded values for cells and everything else. This was done by adding presets.rs which is mainly for the hardcoded values to be fetched and stored. Additionally inputs.rs was updated and overhauled with more functions to be more readable and easier to edit. main.rs was changed to accomodate the changes in input.rs and presets.rs core.rs and cli_display.rs were not changed Bug fixes Inputting a negative number in the first step of the custom setup process would not have proper program execution. I fixed by checking for negative numbers Personal changes The program now has a dedicated exit and loops after a generation dies so you can keep on testing! Phrasing in one of the prompts in inputs.rs was changed to be more clear. Additional thoughts: I will fix up the CLI a bit more and add a few more features before moving on to TUI development. The release of the TUI will be my second ship. Eventually I plan to have this project with a GUI, TUI, CLI, and a web version. Since I am planning for the CLI to be used on low-end devices, I am going to limit the file size to 1 MB. That is 1 MB across all platform binaries. Someone suggested adding a pause feature. I am currently looking into implementing that. Tldr: I will continue fixing up the CLI and adding features. Have a wonderful day."}, {"post_id": 17138, "ts": "2026-06-27T20:22:18Z", "hours": 1.1733, "text": "Devlog 8 This will likely be the last devlog before my first ship. File changes: cli_display.rs: Removed hardcoded grid constants and added new input parameters for grid size. Experimented with different grid spacing but settled on a dot and space to one emoji (”. “). inputs.rs: Added a new section for grid size selection. There are four choices for selection: Small, Medium, Large, and Custom. I had a little bug with Custom not properly working but that was quickly fixed. main.rs: modified to accomodate variable and parameter changes of the 2 files above. I checked error handling and the spacing of text as well. Everything should be properly handled cargo-fmt & cargo clippy ran. Fixed the old bug of inverted y cells; the problem was because of the way I collected line renders (I rendered the bottom of the grid up, but my string concatenation pushed the bottom lines to the top). To solve I just reversed the loop for the rows (y-value). Plenty of comments In the video attached, at 200ms per frame there is no screen stutter. The new way of displaying frames seems to be good. Future: After this I will update my project GitHub ReadMe and add binaries for Windows, Linux, and MacOS. Then I will add the playable link here. After shipping, if the project passes, I will clean up the code and make the game replayable after all cell dies. Next major modification would to progress to a TUI then a GUI with additional features. Lots of ideas for this one! Other: Self contained Rust, no external crates. Q: Why not GUI? A: I see lots of people on this platform have a GUI. However they are using an easy to use game engine, web render, and/or easy to use applications. Rust is mainly for backend and using Rust for frontend is a pain in the butt. I would have to learn eframe/egui and how to work with web-assembly and convert my code to be compiled that way. A TUI would be my next step. If the TUI works, I may consider an infinite grid project milestone and/or then proceed to do a Rust-based GUI. Attached is the cell pattern known as “diehard”. It contains 7 initial starting cells and goes all the way to generation 129 before dying exacting on generation 130. Feedback is welcome!"}, {"post_id": 16606, "ts": "2026-06-27T00:40:42Z", "hours": 0.6336, "text": "Devlog 7 I didn’t change much during this time. However, I redid the printing to that it prints the frame at once instead of one line at a time so there is less stuttering and screen movement. I spent the majority of the time trying to use eframe and wasm but I had a hard time figuring it out. Additionally to just compile and test my code I had to compile 225+ packages every time which took a long time and if I decided to use wasm, it would be even more packages… Next step is to see if I need to fix the location of the delay (speed) and then ship. After ship, I will use an external crate for the TUI. then if the tui goes well maybe an online thing as well. Majority of projects here are using a framework that is high level for frontend development. Using Rust for frontend is a pain :( I added another video with the famous 7-cell 120+ generation ‘diehard’ to show the cli. I think there is less stutter now (i think the stutter at the end would be reduced if my terminal was not as big). Feedback is welcome!"}, {"post_id": 16468, "ts": "2026-06-26T20:17:55Z", "hours": 1.3767, "text": "Devlog 6 File changes (additions, removals, modification) modification: tui.rs/cli_display.rs -> renamed tui.rs to cli_display.rs to be more accurate since I am not building a TUI-based display/application Non-code changes In Cargo.toml, I changed the package name to FGOL instead of the generic testing name I had before. This will now reflect on compilation. Code changes main.rs: I refactored usage of tui.rs to the new file name. I also added a stop to the program that checks if the cells HashSet is empty. If it is, then the program prints the last empty grid frame and notifies the user before stopping. core.rs: No changes. inputs.rs: Major modification to the code in here. Made the input process look nicer, tested the display spacing (including after error messages), overhauled to ask the number of cells that way it is less repetitive if a user wants to add more cells. Added a seperate function to clean the file up a bit (still have some work to do; I don’t think its very readable). Added the crab emoji as the banner for Ferris. cli_display.rs: Changed the cell char to the crab emoji as the banner for Ferris 🦀. Other Everything is formatted to cargo-fmt & cargo clippy No errors or warnings during compilation. Error handling was tested and the printed lines have spacing to look nice. No external crates or packages; it is entirely self-contained. Future I may ship like this (as a binary) to see what feedback I may get. If my ship passes I will continue and make a GUI and learn an external crates for that. For testing and playing, I think a web UI is the best. A binary application is not the best (and unnecessary). I will see what my time looks like and maybe I will convert to an actual UI on the web before shipping or find another solution. Otherwise I will compile the .exe myself and host on the GitHub. Feedback is welcome! GH: https://github.com/Polycarbohydrate/ferris-s-game-of-life"}, {"post_id": 15369, "ts": "2026-06-25T00:01:49Z", "hours": 1.9031, "text": "Devlog 5 Big changes were made today! main.rs completed core.rs completed input.rs completed tui.rs completed By completed I mean that the program is functional (albeit, not pretty). Program is formatted to cargo-fmt and only one cargo clippy warning is left for me to address. The next step is for me to fix a bug that causes the points to be inverted when plotted (positive y becomes negative y). I also have to figure out the clippy warning which is stumping me (warning on an if-then-else statement). This should not take long. The output is stretched due to the uneven spacing of chars in the terminal. THis will have to be addressed in the future by redesign or switching to a GUI framework (likely eframe/egui). I also need to streamline the user input section and make it easier. I will upload to GitHub soon. I also applied for access to hackclub.app to host it for testing. One thing I will note is that the code currently has no outside crates/dependencies and is entirely self-contained. I have attached a video of the program running. The low quality is from it being cropped from my VSCode terminal…sorry :( Suggestions/feedback is welcome!"}, {"post_id": 15238, "ts": "2026-06-24T18:58:30Z", "hours": 1.4261, "text": "Devlog 4 Big improvements today! I finished the core algorithm and completed the first version of the inputs that a user can provide. I restructured the project with: main.rs (the file that brings everything together) inputs.rs (user input stored and returned to main.rs) core.rs (takes info from inputs.rs to calculate the next generation of cells) tui.rs (im progress; probably the hardest part. I am thinking of doing a gui using egui/eframe. If I don’t I will likely implement a grid in the terminal using a limited space (probably 100 x 100 cells for the initial version) Very good progress so far. Only thing I need to do that is important is display the cells."}, {"post_id": 15074, "ts": "2026-06-24T14:19:25Z", "hours": 1.1589, "text": "Today I had an insight to switch the initial state to a simple vertical 3 cell stack. This was to make it easier to debug since the next generations are periodic and my code should show alternating points. The simplified conditions allowed me to figure out the proper algorithm structure: Find dead cells. Calculate new alive cells. Remove the original dead cells. Generation complete Previously I was checking AND removing dead cells before finding the next generation’s alive cells. The next step is to reorganize my code, verify the results, and then convert to a GUI or TUI."}, {"post_id": 14619, "ts": "2026-06-23T20:00:45Z", "hours": 1.0856, "text": "Decided on data type usage (HashSet mainly for storage of cells, and HashMap to convert dead cells to alive cells.) I am sure it is very unoptimized right now. There is a big bug which I will have to fix later."}, {"post_id": 13926, "ts": "2026-06-22T20:47:31Z", "hours": 1.0264, "text": "Today I started working on a simple game of Conway’s Game of Life. I started coding in Rust. It will be my first ever project/game of this sort and hopefully it will be fun!"}]...
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Title: Ferris's Game of Life by @polycarbohydr Title: Ferris's Game of Life by @polycarbohydrate | Stardance
Devlogs:
Today I started working on a simple game of Conway’s Game of Life. I started coding in Rust. It will be my first ever project/game of this sort and hopefully it will be fun!
Decided on data type usage (HashSet mainly for storage of cells, and HashMap to convert dead cells to alive cells.) I am sure it is very unoptimized right now. There is a big bug which I will have to fix later.
Today I had an insight to switch the initial state to a simple vertical 3 cell stack. This was to make it easier to debug since the next generations are periodic and my code should show alternating points. The simplified conditions allowed me to figure out the proper algorithm structure: Find dead cells. Calculate new alive cells. Remove the original dead cells. Generation complete Previously I was checking AND removing dead cells before finding the next generation’s alive cells. The next step is to reorganize my code, verify the results, and then convert to a GUI or TUI.
Devlog 4 Big improvements today! I finished the core algorithm and completed the first version of the inputs that a user can provide. I restructured the project with: main.rs (the file that brings everything together) inputs.rs (user input stored and returned to main.rs) core.rs (takes info from inputs.rs to calculate the next generation of cells) tui.rs (im progress; probably the hardest part. I am thinking of doing a gui using egui/eframe. If I don’t I will likely implement a grid in the terminal using a limited space (probably 100 x 100 cells for the initial version) Very good progress so far. Only thing I need to do that is important is display the cells.
Devlog 5 Big changes were made today! main.rs completed core.rs completed input.rs completed tui.rs completed By completed I mean that the program is functional (albeit, not pretty). Program is formatted to cargo-fmt and only one cargo clippy warning is left for me to address. The next step is for me to fix a bug that causes the points to be inverted when plotted (positive y becomes negative y). I also have to figure out the clippy warning which is stumping me (warning on an if-then-else statement). This should not take long. The output is stretched due to the uneven spacing of chars in the terminal. THis will have to be addressed in the future by redesign or switching to a GUI framework (likely eframe/egui). I also need to streamline the user input section and make it easier. I will upload to GitHub soon. I also applied for access to hackclub.app to host it for testing. One thing I will note is that the code currently has no outside crates/dependencies and is entirely self-contained. I have attached a video of the program running. The low quality is from it being cropped from my VSCode terminal…sorry :( Suggestions/feedback is welcome!
Devlog 6 File changes (additions, removals, modification) modification: tui.rs/cli_display.rs -> renamed tui.rs to cli_display.rs to be more accurate since I am not building a TUI-based display/application Non-code changes In Cargo.toml, I changed the package name to FGOL instead of the generic testing name I had before. This will now reflect on compilation. Code changes main.rs: I refactored usage of tui.rs to the new file name. I also added a stop to the program that checks if the cells HashSet is empty. If it is, then the program prints the last empty grid frame and notifies the user before stopping. core.rs: No changes. inputs.rs: Major modification to the code in here. Made the input process look nicer, tested the display spacing (including after error messages), overhauled to ask the number of cells that way it is less repetitive if a user wants to add more cells. Added a seperate function to clean the file up a bit (still have some work to do; I don’t think its very readable). Added the crab emoji as the banner for Ferris. cli_display.rs: Changed the cell char to the crab emoji as the banner for Ferris 🦀. Other Everything is formatted to cargo-fmt & cargo clippy No errors or warnings during compilation. Error handling was tested and the printed lines have spacing to look nice. No external crates or packages; it is entirely self-contained. Future I may ship like this (as a binary) to see what feedback I may get. If my ship passes I will continue and make a GUI and learn an external crates for that. For testing and playing, I think a web UI is the best. A binary application is not the best (and unnecessary). I will see what my time looks like and maybe I will convert to an actual UI on the web before shipping or find another solution. Otherwise I will compile the .exe myself and host on the GitHub. Feedback is welcome! GH: https://github.com/Polycarbohydrate/ferris-s-game-of-life
Devlog 7 I didn’t change much during this time. However, I redid the printing to that it prints the frame at once instead of one line at a time so there is less stuttering and screen movement. I spent the majority of the time trying to use eframe and wasm but I had a hard time figuring it out. Additionally to just compile and test my code I had to compile 225+ packages every time which took a long time and if I decided to use wasm, it would be even more packages… Next step is to see if I need to fix the location of the delay (speed) and then ship. After ship, I will use an external crate for the TUI. then if the tui goes well maybe an online thing as well. Majority of projects here are using a framework that is high level for frontend development. Using Rust for frontend is a pain :( I added another video with the famous 7-cell 120+ generation ‘diehard’ to show the cli. I think there is less stutter now (i think the stutter at the end would be reduced if my terminal was not as big). Feedback is welcome!
Devlog 8 This will likely be the last devlog before my first ship. File changes: cli_display.rs: Removed hardcoded grid constants and added new input parameters for grid size. Experimented with different grid spacing but settled on a dot and space to one emoji (”. “). inputs.rs: Added a new section for grid size selection. There are four choices for selection: Small, Medium, Large, and Custom. I had a little bug with Custom not properly working but that was quickly fixed. main.rs: modified to accomodate variable and parameter changes of the 2 files above. I checked error handling and the spacing of text as well. Everything should be properly handled cargo-fmt & cargo clippy ran. Fixed the old bug of inverted y cells; the problem was because of the way I collected line renders (I rendered the bottom of the grid up, but my string concatenation pushed the bottom lines to the top). To solve I just reversed the loop for the rows (y-value). Plenty of comments In the video attached, at 200ms per frame there is no screen stutter. The new way of displaying frames seems to be good. Future: After this I will update my project GitHub ReadMe and add binaries for Windows, Linux, and MacOS. Then I will add the playable link here. After shipping, if the project passes, I will clean up the code and make the game replayable after all cell dies. Next major modification would to progress to a TUI then a GUI with additional features. Lots of ideas for this one! Other: Self contained Rust, no external crates. Q: Why not GUI? A: I see lots of people on this platform have a GUI. However they are using an easy to use game engine, web render, and/or easy to use applications. Rust is mainly for backend and using Rust for frontend is a pain in the butt. I would have to learn eframe/egui and how to work with web-assembly and convert my code to be compiled that way. A TUI would be my next step. If the TUI works, I may consider an infinite grid project milestone and/or then proceed to do a Rust-based GUI. Attached is the cell pattern known as “diehard”. It contains 7 initial starting cells and goes all the way to generation 129 before dying exacting on generation 130. Feedback is welcome!
Devlog 9 Made some improvemets/additions to the CLI today based on some of my own discoveries and feedback from the first ship. Thank you to everyone who voted on my first ship ever! I looked throught the feedback and appreciate the support. I also appreciate the constructive feedback. I took it into consideration and applied changes. Major Changes Biggest change was the addition of preset templates. You can now choose between inputting your own cells through coordinates, or by just selecting a preset template which has hardcoded values for cells and everything else. This was done by adding presets.rs which is mainly for the hardcoded values to be fetched and stored. Additionally inputs.rs was updated and overhauled with more functions to be more readable and easier to edit. main.rs was changed to accomodate the changes in input.rs and presets.rs core.rs and cli_display.rs were not changed Bug fixes Inputting a negative number in the first step of the custom setup process would not have proper program execution. I fixed by checking for negative numbers Personal changes The program now has a dedicated exit and loops after a generation dies so you can keep on testing! Phrasing in one of the prompts in inputs.rs was changed to be more clear. Additional thoughts: I will fix up the CLI a bit more and add a few more features before moving on to TUI development. The release of the TUI will be my second ship. Eventually I plan to have this project with a GUI, TUI, CLI, and a web version. Since I am planning for the CLI to be used on low-end devices, I am going to limit the file size to 1 MB. That is 1 MB across all platform binaries. Someone suggested adding a pause feature. I am currently looking into implementing that. Tldr: I will continue fixing up the CLI and adding features. Have a wonderful day.
Devlog 10 Minor changes today I didn’t spend much time today working on this project becuase I have some real world stuff to work on. Changes: I added 2 more presets to the code for a total of 5 presets. Added some additional code comments for better code understanding I did some research on a pause feature that I saw in one of the reviewer’s feedback. It is hard to implement an easy to use pause, as I want to keep the CLI std lib only - no external creates. I may drop that feature or implement it stupidly in the future. Ill do some more research on it in the future. I added 2 additional issues for future features I want in the CLI. Both have to do with detecting a simulation loop. I have also decided that the CLI should remain independent with no external crates.
Devlog 11 Ferris’s Game of Life (FGOL) v0.2.0 is now released! Check it out here: https://github.com/Polycarbohydrate/FGOL/releases/tag/v0.2.0 What is new? First of all, Ferris, is now in banners that surround text in the CLI! These banners surround important pieces of messages or menus. Text that is used for input will be displayed regularly. Taking into account many of the suggestions from the first ship, I added presets! There are 5 presets with this ship, and I plan to add more, which you can select to skip the hassle of setting up the simulation. These 5 were ones I found interesting and were fun to watch on the CLI. Additionally, you may notice that there are more menus now. In order to accomodate the many changes while keeping the user experience friendly, I decided to use menus instead of forcing you to follow a setup process. You are able to customize the simulation however you want! You are now able to add, remove, and view existing cells before you start the simulation! You can still edit the speed of the simulation, and choose the grid size you want. New settings include choosing when to stop the simulation (if you have an infinite loop) and stopping the simulation once cells move off of the screen. Technical changes: To make the code readable and better to edit (i don’t think a 1000 line file with repetitive text is good), I added banners.rs, which holds all of the banner/text content. Other files use the content by calling functions within banner.rs. This makes it so I can see more logic than text, which is more important with debugging. I added the type SettingsExport to hold all of the information I import into cli_display.rs . This was a suggestion from cargo clippy . As always, all code is linted using cargo clippy and formatted using cargo-fmt . All files besides core.rs were modified to accomodate changes. input.rs was changed the most. All platform binaries are still a modest file size (~100kb) Before releasing, I tested for formatting, bad input, and tried to fix everything. I something doesn’t look right, or you encounter a bug/error. Create an issue on the GitHub so I can quickly fix it. Future plans: Ship this release. Work on more features Transition to web-version. Video demo:
Ships:
Ferris’s Game of Life (FGOL) is Conway’s Game of Life written in Rust. The alive cells are indicated by the crab emoji, a nod to Ferris who is the Rust Langauge’s non-official mascot. I decided on this project because I wanted to build something real for the first time. This project allows me to implement many different features and opens up many pathways to expand on in the future. Currently the project only has a CLI version but I am planning to do a TUI, then progress to a native app UI and then a web UI.
The next major release of Ferris’s Game of Life is here! The CLI user experience has been greatly improved! Thanks to the reviewers of the first ship, I took their advice and added lots of new features! New features include: CLI display improvements -Text formatting -More standardization in code and printed output -5 preset options so you users don’t need any experience to play/watch. (plus simplier setup) -More customization for custom setup. -Settings for custom setup are all optional so do not feel obligated to fill them all out (unlike v0.1.0). Feedback from the first ship was used, so feel free to give feedback!...
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1793328650.3463836
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1793415050.3463836
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41598
|
Made a traffic optimizing system by @Realguy | Sta Made a traffic optimizing system by @Realguy | Stardance...
|
|
0
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0.0
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0
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[]
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[]
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Title: Made a traffic optimizing system by @Realgu Title: Made a traffic optimizing system by @Realguy | Stardance...
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1792810251.0352292
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1793415051.0352292
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41599
|
My own site! by @Just_a_quirckless_deva | Stardanc My own site! by @Just_a_quirckless_deva | Stardance...
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Just_a_quirckless_deva
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @Just_a_quirckless_deva | S Title: My own site! by @Just_a_quirckless_deva | Stardance...
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1792810251.8945498
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1793415051.8945498
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12769
|
Boundless by @Akhil_A | Stardance
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Akhil_A
|
0
|
1.78
|
0
|
[]
|
[{"post_id": 6416, "ts": "2026 [{"post_id": 6416, "ts": "2026-06-10T19:54:09Z", "hours": 0.5206, "text": "Worked on the boundary of the game, created a custom character for the game, and now I am currently working on gravity and the jumping system for the platform game: Boundless"}, {"post_id": 5327, "ts": "2026-06-09T01:59:00Z", "hours": 0.6244, "text": "The background Image + Character Movement"}, {"post_id": 5215, "ts": "2026-06-08T22:28:50Z", "hours": 0.6392, "text": "Initial Code for the display of the game"}]...
|
Title: Boundless by @Akhil_A | Stardance
Devlogs: Title: Boundless by @Akhil_A | Stardance
Devlogs:
Initial Code for the display of the game
The background Image + Character Movement
Worked on the boundary of the game, created a custom character for the game, and now I am currently working on gravity and the jumping system for the platform game: Boundless...
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1792810252.758705
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1793415052.758705
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54900
|
Drone by @bigBell | Stardance
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bigBell
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Drone by @bigBell | Stardance
|
1792810253.6173384
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1793415053.6173384
|
|
54901
|
My awesome macropad! by @Azuli07 | Stardance
|
Azuli07
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Azuli07 | Stardanc Title: My awesome macropad! by @Azuli07 | Stardance...
|
1792810254.4715643
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1793415054.4715643
|
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2890
|
Simple html helper page! by @kewlcactus13 | Starda Simple html helper page! by @kewlcactus13 | Stardance...
|
kewlcactus13
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T01:42:35Z", "hours": 1.0, "multiplier": 1.33, "payout": 1, "blessing": "neutral", "text": "Ive made a simple html helper for super basic html tags!", "repo": "https://github.com/kewlcactus13-arch/HTML-Helper", "demo": "https://kewlcactus13-arch.github.io/HTML-Helper/"}]...
|
[{"post_id": 24476, "ts": "202 [{"post_id": 24476, "ts": "2026-07-08T01:41:34Z", "hours": 0.5464, "text": "changed the background and added some more tips!"}, {"post_id": 10546, "ts": "2026-06-17T09:59:07Z", "hours": 0.5667, "text": "Created a basic page with CSS and some info"}]...
|
Title: Simple html helper page! by @kewlcactus13 | Title: Simple html helper page! by @kewlcactus13 | Stardance
Devlogs:
Created a basic page with CSS and some info
changed the background and added some more tips!
Ships:
Ive made a simple html helper for super basic html tags!...
|
1793328654.5330594
|
1793415054.5330594
|
|
54902
|
BLARE by @Baghdu | Stardance
|
Baghdu
|
0
|
0.0
|
0
|
[]
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[]
|
Title: BLARE by @Baghdu | Stardance
|
1792810255.322106
|
1793415055.322106
|
|
28555
|
quadrapad by @jonahbyrom | Stardance
|
jonahbyrom
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T18:38:34Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a simple four-key macropad that allows the user to cut, copy, paste, etc. without using key combinations. It is my very first project of any kind and I am quite proud of it! I designed everything for the first time ever in Fusion and KiCad. Super fun!!", "repo": "https://github.com/jonahbyrom/quadrapad", "demo": ""}]...
|
[{"post_id": 22997, "ts": "202 [{"post_id": 22997, "ts": "2026-07-05T18:11:03Z", "hours": 1.5172, "text": "Finished! I finally finished the project to where I am proud enough to submit it. I finished up the CAD file and compiled all the other files I needed to and did all of the finishing touches and updated github repo a lot! Will now figure out the submission process"}, {"post_id": 22615, "ts": "2026-07-05T05:12:06Z", "hours": 0.5781, "text": "Fixed the cutout and made adjustments to the CAD file!"}, {"post_id": 22338, "ts": "2026-07-04T19:17:18Z", "hours": 1.45, "text": "figured out how to do the firmware and finished it + added files to github repo!!! yayay! began work on CAD file for everything putting together for the submission, I need to add the screws and figure that out but ima take a break first! Im so so proud of what I have done!!"}, {"post_id": 21704, "ts": "2026-07-03T20:02:47Z", "hours": 0.8667, "text": "Trying to figure out the QMK on my own but struggling so I requested help with it as I am struggling to follow along with all of the guides I have found and I do not know if I am doing this whole thing correctly or not. Getting errors in terminal when doing qmk lint and when trying to compile it, something with a bootloader that I cannot find in the guide. Additionally updated the github repo with pcb and case images"}, {"post_id": 21553, "ts": "2026-07-03T15:59:14Z", "hours": 0.5333, "text": "Finished up (for the most part) the case for the macropad… trying to figure out the qmk firmware stuff but struggling on where to start, will do some research and see if I can figure it out before trying to work on it more"}, {"post_id": 21240, "ts": "2026-07-03T02:19:21Z", "hours": 0.9, "text": "Fixed my little issue that I had with my PCB and the sizing. Just need to do a few more tweaks for the case tmrw and then I can continue to work on this project. I am really proud of what I have made :D"}, {"post_id": 21129, "ts": "2026-07-02T22:39:02Z", "hours": 0.9003, "text": "First iteration of PCB and beginnings of the case; having a bit of trouble with the plate… we shall see what I did wrong soon lol!"}]...
|
Title: quadrapad by @jonahbyrom | Stardance
Devlo Title: quadrapad by @jonahbyrom | Stardance
Devlogs:
First iteration of PCB and beginnings of the case; having a bit of trouble with the plate… we shall see what I did wrong soon lol!
Fixed my little issue that I had with my PCB and the sizing. Just need to do a few more tweaks for the case tmrw and then I can continue to work on this project. I am really proud of what I have made :D
Finished up (for the most part) the case for the macropad… trying to figure out the qmk firmware stuff but struggling on where to start, will do some research and see if I can figure it out before trying to work on it more
Trying to figure out the QMK on my own but struggling so I requested help with it as I am struggling to follow along with all of the guides I have found and I do not know if I am doing this whole thing correctly or not. Getting errors in terminal when doing qmk lint and when trying to compile it, something with a bootloader that I cannot find in the guide. Additionally updated the github repo with pcb and case images
figured out how to do the firmware and finished it + added files to github repo!!! yayay! began work on CAD file for everything putting together for the submission, I need to add the screws and figure that out but ima take a break first! Im so so proud of what I have done!!
Fixed the cutout and made adjustments to the CAD file!
Finished! I finally finished the project to where I am proud enough to submit it. I finished up the CAD file and compiled all the other files I needed to and did all of the finishing touches and updated github repo a lot! Will now figure out the submission process
Ships:
This is a simple four-key macropad that allows the user to cut, copy, paste, etc. without using key combinations. It is my very first project of any kind and I am quite proud of it! I designed everything for the first time ever in Fusion and KiCad. Super fun!!...
|
1793328656.078389
|
1793415056.078389
|
|
54903
|
Untitled project by @prabhatt18 | Stardance
|
prabhatt18
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @prabhatt18 | Stardance
|
1792810256.1711144
|
1793415056.1711144
|
|
54905
|
Inbuilt Electronic Trace Rocket for Active Error D Inbuilt Electronic Trace Rocket for Active Error Detection by @aaravw2001 | Stardance...
|
aaravw2001
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Inbuilt Electronic Trace Rocket for Active Title: Inbuilt Electronic Trace Rocket for Active Error Detection by @aaravw2001 | Stardance...
|
1792810257.013752
|
1793415057.013752
|
|
16837
|
Grail-Tracker by @helicaptain | Stardance
|
helicaptain
|
1
|
2.35
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T04:21:14Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🛠️ What did you make? I built Grail Tracker, which is a fast mobile app for tracking and cataloging high-value collectibles or milestones (your “grails”). Spreadsheets are super annoying to look at, so I made a clean card layout where you can see the item name, description, rarity tier, and timestamp all at a glance. It also saves everything directly to your device’s memory, so your list doesn’t disappear when you close the app. 🧠 What was challenging? The hardest part was definitely getting the local saving feature to work right without breaking the app’s layout. At first, when I tried passing data around, the UI completely glitched out—buttons were overlapping and clipping behind other elements on the screen. I had to figure out how to make async storage and JSON payloads load up properly on startup, while fixing a bunch of messy CSS flexbox rules so the screen scales normally. 🏆 What are you proud of? I’m proud of how I used a “vibe coding” setup with Cursor, Claude, and v0 to build this. I acted as the main builder and designer—I chose the style, put all the separate code pieces together, and handled the whole GitHub setup—but I used AI like an assistant to quickly generate the basic layouts and help me look up weird syntax errors. Doing it this way let me ship a fully working app with saving features way faster than doing it completely from scratch. 🧪 What should people know so they can test the project? Since the app saves everything locally on your device, the best way to see how it works is to watch the short video demo I attached! If you want to check out the actual files or see my hour-by-hour progress, you can look through the public GitHub repo.", "repo": "https://github.com/helicaptain827-alt/grail-tracker", "demo": "https://youtube.com/shorts/8JImJ8J0FfE"}]...
|
[{"post_id": 7574, "ts": "2026 [{"post_id": 7574, "ts": "2026-06-12T17:40:46Z", "hours": 0.3519, "text": "I made an app called Grail-Tracker. Where you can insert clothing items from your wardrobe and it will generate you outfits based on your preferences of color palettes, vibes, etc. Here is a Vercel link to my project: https://grail-tracker.vercel.app/ . There is no api or backend installed yet so there won’t be any computing, just a frontend."}, {"post_id": 6997, "ts": "2026-06-11T19:03:48Z", "hours": 1.8431, "text": "Grail-Tracker App (AI Clothing App)"}]...
|
Title: Grail-Tracker by @helicaptain | Stardance
Title: Grail-Tracker by @helicaptain | Stardance
Devlogs:
Grail-Tracker App (AI Clothing App)
I made an app called Grail-Tracker. Where you can insert clothing items from your wardrobe and it will generate you outfits based on your preferences of color palettes, vibes, etc. Here is a Vercel link to my project: https://grail-tracker.vercel.app/ . There is no api or backend installed yet so there won’t be any computing, just a frontend.
Ships:
🛠️ What did you make? I built Grail Tracker, which is a fast mobile app for tracking and cataloging high-value collectibles or milestones (your “grails”). Spreadsheets are super annoying to look at, so I made a clean card layout where you can see the item name, description, rarity tier, and timestamp all at a glance. It also saves everything directly to your device’s memory, so your list doesn’t disappear when you close the app. 🧠 What was challenging? The hardest part was definitely getting the local saving feature to work right without breaking the app’s layout. At first, when I tried passing data around, the UI completely glitched out—buttons were overlapping and clipping behind other elements on the screen. I had to figure out how to make async storage and JSON payloads load up properly on startup, while fixing a bunch of messy CSS flexbox rules so the screen scales normally. 🏆 What are you proud of? I’m proud of how I used a “vibe coding” setup with Cursor, Claude, and v0 to build this. I acted as the main builder and designer—I chose the style, put all the separate code pieces together, and handled the whole GitHub setup—but I used AI like an assistant to quickly generate the basic layouts and help me look up weird syntax errors. Doing it this way let me ship a fully working app with saving features way faster than doing it completely from scratch. 🧪 What should people know so they can test the project? Since the app saves everything locally on your device, the best way to see how it works is to watch the short video demo I attached! If you want to check out the actual files or see my hour-by-hour progress, you can look through the public GitHub repo....
|
1793328657.559448
|
1793415057.559448
|
|
54912
|
My awesome macropad! by @ketuu | Stardance
|
ketuu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ketuu | Stardance
|
1792810257.8570993
|
1793415057.8570993
|
|
54913
|
wakey wakeyy by @burnt_bread | Stardance
|
burnt_bread
|
0
|
0.62
|
0
|
[]
|
[{"post_id": 55419, "ts": "202 [{"post_id": 55419, "ts": "2026-08-27T07:15:42Z", "hours": 0.6169, "text": "SOO i started this, and im stuck already, i cant seem to get the footprint files for the xaio seed esp 32"}]...
|
Title: wakey wakeyy by @burnt_bread | Stardance
D Title: wakey wakeyy by @burnt_bread | Stardance
Devlogs:
SOO i started this, and im stuck already, i cant seem to get the footprint files for the xaio seed esp 32...
|
1792810258.7225585
|
1793415058.7225585
|
|
54914
|
Robot Simulator game by @hbcguntur | Stardance
|
hbcguntur
|
0
|
0.5
|
0
|
[]
|
[{"post_id": 55401, "ts": "202 [{"post_id": 55401, "ts": "2026-08-27T06:35:16Z", "hours": 0.5022, "text": "I started building my first phaser game 🤖 simulator the name is awkward but i like it and i had generated the starting scene of the game and had some sprites and i really like pokemon red too much so i want to build game style like that and i need to optimize the gameplay too and if u had any suggestions to project feel free to comment"}]...
|
Title: Robot Simulator game by @hbcguntur | Starda Title: Robot Simulator game by @hbcguntur | Stardance
Devlogs:
I started building my first phaser game 🤖 simulator the name is awkward but i like it and i had generated the starting scene of the game and had some sprites and i really like pokemon red too much so i want to build game style like that and i need to optimize the gameplay too and if u had any suggestions to project feel free to comment...
|
1792810259.5932088
|
1793415059.5932088
|
|
31102
|
Sherbert Minecraft Modpack and Modpack + Building Sherbert Minecraft Modpack and Modpack + Building Toolkit by @Welsey | Stardance...
|
Welsey
|
1
|
12.68
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T09:43:44Z", "hours": 1.0, "multiplier": 3.22, "payout": 4, "blessing": "neutral", "text": "I made a cool Minecraft modpack, but more importantly, a framework that allows me (and hopefully others) to easily build and manage Minecraft modpacks. This was my first time implementing a command line tool, and this project started as mostly just a bunch of config files. I was initially so scared of writing a command line tool that I tried vibe coding for the first time, which did not work out in the slightest. I had to figure out what actually going on, got it working, and learned a lot about Python along the way. I am now happily continuing to develop the program fully by hand. Admittedly, this project predates this summer and my Stardance registration by a long while (hence the tiny amount of tracked time and one devlog) but I did ship what I consider to be the most important rework of my code this June. I hope this modpack is a great Minecraft experience for you, and I hope the tooling helps you to create modpacks on your own, for just you or maybe a couple friends. :)", "repo": "https://github.com/Welsey0/Sherbert", "demo": "https://modrinth.com/modpack/sherbert"}]...
|
[{"post_id": 75718, "ts": "202 [{"post_id": 75718, "ts": "2026-09-30T20:55:51Z", "hours": 3.3881, "text": "I’ve made six more commits and released three more alpha versions for 26.3. I additionally updated and submitted my fork of a utility mod for the modpack. In order to update this mod I had to figure out gradle and mod development, and had to update the mod’s mixins (hooks into Minecraft’s code) for changing the window title and icon. For Sherbert, I added some new resource packs for utilities and more information for the player. I also went through and rewrote all of the mod configuration files and Minecraft’s options.txt to clean up and improve them. I’m in the process of releasing my first beta version and am getting ever closer to a full release!"}, {"post_id": 68981, "ts": "2026-09-16T04:57:31Z", "hours": 3.7081, "text": "I’ve continued work on this project, making 11 commits since my last devlog. I’ve continued to iterate on the mod selection and update my toolkit, which I also gave a seperate name from Sherbert for distinction and to denote it as an independent tool. Speaking of my toolkit, I used it for another project (still under wraps for now) and developed a solution for an issue I found there: Pre-build commands! When adding mods to the pack, STK adds all library mods by default, which hasn’t been a problem and keeps everything working. However, in one case a library mod was incompatible with certain other mods. The solution was to remove the library mod and replace it with a better alternative, but because it was a library mod it couldn’t be managed through STK at this point. My solution, probably the most simple way to do it, was to add a configuration option to give the modpack the ability to run packwiz commands right before the build process starts. This allows the modpack to be configured to automatically remove the problem causing mod and preserves the automatic build process, so that the issue can be dealt with even if building with the included CI system. In order to keep track of all the features I add to the packinfo configuration file, I have also been updating a template packinfo.toml which is heavily annotated for ease of use. A new Minecraft version, 26.3, has also just been released, so I’m starting work on Sherbert 6.0.0."}, {"post_id": 48374, "ts": "2026-08-16T18:10:26Z", "hours": 2.1011, "text": "Just implemented a new feature in STManager, update checking. This helps mitigate the weirdness of the architecture I built and helps modpack authors stay on top of mod updates. This function includes my first direct work with the Modrinth API!"}, {"post_id": 31615, "ts": "2026-07-20T05:05:03Z", "hours": 2.4803, "text": "I made some improvements to STManager, with a new command and some fixes. I also made some small modlist changes and updates, and released version 5.2.0"}, {"post_id": 23368, "ts": "2026-07-06T09:20:13Z", "hours": 1.1528, "text": "I just shipped version 5.1.1, ending a very productive day of work! I added several new mods, backend tool improvements, and config changes."}]...
|
Title: Sherbert Minecraft Modpack and Modpack + Bu Title: Sherbert Minecraft Modpack and Modpack + Building Toolkit by @Welsey | Stardance
Devlogs:
I just shipped version 5.1.1, ending a very productive day of work! I added several new mods, backend tool improvements, and config changes.
I made some improvements to STManager, with a new command and some fixes. I also made some small modlist changes and updates, and released version 5.2.0
Just implemented a new feature in STManager, update checking. This helps mitigate the weirdness of the architecture I built and helps modpack authors stay on top of mod updates. This function includes my first direct work with the Modrinth API!
I’ve continued work on this project, making 11 commits since my last devlog. I’ve continued to iterate on the mod selection and update my toolkit, which I also gave a seperate name from Sherbert for distinction and to denote it as an independent tool. Speaking of my toolkit, I used it for another project (still under wraps for now) and developed a solution for an issue I found there: Pre-build commands! When adding mods to the pack, STK adds all library mods by default, which hasn’t been a problem and keeps everything working. However, in one case a library mod was incompatible with certain other mods. The solution was to remove the library mod and replace it with a better alternative, but because it was a library mod it couldn’t be managed through STK at this point. My solution, probably the most simple way to do it, was to add a configuration option to give the modpack the ability to run packwiz commands right before the build process starts. This allows the modpack to be configured to automatically remove the problem causing mod and preserves the automatic build process, so that the issue can be dealt with even if building with the included CI system. In order to keep track of all the features I add to the packinfo configuration file, I have also been updating a template packinfo.toml which is heavily annotated for ease of use. A new Minecraft version, 26.3, has also just been released, so I’m starting work on Sherbert 6.0.0.
I’ve made six more commits and released three more alpha versions for 26.3. I additionally updated and submitted my fork of a utility mod for the modpack. In order to update this mod I had to figure out gradle and mod development, and had to update the mod’s mixins (hooks into Minecraft’s code) for changing the window title and icon. For Sherbert, I added some new resource packs for utilities and more information for the player. I also went through and rewrote all of the mod configuration files and Minecraft’s options.txt to clean up and improve them. I’m in the process of releasing my first beta version and am getting ever closer to a full release!
Ships:
I made a cool Minecraft modpack, but more importantly, a framework that allows me (and hopefully others) to easily build and manage Minecraft modpacks. This was my first time implementing a command line tool, and this project started as mostly just a bunch of config files. I was initially so scared of writing a command line tool that I tried vibe coding for the first time, which did not work out in the slightest. I had to figure out what actually going on, got it working, and learned a lot about Python along the way. I am now happily continuing to develop the program fully by hand. Admittedly, this project predates this summer and my Stardance registration by a long while (hence the tiny amount of tracked time and one devlog) but I did ship what I consider to be the most important rework of my code this June. I hope this modpack is a great Minecraft experience for you, and I hope the tooling helps you to create modpacks on your own, for just you or maybe a couple friends. :)...
|
1793328659.672742
|
1793415059.672742
|
|
59650
|
BLARE by @16002548 | Stardance
|
16002548
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BLARE by @16002548 | Stardance
|
1792810260.4418986
|
1793415060.4418986
|
|
59651
|
Weather Machine by @emilyschmeler270 | Stardance
|
emilyschmeler270
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Weather Machine by @emilyschmeler270 | Star Title: Weather Machine by @emilyschmeler270 | Stardance...
|
1792810261.5003853
|
1793415061.5003853
|
|
21726
|
Rocket-Simulator by @MrParrot | Stardance
|
MrParrot
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T16:28:44Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ROCKET SIMULATOR A python simulator that allows you to design your own rocket by values and simulate it’s take off and fall back down using basic physics. Features build a custom rocket and choose: -rocket weight -fuel mass -rocket diameter -engine thrust -fuel burn rate -payload mass -engine thrust simulates: -gravity -thrust -fuel consumption -air resistance Acceleration velocity altitude bonus: -summery after the flight -and telematry graphs using tinker How It Works The program guides the user through designing a rocket. After entering all rocket parameters, the simulator calculates the flight second-by-second using physics equations. At the end of the simulation, graphs display: Altitude vs Time Acceleration vs Time Fuel Remaining vs Time Requirements Python 3.x Tkinter IMPORTENT: WITHOUT TINKER AND PYTHON.3 THE PROGRAM WILL CRASH Run python rocket_simulator.py Example Build your rocket. Enter launch code ‘1710’. Watch the simulation. Analyze the flight results and graphs. Technologies Python Tkinter Math Author Created by MrParrot814 [Jonathan-Rich] Project Status First major programming project built for Hack Club StarDance. Physics Simulation ✅ Shipped", "repo": "https://github.com/MrParrot814/Rocket-Simulator", "demo": "https://github.com/MrParrot814"}]...
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[{"post_id": 13599, "ts": "202 [{"post_id": 13599, "ts": "2026-06-22T08:55:50Z", "hours": 14.5031, "text": "first devlog (: already finished it, i am going to ship soon, but it turned out really cool, it shows you graphs real time and it has been a great project (it is a rocket simulator btw) i think The hardest part was getting the physics calculations for fuel consumption right, but once the graphs started updating in real-time, it was all worth!!"}]...
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Title: Rocket-Simulator by @MrParrot | Stardance
Title: Rocket-Simulator by @MrParrot | Stardance
Devlogs:
first devlog (: already finished it, i am going to ship soon, but it turned out really cool, it shows you graphs real time and it has been a great project (it is a rocket simulator btw) i think The hardest part was getting the physics calculations for fuel consumption right, but once the graphs started updating in real-time, it was all worth!!
Ships:
ROCKET SIMULATOR A python simulator that allows you to design your own rocket by values and simulate it’s take off and fall back down using basic physics. Features build a custom rocket and choose: -rocket weight -fuel mass -rocket diameter -engine thrust -fuel burn rate -payload mass -engine thrust simulates: -gravity -thrust -fuel consumption -air resistance Acceleration velocity altitude bonus: -summery after the flight -and telematry graphs using tinker How It Works The program guides the user through designing a rocket. After entering all rocket parameters, the simulator calculates the flight second-by-second using physics equations. At the end of the simulation, graphs display: Altitude vs Time Acceleration vs Time Fuel Remaining vs Time Requirements Python 3.x Tkinter IMPORTENT: WITHOUT TINKER AND PYTHON.3 THE PROGRAM WILL CRASH Run python rocket_simulator.py Example Build your rocket. Enter launch code ‘1710’. Watch the simulation. Analyze the flight results and graphs. Technologies Python Tkinter Math Author Created by MrParrot814 [Jonathan-Rich] Project Status First major programming project built for Hack Club StarDance. Physics Simulation ✅ Shipped...
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1793328661.907784
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1793415061.907784
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59652
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Project #3: RPG by @crustissues | Stardance
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crustissues
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0
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0.0
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0
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[]
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[]
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Title: Project #3: RPG by @crustissues | Stardance
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1792810262.3408446
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1793415062.3408446
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59653
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Photobooth by @Slidey | Stardance
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Slidey
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0
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0.0
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0
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[]
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[]
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Title: Photobooth by @Slidey | Stardance
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1792810265.9545565
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1793415065.9545565
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54916
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RoLux by @Xavier2009 | Stardance
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Xavier2009
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0
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0.55
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0
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[]
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[{"post_id": 57403, "ts": "202 [{"post_id": 57403, "ts": "2026-08-29T15:20:02Z", "hours": 0.5511, "text": "First day of working, finished the first 2 parts of the guide. I started with the front page, then added a background and a top bar with a (supposedly) working clock. Added a few links in the front page. Tomorrow i plan to finish it."}]...
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Title: RoLux by @Xavier2009 | Stardance
Devlogs:
Title: RoLux by @Xavier2009 | Stardance
Devlogs:
First day of working, finished the first 2 parts of the guide. I started with the front page, then added a background and a top bar with a (supposedly) working clock. Added a few links in the front page. Tomorrow i plan to finish it....
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1792810267.6606264
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1793415067.6606264
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27409
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Astronasamp Multi API Slack Bot by @manayp | Stard Astronasamp Multi API Slack Bot by @manayp | Stardance...
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manayp
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1
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3.17
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4
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T21:15:05Z", "hours": 2.0, "multiplier": 2.16, "payout": 4, "blessing": "neutral", "text": "What did you make? I made a multi-API Slack bot called Astronasamp which delivers useful utilities right into Slack. It has a number of functionality such as checking the weather, converting money with current exchange rates, viewing cryptocurrency prices, looking up dictionary definition, conducting polls, and many others. I also used AI in figuring out how to find and navigate through various instructions and code structures. I use Claude and Github Copilot and it aided me significantly in debugging and figuring out where to find things etc. What was challenging? Probably the most difficult thing to do was to figure out how Slack works since this is my first Slack application ever. Configuration, setting permissions for the app, registering slash commands, Socket Mode were quite time consuming for me. I had to make sure that all the APIs will be handled in the proper way and work well. What are you most proud of? I am proud of creating an entire Slack app which has a lot of functionality and integrates with actual APIs. Moreover, I implemented automated smoke testing and stress testing, provided detailed documentation, and arranged everything for further adding commands to the project. What information do people need in order to evaluate your project? The most convenient way for users to view your project is via the demo video, where the bot is shown working within Slack. You may find all source code and documentation within the GitHub repo. The bot supports commands such as /astronasamp help , /astronasamp weather <city> , /astronasamp convert <amount> <FROM> <TO> , /astronasamp crypto <coin> , /astronasamp define <word> , and /astronasamp poll . THE THING THAT MAKES IT 24-7 USABLE This link is the live deployment of Astronasamp, a Slack bot that runs 24/7 on Railway. It acts as the backend server that powers all bot commands inside Slack. When a user sends a command like weather, crypto, or currency conversion, this server receives the request, processes it using external APIs, and sends the response back to Slack in real time. The link itself is not a website interface, but a live service that keeps the bot running continuously even when my laptop is closed. Link: https://astronasamp-production.up.railway.app/", "repo": "https://github.com/manayparikh1/astronasamp", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BGX5AK54Z"}]...
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[{"post_id": 25715, "ts": "202 [{"post_id": 25715, "ts": "2026-07-10T04:33:35Z", "hours": 0.3689, "text": "Made responses more human."}, {"post_id": 18667, "ts": "2026-06-29T21:09:17Z", "hours": 0.8017, "text": "I fixed the polls because they were not functioning."}, {"post_id": 17854, "ts": "2026-06-28T19:56:09Z", "hours": 1.6825, "text": "Today I finished the final improvements to Astronasamp. I cleaned up the README to make the setup instructions easier to follow, added screenshots showing the bot in use, and improved the testing scripts. I also updated the stress test and smoke test so they provide clearer output and make it easier to verify that every command is working correctly. After that, I committed the final changes to GitHub, checked that everything was pushed correctly, and reviewed the project one last time to make sure the documentation, code, and repository were ready for submission. At this point, the project is complete and ready to submit."}]...
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Title: Astronasamp Multi API Slack Bot by @manayp Title: Astronasamp Multi API Slack Bot by @manayp | Stardance
Devlogs:
Today I finished the final improvements to Astronasamp. I cleaned up the README to make the setup instructions easier to follow, added screenshots showing the bot in use, and improved the testing scripts. I also updated the stress test and smoke test so they provide clearer output and make it easier to verify that every command is working correctly. After that, I committed the final changes to GitHub, checked that everything was pushed correctly, and reviewed the project one last time to make sure the documentation, code, and repository were ready for submission. At this point, the project is complete and ready to submit.
I fixed the polls because they were not functioning.
Made responses more human.
Ships:
What did you make? I made a multi-API Slack bot called Astronasamp which delivers useful utilities right into Slack. It has a number of functionality such as checking the weather, converting money with current exchange rates, viewing cryptocurrency prices, looking up dictionary definition, conducting polls, and many others. I also used AI in figuring out how to find and navigate through various instructions and code structures. I use Claude and Github Copilot and it aided me significantly in debugging and figuring out where to find things etc. What was challenging? Probably the most difficult thing to do was to figure out how Slack works since this is my first Slack application ever. Configuration, setting permissions for the app, registering slash commands, Socket Mode were quite time consuming for me. I had to make sure that all the APIs will be handled in the proper way and work well. What are you most proud of? I am proud of creating an entire Slack app which has a lot of functionality and integrates with actual APIs. Moreover, I implemented automated smoke testing and stress testing, provided detailed documentation, and arranged everything for further adding commands to the project. What information do people need in order to evaluate your project? The most convenient way for users to view your project is via the demo video, where the bot is shown working within Slack. You may find all source code and documentation within the GitHub repo. The bot supports commands such as /astronasamp help , /astronasamp weather <city> , /astronasamp convert <amount> <FROM> <TO> , /astronasamp crypto <coin> , /astronasamp define <word> , and /astronasamp poll . THE THING THAT MAKES IT 24-7 USABLE This link is the live deployment of Astronasamp, a Slack bot that runs 24/7 on Railway. It acts as the backend server that powers all bot commands inside Slack. When a user sends a command like weather, crypto, or currency conversion, this server receives the request, processes it using external APIs, and sends the response back to Slack in real time. The link itself is not a website interface, but a live service that keeps the bot running continuously even when my laptop is closed. Link: https://astronasamp-production.up.railway.app/...
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1793328668.2388618
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1793415068.2388618
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