|
6451
|
My awesome macropad! by @cedy | Stardance
|
cedy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @cedy | Stardance
|
1792767305.9948018
|
1793372105.9948018
|
|
6452
|
My awesome macropad! by @StuartL | Stardance
|
StuartL
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @StuartL | Stardanc Title: My awesome macropad! by @StuartL | Stardance...
|
1792778107.0103738
|
1793382907.0103738
|
|
6453
|
CERTIFIND UAE by @Dheeran | Stardance
|
Dheeran
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: CERTIFIND UAE by @Dheeran | Stardance
|
1793260272.9967089
|
1793865072.9967089
|
|
6454
|
My first slack bot! by @KINGBOB | Stardance
|
KINGBOB
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @KINGBOB | Stardance
|
1792734868.351073
|
1793339668.351073
|
|
6455
|
Untitled project by @ishan_kapadia | Stardance
|
ishan_kapadia
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @ishan_kapadia | Starda Title: Untitled project by @ishan_kapadia | Stardance...
|
1793357354.0125632
|
1793962154.0125632
|
|
6456
|
my random (semi-first) slack bot by @alexqwsa | St my random (semi-first) slack bot by @alexqwsa | Stardance...
|
alexqwsa
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T18:54:24Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a simple slack bot it has 3 simple commands like /jnsb-ping /jnsb-catfact /jnsb-help ummm thats basically all that it has i probably have some stuff to work on for the next ship like the 2 commands (the ones on the screenshot in the very long text aka: the help command text) or something", "repo": "https://github.com/Alexqwsa/random-slack-bot", "demo": "https://hackclub.slack.com/archives/C0BJFCV5SKB"}]...
|
[{"post_id": 31288, "ts": "202 [{"post_id": 31288, "ts": "2026-07-19T15:57:04Z", "hours": 3.5761, "text": "hi chat i added some stuff like cat facts, 🏓, uhhhh some unfinished stuff like the code for the tetr.io channel profile search command i sent (i need to do the caching stuff for this) and more also heres a demo image for all the commands thats probably all i have for this devlog"}]...
|
Title: my random (semi-first) slack bot by @alexqw Title: my random (semi-first) slack bot by @alexqwsa | Stardance
Devlogs:
hi chat i added some stuff like cat facts, 🏓, uhhhh some unfinished stuff like the code for the tetr.io channel profile search command i sent (i need to do the caching stuff for this) and more also heres a demo image for all the commands thats probably all i have for this devlog
Ships:
i made a simple slack bot it has 3 simple commands like /jnsb-ping /jnsb-catfact /jnsb-help ummm thats basically all that it has i probably have some stuff to work on for the next ship like the 2 commands (the ones on the screenshot in the very long text aka: the help command text) or something...
|
1793234865.4824965
|
1793321265.4824965
|
|
6457
|
My awesome macropad! by @JWNORRIS | Stardance
|
JWNORRIS
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @JWNORRIS | Stardan Title: My awesome macropad! by @JWNORRIS | Stardance...
|
1792673630.6491768
|
1793278430.6491768
|
|
6458
|
My awesome macropad! by @Nishchay_Vij | Stardance
|
Nishchay_Vij
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Nishchay_Vij | Sta Title: My awesome macropad! by @Nishchay_Vij | Stardance...
|
1792680780.8724434
|
1793285580.8724434
|
|
6459
|
My first slack bot! by @Nicole_Xu | Stardance
|
Nicole_Xu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Nicole_Xu | Stardan Title: My first slack bot! by @Nicole_Xu | Stardance...
|
1792655718.4180706
|
1793260518.4180706
|
|
6460
|
My first slack bot! by @Caleby | Stardance
|
Caleby
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Caleby | Stardance
|
1792741673.4339764
|
1793346473.4339764
|
|
6461
|
A DIY bench PSU by @antondimitrov | Stardance
|
antondimitrov
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A DIY bench PSU by @antondimitrov | Stardan Title: A DIY bench PSU by @antondimitrov | Stardance...
|
1792698877.9974725
|
1793303677.9974725
|
|
6462
|
Twinx by @teentitansgo | Stardance
|
teentitansgo
|
0
|
3.0
|
0
|
[]
|
[{"post_id": 1901, "ts": "2026 [{"post_id": 1901, "ts": "2026-06-04T03:51:51Z", "hours": 0.0, "text": "Made the landing page . Used black and white theme as i can’t decide the theme."}, {"post_id": 2197, "ts": "2026-06-04T15:49:32Z", "hours": 1.0, "text": "Made the other things such as open source board and animations improvements and starting to make the wiki page."}, {"post_id": 3997, "ts": "2026-06-07T04:22:51Z", "hours": 2.0, "text": "Just completed the full wiki page and wrote md files mostly like 70% was written by ai and i added up few things. The hardest part for me was to handle the part where it renders from md files."}]...
|
Title: Twinx by @teentitansgo | Stardance
Devlogs Title: Twinx by @teentitansgo | Stardance
Devlogs:
Made the landing page . Used black and white theme as i can’t decide the theme.
Made the other things such as open source board and animations improvements and starting to make the wiki page.
Just completed the full wiki page and wrote md files mostly like 70% was written by ai and i added up few things. The hardest part for me was to handle the part where it renders from md files....
|
1792925438.2142785
|
1793789438.2142785
|
|
6463
|
My awesome macropad! by @byashas0528 | Stardance
|
byashas0528
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @byashas0528 | Star Title: My awesome macropad! by @byashas0528 | Stardance...
|
1792806569.9148142
|
1793411369.9148142
|
|
6464
|
My awesome macropad! by @Dwayne | Stardance
|
Dwayne
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Dwayne | Stardance
|
1792666506.2193787
|
1793271306.2193787
|
|
6465
|
Eating Detector by @spacexplorer11 | Stardance
|
spacexplorer11
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Eating Detector by @spacexplorer11 | Starda Title: Eating Detector by @spacexplorer11 | Stardance...
|
1792760083.8233466
|
1793364883.8233466
|
|
6466
|
Untitled by @anime101 | Stardance
|
anime101
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @anime101 | Stardance
|
1793267723.1896496
|
1793872523.1896496
|
|
6467
|
larning by @PRATINOX | Stardance
|
PRATINOX
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: larning by @PRATINOX | Stardance
|
1793253357.4503057
|
1793858157.4503057
|
|
6468
|
My first slack bot! by @LoginlikeLogan | Stardance
|
LoginlikeLogan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @LoginlikeLogan | St Title: My first slack bot! by @LoginlikeLogan | Stardance...
|
1792911090.203035
|
1793775090.203035
|
|
6469
|
TejuPad by @yadavtejas1947 | Stardance
|
yadavtejas1947
|
0
|
5.51
|
0
|
[]
|
[{"post_id": 56532, "ts": "202 [{"post_id": 56532, "ts": "2026-08-28T10:16:55Z", "hours": 1.7669, "text": "Day-04 (28-08-2026) Today I started with a dare to finish the 3d CAD model of my HackPad but Fusion f ed me , I could model a tiny piece on my enclosure . I gave up , for today I’ll try again tomorrow . Then I moved on the code the firmware for my HackPad , I chose QMK Firmware because it is beginner friendly and there are lots of tutorial on it. I setup my environment using the QMK MSYS then coded the JSON file in VS Code . Please like and comment if you have any suggestions……"}, {"post_id": 54582, "ts": "2026-08-25T16:36:41Z", "hours": 1.3503, "text": "Day-03 (25-08-2026) After a long time I worked on my macropad AKA TejuPad. It was a headache trying to add the 3d models of the components in KiCad . I researched a lot and then found the correct models and then added them to KiCad. The main problem was to the .step file of the PCB into Fusion360 , idk why but it is not uploading in the Fusion , I’ll try tomorrow to make the Enclosure of the PCB….. Please like and comment for any more suggestions."}, {"post_id": 49084, "ts": "2026-08-17T18:15:16Z", "hours": 1.0667, "text": "Day-02 (17-08-2026) Today after almost a week , I designed the PCB of my macropad (i.e. TejuPad) . I first downloaded the .step (3d model file) of the Xiao and imported it into KiCad , this step by very much unnecessary but I still did it. Then I imported the schematic file into the PCB editor, placed everything properly and connected them electrically. Today It felt very easy , not looking into too much documentation or a tutorial. The thing I am most worried about the Xiao RP2040 , I don’t think I am using the right one. We’ll know.. Please comment what do you guys think and like the devlog."}, {"post_id": 45306, "ts": "2026-08-11T17:48:56Z", "hours": 1.3272, "text": "Day:01 (11-08-2026) Today was the first day of building my own 3*3 Macropad . I have named it TejuPad. Because my nickname is Teju. Today I made the schematics of my macropad , I faced some difficulties in finding the right footprint for the Xiao , but I eventually made it . With the help of HackPad guide made my HackClub ,it was very easy to finish this task . I will continue building and my documenting my journey of my first Hardware Project. And shoutout to Zack and HackClub for providing this amazing platform where teens like me can showcase there talent…."}]...
|
Title: TejuPad by @yadavtejas1947 | Stardance
Dev Title: TejuPad by @yadavtejas1947 | Stardance
Devlogs:
Day:01 (11-08-2026) Today was the first day of building my own 3*3 Macropad . I have named it TejuPad. Because my nickname is Teju. Today I made the schematics of my macropad , I faced some difficulties in finding the right footprint for the Xiao , but I eventually made it . With the help of HackPad guide made my HackClub ,it was very easy to finish this task . I will continue building and my documenting my journey of my first Hardware Project. And shoutout to Zack and HackClub for providing this amazing platform where teens like me can showcase there talent….
Day-02 (17-08-2026) Today after almost a week , I designed the PCB of my macropad (i.e. TejuPad) . I first downloaded the .step (3d model file) of the Xiao and imported it into KiCad , this step by very much unnecessary but I still did it. Then I imported the schematic file into the PCB editor, placed everything properly and connected them electrically. Today It felt very easy , not looking into too much documentation or a tutorial. The thing I am most worried about the Xiao RP2040 , I don’t think I am using the right one. We’ll know.. Please comment what do you guys think and like the devlog.
Day-03 (25-08-2026) After a long time I worked on my macropad AKA TejuPad. It was a headache trying to add the 3d models of the components in KiCad . I researched a lot and then found the correct models and then added them to KiCad. The main problem was to the .step file of the PCB into Fusion360 , idk why but it is not uploading in the Fusion , I’ll try tomorrow to make the Enclosure of the PCB….. Please like and comment for any more suggestions.
Day-04 (28-08-2026) Today I started with a dare to finish the 3d CAD model of my HackPad but Fusion f ed me , I could model a tiny piece on my enclosure . I gave up , for today I’ll try again tomorrow . Then I moved on the code the firmware for my HackPad , I chose QMK Firmware because it is beginner friendly and there are lots of tutorial on it. I setup my environment using the QMK MSYS then coded the JSON file in VS Code . Please like and comment if you have any suggestions……...
|
1792691577.6047812
|
1793296377.6047812
|
|
6470
|
My awesome macropad! by @Carolina | Stardance
|
Carolina
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Carolina | Stardan Title: My awesome macropad! by @Carolina | Stardance...
|
1793181354.9583175
|
1793786154.9583175
|
|
6471
|
My awesome macropad! by @yarnellcaleb2 | Stardance
|
yarnellcaleb2
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @yarnellcaleb2 | St Title: My awesome macropad! by @yarnellcaleb2 | Stardance...
|
1793263891.7757857
|
1793868691.7757857
|
|
6472
|
My YH macropad! by @YH | Stardance
|
YH
|
0
|
0.29
|
0
|
[]
|
[{"post_id": 22904, "ts": "202 [{"post_id": 22904, "ts": "2026-07-05T15:24:55Z", "hours": 0.2886, "text": "workkkking on my macropadddd"}]...
|
Title: My YH macropad! by @YH | Stardance
Devlogs Title: My YH macropad! by @YH | Stardance
Devlogs:
workkkking on my macropadddd...
|
1793148810.455077
|
1793753610.455077
|
|
6473
|
cool hardware project by @dld | Stardance
|
dld
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: cool hardware project by @dld | Stardance
|
1793249766.941064
|
1793854566.941064
|
|
6474
|
My first slack bot! by @Prag | Stardance
|
Prag
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Prag | Stardance
|
1792666452.0074317
|
1793271252.0074317
|
|
6475
|
My awesome macropad! by @lucy_stiglitz | Stardance
|
lucy_stiglitz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @lucy_stiglitz | St Title: My awesome macropad! by @lucy_stiglitz | Stardance...
|
1793227681.1249235
|
1793832481.1249235
|
|
6476
|
A Calculator for basic math by @Marco | Stardance
|
Marco
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A Calculator for basic math by @Marco | Sta Title: A Calculator for basic math by @Marco | Stardance...
|
1793173949.3484006
|
1793778749.3484006
|
|
6477
|
Light tracker by @victorisness | Stardance
|
victorisness
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Light tracker by @victorisness | Stardance
|
1793256573.2618861
|
1793861373.2618861
|
|
6478
|
rocket simulator by @Turner | Stardance
|
Turner
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rocket simulator by @Turner | Stardance
|
1792727454.0718403
|
1793332254.0718403
|
|
6479
|
My awesome macropad! by @Yaredp | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Yaredp | Stardance
|
1793029680.5257978
|
1793634480.5257978
|
|
6480
|
RAMSpeed by @thenasaplusit | Stardance
|
thenasaplusit
|
2
|
16.0
|
189
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T21:56:27Z", "hours": 13.0, "multiplier": 13.15, "payout": 173, "blessing": "neutral", "text": "Funny thing that happened while shipping this: I want it to be v1.4.2 when shipping, because, of course, 42 is the answer to everything. However, I missed theming the selector for the initial 1.4.2, so I ended up just incrementing the build number for the patch. Aside from that, I think this is it for this project (what else could I possibly add?) Stay tuned for more!", "repo": "https://github.com/Hacker-Anirudh/ramspeed", "demo": "https://ramspeed.sudothelinuxwizard.com/"}, {"ship_num": 2, "ts": "2026-06-04T16:57:34Z", "hours": 3.0, "multiplier": 4.9, "payout": 16, "blessing": "neutral", "text": "Since I have exams now, I decided to start with something I’ve wanted to make for a while - a RAM speed calculator. It’s pretty simple, but it works reliably!", "repo": "https://github.com/Hacker-Anirudh/ramspeed", "demo": "https://ramspeed.sudothelinuxwizard.com/"}]...
|
[{"post_id": 21097, "ts": "202 [{"post_id": 21097, "ts": "2026-07-02T21:52:50Z", "hours": 0.2731, "text": "To round it off, I made the selector responsive to your theme so you don’t suddenly get blinded in the night."}, {"post_id": 21088, "ts": "2026-07-02T21:31:45Z", "hours": 2.9589, "text": "It’s been a long day, but I have some stuff to show for it! Firstly, I added persistence for all the settings. I also added both the Material and Cupertino designs, and you can choose which one you want to use!"}, {"post_id": 15878, "ts": "2026-06-25T20:09:21Z", "hours": 1.9878, "text": "I added a mode to switch between decimal and binary prefixes, as well as getting rid of spaghetti logic."}, {"post_id": 15313, "ts": "2026-06-24T21:29:22Z", "hours": 2.4161, "text": "I finally got around to adding another screen that calculates PCIe bandwidth. Was actually pretty straightforward."}, {"post_id": 10699, "ts": "2026-06-17T15:48:25Z", "hours": 2.5086, "text": "Cupertino version is here guys!"}, {"post_id": 4235, "ts": "2026-06-07T14:03:26Z", "hours": 1.0706, "text": "I found a linter called very_good_analysis as well, so the code is even cleaner now. Took forever to do though. The commits are piling up more than I’d like given I should be studying, but oh well."}, {"post_id": 2992, "ts": "2026-06-05T22:21:54Z", "hours": 1.2869, "text": "After a bit of work, I have cleaned up the spaghetti code I had produced yesterday. For now it’s pretty useless, but if I ever decide to add any other functions (PCIe??) it will come in handy."}, {"post_id": 2702, "ts": "2026-06-05T12:24:49Z", "hours": 0.3817, "text": "I decided to go ahead and upload it now. With an improved dialog and all the other improvement I’ve added."}, {"post_id": 2691, "ts": "2026-06-05T11:53:38Z", "hours": 0.5828, "text": "I don’t know why I didn’t do this earlier, but now I added an “About” dialog and a license! (not live yet though, I need to add some other changes). While I’m at it, should I make downloadable binaries?"}, {"post_id": 2234, "ts": "2026-06-04T16:53:14Z", "hours": 2.9869, "text": "Finally got it working (example shows data of my future PC). Check it out at https://hacker-anirudh.github.io/ramspeed-web/ !"}, {"post_id": 1543, "ts": "2026-06-03T16:57:01Z", "hours": 0.2978, "text": "I’m building an app to calculate RAM speed in GB/s from the MT/s value that is commonly given. I haven’t gotten very far yet though."}]...
|
Title: RAMSpeed by @thenasaplusit | Stardance
Dev Title: RAMSpeed by @thenasaplusit | Stardance
Devlogs:
I’m building an app to calculate RAM speed in GB/s from the MT/s value that is commonly given. I haven’t gotten very far yet though.
Finally got it working (example shows data of my future PC). Check it out at https://hacker-anirudh.github.io/ramspeed-web/ !
I don’t know why I didn’t do this earlier, but now I added an “About” dialog and a license! (not live yet though, I need to add some other changes). While I’m at it, should I make downloadable binaries?
I decided to go ahead and upload it now. With an improved dialog and all the other improvement I’ve added.
After a bit of work, I have cleaned up the spaghetti code I had produced yesterday. For now it’s pretty useless, but if I ever decide to add any other functions (PCIe??) it will come in handy.
I found a linter called very_good_analysis as well, so the code is even cleaner now. Took forever to do though. The commits are piling up more than I’d like given I should be studying, but oh well.
Cupertino version is here guys!
I finally got around to adding another screen that calculates PCIe bandwidth. Was actually pretty straightforward.
I added a mode to switch between decimal and binary prefixes, as well as getting rid of spaghetti logic.
It’s been a long day, but I have some stuff to show for it! Firstly, I added persistence for all the settings. I also added both the Material and Cupertino designs, and you can choose which one you want to use!
To round it off, I made the selector responsive to your theme so you don’t suddenly get blinded in the night.
Ships:
Since I have exams now, I decided to start with something I’ve wanted to make for a while - a RAM speed calculator. It’s pretty simple, but it works reliably!
Funny thing that happened while shipping this: I want it to be v1.4.2 when shipping, because, of course, 42 is the answer to everything. However, I missed theming the selector for the initial 1.4.2, so I ended up just incrementing the build number for the patch. Aside from that, I think this is it for this project (what else could I possibly add?) Stay tuned for more!...
|
1793249397.7903194
|
1793335797.7903194
|
|
6481
|
My awesome macropad! by @chvk1000 | Stardance
|
chvk1000
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @chvk1000 | Stardan Title: My awesome macropad! by @chvk1000 | Stardance...
|
1792792086.514312
|
1793396886.514312
|
|
6482
|
My first slack bot! by @AKM | Stardance
|
AKM
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @AKM | Stardance
|
1793332509.9929557
|
1793937309.9929557
|
|
6483
|
Orbital Assembly by @Astro-Duck | Stardance
|
Astro-Duck
|
0
|
8.21
|
0
|
[]
|
[{"post_id": 82242, "ts": "202 [{"post_id": 82242, "ts": "2026-10-24T11:31:49Z", "hours": 1.6167, "text": "orbital assembly: priming for launch!!! this is almost entirely work on getting the project downloadable properly and easily. not much to say other than every part now has its own file instead of one HUGE file"}, {"post_id": 78695, "ts": "2026-10-11T10:15:01Z", "hours": 1.8503, "text": "actual assembly: I have begun constructing the prototype, as of now I have printed 7 modules with a few more planned"}, {"post_id": 67459, "ts": "2026-09-13T15:54:03Z", "hours": 1.2167, "text": "TRUSSES WITH EASE!!! orbital assembly kinda major update: in this update there is now a brand new construction system: TRUSSES (you know the uninhabitable parts of the ISS/beams) with TRUSSES (yes it is always in caps) you can construct solar arrays, link segments to other segments, and obviously just look cool. now the “WITH EASE” part is about how I have completley redesigned a decent chunk of the modules, to allow easier printing. other bits: A print test has been made it was successfull and showed the cliping system was fully functional (also print times are relativley low, ~1 hour per module) -astro duck signing off"}, {"post_id": 47056, "ts": "2026-08-14T17:41:12Z", "hours": 0.3167, "text": "ORBITAL ASSEMBLY: THE THIRD AXIS (daily log no.4). in this minor update I have added FIVE new modules three of witch completely change the construction system. firstly two new generator modules; the solar array Cap (A+B). and now the interesting modules; THE VERTICAL CONNECTORS, allowing for easy stacking of modules in your station. these new modules are: X module vertical base, X module vertical top and X module vertical extension. thanks for reading. -Astro duck signing off-"}, {"post_id": 46303, "ts": "2026-08-13T13:08:51Z", "hours": 0.45, "text": "orbital assembly: servers online (minor update) in todays minor report i have created two new station modules: the server module and the flag bearer module. the server module is probably one of my most complicated modules yet. while the flagbearer variant pays homage to this event in which orbital assembly is growing from. Astro duck signing off."}, {"post_id": 45798, "ts": "2026-08-12T14:46:21Z", "hours": 1.4053, "text": "decorative bits and bobs (verry large update). in this update I have added 19 total parts including: new window variants for modules, radiators, communication arrays, solar panels and some RTGs. firstly the new windows 8, i mean the eight new windowed modules these allow the astronauts of the station to look outside and see space. next the two new communication modules; the comms array cap modules (A+B). after that the new heat management modules preventing the station from overheating in space; dual radiator and quad radiator modules. importantly the new generator modules, three solar modules and two RTG (Radioisotope thermoelectric generator) modules. last but not least the two new access modules; the multipurpose exterior platform S (or the MEPS). so as you can see a big update. also total list of new modules: cap module a, cap module B, corner windowed A, corner windowed B, T module windowed A, T module windowed b, T module windowed c, comms array module A, comms array module B, dual radiator module, quad radiator module, small solar array, medium solar array, large solar array, RTG cap module A, RTG cap module B, MEPS A and finally MEPS B"}, {"post_id": 43945, "ts": "2026-08-09T12:16:51Z", "hours": 0.8753, "text": "I have returned! I have made big work on orbital assembly including: windowed variant of strait module, corner module A, corner module B, T module A, T module B, T module C, X module A, X module B, cap module A and cap module B. This is the first part of what I am calling operation “push”, with the aim to get most of my projects fully operational. Orbital assembly has been given top priority and I am hoping to do daily updates for a least the next couple of weeks. -Astro duck signing off-"}, {"post_id": 24758, "ts": "2026-07-08T15:21:29Z", "hours": 0.4803, "text": "started work on the core module model it is pretty simple but i still like it"}]...
|
Title: Orbital Assembly by @Astro-Duck | Stardance Title: Orbital Assembly by @Astro-Duck | Stardance
Devlogs:
started work on the core module model it is pretty simple but i still like it
I have returned! I have made big work on orbital assembly including: windowed variant of strait module, corner module A, corner module B, T module A, T module B, T module C, X module A, X module B, cap module A and cap module B. This is the first part of what I am calling operation “push”, with the aim to get most of my projects fully operational. Orbital assembly has been given top priority and I am hoping to do daily updates for a least the next couple of weeks. -Astro duck signing off-
decorative bits and bobs (verry large update). in this update I have added 19 total parts including: new window variants for modules, radiators, communication arrays, solar panels and some RTGs. firstly the new windows 8, i mean the eight new windowed modules these allow the astronauts of the station to look outside and see space. next the two new communication modules; the comms array cap modules (A+B). after that the new heat management modules preventing the station from overheating in space; dual radiator and quad radiator modules. importantly the new generator modules, three solar modules and two RTG (Radioisotope thermoelectric generator) modules. last but not least the two new access modules; the multipurpose exterior platform S (or the MEPS). so as you can see a big update. also total list of new modules: cap module a, cap module B, corner windowed A, corner windowed B, T module windowed A, T module windowed b, T module windowed c, comms array module A, comms array module B, dual radiator module, quad radiator module, small solar array, medium solar array, large solar array, RTG cap module A, RTG cap module B, MEPS A and finally MEPS B
orbital assembly: servers online (minor update) in todays minor report i have created two new station modules: the server module and the flag bearer module. the server module is probably one of my most complicated modules yet. while the flagbearer variant pays homage to this event in which orbital assembly is growing from. Astro duck signing off.
ORBITAL ASSEMBLY: THE THIRD AXIS (daily log no.4). in this minor update I have added FIVE new modules three of witch completely change the construction system. firstly two new generator modules; the solar array Cap (A+B). and now the interesting modules; THE VERTICAL CONNECTORS, allowing for easy stacking of modules in your station. these new modules are: X module vertical base, X module vertical top and X module vertical extension. thanks for reading. -Astro duck signing off-
TRUSSES WITH EASE!!! orbital assembly kinda major update: in this update there is now a brand new construction system: TRUSSES (you know the uninhabitable parts of the ISS/beams) with TRUSSES (yes it is always in caps) you can construct solar arrays, link segments to other segments, and obviously just look cool. now the “WITH EASE” part is about how I have completley redesigned a decent chunk of the modules, to allow easier printing. other bits: A print test has been made it was successfull and showed the cliping system was fully functional (also print times are relativley low, ~1 hour per module) -astro duck signing off
actual assembly: I have begun constructing the prototype, as of now I have printed 7 modules with a few more planned
orbital assembly: priming for launch!!! this is almost entirely work on getting the project downloadable properly and easily. not much to say other than every part now has its own file instead of one HUGE file...
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1793029751.9340463
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6484
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Untitled by @victorisness | Stardance
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Title: Untitled by @victorisness | Stardance
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Untitled by @victorisness | Stardance
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Title: Untitled by @victorisness | Stardance
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Title: Untitled by @victorisness | Stardance
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Black Jack Game by @JWNORRIS | Stardance
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JWNORRIS
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0
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2.07
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0
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[]
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[{"post_id": 2033, "ts": "2026 [{"post_id": 2033, "ts": "2026-06-04T09:57:20Z", "hours": 0.7992, "text": "Finished the game’s logic, and now it works smoothly with no issues so far."}, {"post_id": 1588, "ts": "2026-06-03T18:23:20Z", "hours": 1.2697, "text": "Started Creating the logic and Gameplay with Python. The core ideas are starting to form but a lot of logic is missing."}]...
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Title: Black Jack Game by @JWNORRIS | Stardance
D Title: Black Jack Game by @JWNORRIS | Stardance
Devlogs:
Started Creating the logic and Gameplay with Python. The core ideas are starting to form but a lot of logic is missing.
Finished the game’s logic, and now it works smoothly with no issues so far....
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1793152402.533491
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6489
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My awesome macropad! by @tautikghosh | Stardance
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tautikghosh
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0
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[]
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[]
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Title: My awesome macropad! by @tautikghosh | Star Title: My awesome macropad! by @tautikghosh | Stardance...
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1792781586.6923602
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1793386386.6923602
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Metroid Mania YSWS by @Acidicts | Stardance
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Acidicts
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3
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36.0
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455
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T14:21:29Z", "hours": 21.0, "multiplier": 17.49, "payout": 362, "blessing": "neutral", "text": "Metroid Mania - Ship Summary The project this ship has been focused on order management, admin controls, and user systems. New Key features include: Order & Form Refactoring : The order page was overhauled to use a single dynamic form ( 0e820f21 ), streamlining UI validation and charm slot linking ( f35b58a9 ). Prize order deletion now clears FK references cleanly ( 9b44cb46 ). Admin Enhancements : Admin workflows gained action grouping, force product deletion, and an overlay with legal/NDAs ( eacd0880 ). Superadmin detection was decoupled from environments ( 8dc20948 ). User Systems : A username system was added, alongside approved_seconds for precise credit calculations ( 6db7a580 ). Address management was introduced (then simplified) for physical orders ( c4d89a16 ). UI/UX Polishes : Demo link validation and a .btn-retro-noanim class improved consistency ( 72ce7806 , 1ba61a4f ). Like-button interactions were partially decoupled into partials ( 62203e0e ). Current Status : The project is streamlining legacy code (e.g., removing program keys a03bc008 , test addresses f4c6969d ) while hardening admin workflows. Redis integration and DB schema updates are live ( 783b67c4 ), and form state management remains a focus. Learned : Dynamic form reduction simplifies order handling, but requires careful validation. Admin overlays centralize critical actions, though over-NDAs complicate UX. Dropping the address model highlighted the cost of premature data-collection where you can outsource it to an existing system. The ship is trimming fat, tightening permissions.", "repo": "https://github.com/Acidicts/Metroid-Mania", "demo": "https://metroidmania.bing-bong.uk?demo=true"}, {"ship_num": 2, "ts": "2026-07-17T17:01:54Z", "hours": 5.0, "multiplier": 11.4, "payout": 53, "blessing": "neutral", "text": "Added settings that enabled address collection on start (default: false) Prizes which require a address (physical) ask for you to choose out of your addresses Added a way to manage user addresses (admins cannot see addresses) Added Ship request queue placement so you know how many things have to be reviewed ahead of time", "repo": "https://github.com/Acidicts/Metroid-Mania", "demo": "https://metroidmania.bing-bong.uk?demo=true"}, {"ship_num": 3, "ts": "2026-06-27T11:01:32Z", "hours": 10.0, "multiplier": 3.99, "payout": 40, "blessing": "neutral", "text": "Set Up - Setup my code-server environment, with ruby lsp Added Redis Caching to decrease load time for admin/users and other menus Made new mobile UI, and added Addresses, and changed the Comments to be polymorphic to enable easier adding to other things (devlogs, ships, orders) Added admin changeable messages for when not running and rsvp is enabled", "repo": "https://github.com/Acidicts/Metroid-Mania", "demo": "https://metroidmania.bing-bong.uk?demo=true"}]...
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[{"post_id": 48183, "ts": "202 [{"post_id": 48183, "ts": "2026-08-16T14:08:31Z", "hours": 5.5617, "text": "Metroid Mania Devlog Key Milestones & Features Username System & Legal Compliance : Added user username tracking, NDA setting to prevent address viewing, and an admin overlay displaying legal info(name) (eacd088). This enhances user pii protection by requiring a separate proccess to be done too. Dynamic Order Page : Refactored the order page into a single, dynamic form that adds/removes elements as needed (0e820f2), simplifying user interaction and reducing UI complexity. Encapsulated Connection Logic : Made the connection method a private instance method (0e86db0), improving code modularity and reducing unintended side effects. Admin System Overhaul : Removed environment-based superadmin detection (8dc2094), streamlining admin permissions for better security and maintainability. ** Current Main Focus ** To ensure user data is safe and leaning more on hca for sensitive info (legal_names, phone_number, and addresses)"}, {"post_id": 46317, "ts": "2026-08-13T13:46:11Z", "hours": 3.5772, "text": "Whole lot of reading api docs whilst coding: Removed Addresses from database to use access tokens to fetch from hackclub auth to maintain more up to date info and remove address pii from local database"}, {"post_id": 44253, "ts": "2026-08-09T21:42:29Z", "hours": 0.8358, "text": "Improved styling and added demo link so adding to unified db is easier (all data is on site)"}, {"post_id": 43953, "ts": "2026-08-09T12:27:12Z", "hours": 2.9561, "text": "Devlog: Admin Approved Time Override## SummaryAdded approved_seconds to Ship model, allowing admins to approve a different duration than what was devlogged lets the ysws stay in a budget by removing charm_notches for time that won’t contribute to budget. This enables scenarios where a user logs 4h but admin only approves 2h for credit/charm calculations.## Changes### Database- Added approved_seconds integer column to ships table (defaults to devlogged_seconds if not explicitly set)### Models- Ship : New approved_seconds attribute with default, set_approved_seconds callback (copies from devlogged_seconds on create), and recalculate_charm_notches! method for manual sync- Project : ship_and_award_credits! now uses approved_seconds for credit/notch calculation; removed ship_total_notches validation- ShipRequest : approve! accepts and passes approved_seconds ; reject! now destroys associated charm notches- User : reconcile_charm_notches! uses approved_seconds instead of devlogged_seconds for carryover calculations### Controllers- Admin ProjectsController : Pass approved_seconds param through approve/ship/force_ship actions- Admin ShipRequestsController : Pass approved_seconds param through approve action### Views- Ship request approval form: Added “Approved Time” field (number input, max = devlogged_seconds)- Ship cards: Display “Approved Hours” alongside devlogged hours### Tests- Comprehensive coverage for: - approved_seconds determining notch awards - Devlogged seconds copied to approved seconds when not set - Explicit approved_seconds overriding devlogged_seconds - Carryover hours across multiple ships - Multiplier application on approved_seconds - recalculate_charm_notches! syncing, removing excess, preserving admin_granted - reject! destroying charm notches (owner and recipient) - Controller test: approve respects approved_seconds for notch calculation## Backward CompatibilityThe set_approved_seconds callback defaults to devlogged_seconds when not explicitly set, so existing ships and flows without the new param continue working unchanged."}, {"post_id": 43547, "ts": "2026-08-08T21:34:57Z", "hours": 4.7067, "text": "Add sessions association and related methods, update tests and models- Added has_many :sessions with dependent destroy to User Added del_sessions method and invoked in destroy Updated test suites (created a buncha them) and model validations for sessions, addresses, admin actions, and other features Added base_cost to product for better checkout workflow Fixed issue where you couldn’t get free charm (if charm was set to free it wouldn’t let you redeem it) Fixed product delete and added force delete button Refactor prize order deletion to clear charm slot FK references Refactor charm slot reuse, add Redis service and DB name updatesRename Postgres DB to metroid_mania_test, add Redis container, adjust environment variables, refactor Order model to reuse existing empty charm slots with capacity limits, simplify loadout view logic, and add tests for slot reuse and header loadout. Fix Guide Styling"}, {"post_id": 37819, "ts": "2026-07-30T19:27:40Z", "hours": 2.3794, "text": "Enhanced UI & UX : The like button system now uses a new .btn-retro-noanim class for buttons that you want styled without the hover bob animation, ensuring visual consistency while reducing unnecessary animations commit . A major refactor extracted a reusable button partial and improved flash UI feedback for like/unlike actions, streamlining code and user experience commit . Simplified Admin Flows : Removed redundant User.credits and corrected logic error in views/devlogs/_ships.html.erb Currency recalculation logic was streamlined to reduce redundancy, with UI updates synchronized across admin sections for reliability and performance commit . Backend Normalization : Repository URLs are now consistently formatted, and GitHub identifier handling was improved to reduce errors in integration and dependency management commit . User Experience Polish : Comment form labels were updated, and the comment field was made optional to improve accessibility and reduce friction commit . Current Status : The project is hitting key milestones in user-facing polish and admin tooling, with a strong emphasis on maintainability. Core features like commenting and liking are now more robust, while backend consistency sets the stage for scalable integrations."}, {"post_id": 34656, "ts": "2026-07-25T15:41:20Z", "hours": 0.6544, "text": "Refactor like/unlike actions, extract button partial, improve flash UISkip ensure_user_setup for like and unlike actions, replace redirect with turbo_stream and fallback HTML, extract the like button into a partial, and rewrite the flash partial with a fixed position, close button and fade‑out animation."}, {"post_id": 28577, "ts": "2026-07-14T22:16:45Z", "hours": 0.5161, "text": "Key Milestones & Features The project has introduced a foundational system for managing ship deployments with the implementation of a queue placement for ship requests . This feature ensures organized handling of ship allocation, likely addressing scenarios where players or systems request ships (e.g., resource management, combat, or exploration mechanics). The queue system likely prevents overlaps or conflicts, enabling smoother gameplay and logical progression. Current Status The core queue logic is now part of the codebase (commit: 2bc9e46 by Acidicts). While this marks a critical step in structuring backend mechanics, the project remains in early development. No UI or full integration details are visible yet, suggesting future work will tie this system into gameplay loops, player actions, or event triggers. Things Learnt This iteration highlights the importance of asynchronous request handling in game systems, especially for resource-heavy actions like deploying ships. Implementing a queue likely involved balancing performance, fairness, and user expectations. The team may have explored patterns for prioritization, delay handling, or concurrency, which will be key as complexity scales."}, {"post_id": 23640, "ts": "2026-07-06T18:34:48Z", "hours": 3.75, "text": "feat(address): add address management system for physical products- create Address model with country enum and has_many :orders association add AddressController with CRUD operations supporting JSON and HTML formats add AddressesController with create, update, destroy actions and reload parameter add address association to Order model (belongs_to :address, required: false) add physical attribute to Product model with physical? helper method update User model to use has_many :address association with nested attributes add migrations for addresses table and order address reference (address_id) add address modal UI with form for creating addresses (HTML/JS) add address picker and delete functionality in user edit view add address selection dropdown for physical product orders in order forms add address display in order details view add CSS styles for address modal, form elements, and utility classes add JavaScript for modal interactions, address deletion, and form submission add trash-bin.svg icon for delete button update routes to include destroy action for addresses refactor(order): improve address handling in order creation fix conditional logic for accessory cost calculation (separate if blocks) add address assignment for physical products during order creation update product form to include physical item checkbox fix(validation): improve form field warning animations add fade-out transition for field validation warnings via fade-out class add timer-based warning auto-clear functionality (3s delay, 400ms fade) add transition properties for border-color and box-shadow on field-invalid style(application): add CSS utility classes and address styling add transition properties for field-invalid class (border-color, box-shadow) add fade-out animation for field-validation-warning (opacity transition) add .apf-section-darken, .address-trigger-btn, .del-btn utility classes add .inline, .jsb, .w100p, .g2r layout utility classes"}, {"post_id": 20343, "ts": "2026-07-01T22:23:24Z", "hours": 0.4053, "text": "Added toggle to disable the address page in the guide/ popup thing, this allows admins to disable collecting addresses immediately and lets people do it later on, eg when ordering a physical prize"}, {"post_id": 16561, "ts": "2026-06-26T22:39:51Z", "hours": 0.55, "text": "Added admin changable messages, allows admins to change the rsvp message"}, {"post_id": 15339, "ts": "2026-06-24T22:26:53Z", "hours": 6.4028, "text": "Made new mobile UI, and added Addresses, and changed the Comments to be polymorphic to enable easier adding to other things (devlogs, ships, orders) - (allows many different models to have comments)"}, {"post_id": 5933, "ts": "2026-06-09T22:20:17Z", "hours": 0.4317, "text": "Making Ruby-lsp work on my code-server setup"}, {"post_id": 5910, "ts": "2026-06-09T21:46:45Z", "hours": 1.2281, "text": "Continue on caching for faster mass user loading"}, {"post_id": 5188, "ts": "2026-06-08T21:40:53Z", "hours": 0.3869, "text": "Added Redis Caching to enable rapid user loading"}, {"post_id": 4982, "ts": "2026-06-08T17:04:50Z", "hours": 1.4683, "text": "Setting up coder enviroment"}]...
|
Title: Metroid Mania YSWS by @Acidicts | Stardance Title: Metroid Mania YSWS by @Acidicts | Stardance
Devlogs:
Setting up coder enviroment
Added Redis Caching to enable rapid user loading
Continue on caching for faster mass user loading
Making Ruby-lsp work on my code-server setup
Made new mobile UI, and added Addresses, and changed the Comments to be polymorphic to enable easier adding to other things (devlogs, ships, orders) - (allows many different models to have comments)
Added admin changable messages, allows admins to change the rsvp message
Added toggle to disable the address page in the guide/ popup thing, this allows admins to disable collecting addresses immediately and lets people do it later on, eg when ordering a physical prize
feat(address): add address management system for physical products- create Address model with country enum and has_many :orders association add AddressController with CRUD operations supporting JSON and HTML formats add AddressesController with create, update, destroy actions and reload parameter add address association to Order model (belongs_to :address, required: false) add physical attribute to Product model with physical? helper method update User model to use has_many :address association with nested attributes add migrations for addresses table and order address reference (address_id) add address modal UI with form for creating addresses (HTML/JS) add address picker and delete functionality in user edit view add address selection dropdown for physical product orders in order forms add address display in order details view add CSS styles for address modal, form elements, and utility classes add JavaScript for modal interactions, address deletion, and form submission add trash-bin.svg icon for delete button update routes to include destroy action for addresses refactor(order): improve address handling in order creation fix conditional logic for accessory cost calculation (separate if blocks) add address assignment for physical products during order creation update product form to include physical item checkbox fix(validation): improve form field warning animations add fade-out transition for field validation warnings via fade-out class add timer-based warning auto-clear functionality (3s delay, 400ms fade) add transition properties for border-color and box-shadow on field-invalid style(application): add CSS utility classes and address styling add transition properties for field-invalid class (border-color, box-shadow) add fade-out animation for field-validation-warning (opacity transition) add .apf-section-darken, .address-trigger-btn, .del-btn utility classes add .inline, .jsb, .w100p, .g2r layout utility classes
Key Milestones & Features The project has introduced a foundational system for managing ship deployments with the implementation of a queue placement for ship requests . This feature ensures organized handling of ship allocation, likely addressing scenarios where players or systems request ships (e.g., resource management, combat, or exploration mechanics). The queue system likely prevents overlaps or conflicts, enabling smoother gameplay and logical progression. Current Status The core queue logic is now part of the codebase (commit: 2bc9e46 by Acidicts). While this marks a critical step in structuring backend mechanics, the project remains in early development. No UI or full integration details are visible yet, suggesting future work will tie this system into gameplay loops, player actions, or event triggers. Things Learnt This iteration highlights the importance of asynchronous request handling in game systems, especially for resource-heavy actions like deploying ships. Implementing a queue likely involved balancing performance, fairness, and user expectations. The team may have explored patterns for prioritization, delay handling, or concurrency, which will be key as complexity scales.
Refactor like/unlike actions, extract button partial, improve flash UISkip ensure_user_setup for like and unlike actions, replace redirect with turbo_stream and fallback HTML, extract the like button into a partial, and rewrite the flash partial with a fixed position, close button and fade‑out animation.
Enhanced UI & UX : The like button system now uses a new .btn-retro-noanim class for buttons that you want styled without the hover bob animation, ensuring visual consistency while reducing unnecessary animations commit . A major refactor extracted a reusable button partial and improved flash UI feedback for like/unlike actions, streamlining code and user experience commit . Simplified Admin Flows : Removed redundant User.credits and corrected logic error in views/devlogs/_ships.html.erb Currency recalculation logic was streamlined to reduce redundancy, with UI updates synchronized across admin sections for reliability and performance commit . Backend Normalization : Repository URLs are now consistently formatted, and GitHub identifier handling was improved to reduce errors in integration and dependency management commit . User Experience Polish : Comment form labels were updated, and the comment field was made optional to improve accessibility and reduce friction commit . Current Status : The project is hitting key milestones in user-facing polish and admin tooling, with a strong emphasis on maintainability. Core features like commenting and liking are now more robust, while backend consistency sets the stage for scalable integrations.
Add sessions association and related methods, update tests and models- Added has_many :sessions with dependent destroy to User Added del_sessions method and invoked in destroy Updated test suites (created a buncha them) and model validations for sessions, addresses, admin actions, and other features Added base_cost to product for better checkout workflow Fixed issue where you couldn’t get free charm (if charm was set to free it wouldn’t let you redeem it) Fixed product delete and added force delete button Refactor prize order deletion to clear charm slot FK references Refactor charm slot reuse, add Redis service and DB name updatesRename Postgres DB to metroid_mania_test, add Redis container, adjust environment variables, refactor Order model to reuse existing empty charm slots with capacity limits, simplify loadout view logic, and add tests for slot reuse and header loadout. Fix Guide Styling
Devlog: Admin Approved Time Override## SummaryAdded approved_seconds to Ship model, allowing admins to approve a different duration than what was devlogged lets the ysws stay in a budget by removing charm_notches for time that won’t contribute to budget. This enables scenarios where a user logs 4h but admin only approves 2h for credit/charm calculations.## Changes### Database- Added approved_seconds integer column to ships table (defaults to devlogged_seconds if not explicitly set)### Models- Ship : New approved_seconds attribute with default, set_approved_seconds callback (copies from devlogged_seconds on create), and recalculate_charm_notches! method for manual sync- Project : ship_and_award_credits! now uses approved_seconds for credit/notch calculation; removed ship_total_notches validation- ShipRequest : approve! accepts and passes approved_seconds ; reject! now destroys associated charm notches- User : reconcile_charm_notches! uses approved_seconds instead of devlogged_seconds for carryover calculations### Controllers- Admin ProjectsController : Pass approved_seconds param through approve/ship/force_ship actions- Admin ShipRequestsController : Pass approved_seconds param through approve action### Views- Ship request approval form: Added “Approved Time” field (number input, max = devlogged_seconds)- Ship cards: Display “Approved Hours” alongside devlogged hours### Tests- Comprehensive coverage for: - approved_seconds determining notch awards - Devlogged seconds copied to approved seconds when not set - Explicit approved_seconds overriding devlogged_seconds - Carryover hours across multiple ships - Multiplier application on approved_seconds - recalculate_charm_notches! syncing, removing excess, preserving admin_granted - reject! destroying charm notches (owner and recipient) - Controller test: approve respects approved_seconds for notch calculation## Backward CompatibilityThe set_approved_seconds callback defaults to devlogged_seconds when not explicitly set, so existing ships and flows without the new param continue working unchanged.
Improved styling and added demo link so adding to unified db is easier (all data is on site)
Whole lot of reading api docs whilst coding: Removed Addresses from database to use access tokens to fetch from hackclub auth to maintain more up to date info and remove address pii from local database
Metroid Mania Devlog Key Milestones & Features Username System & Legal Compliance : Added user username tracking, NDA setting to prevent address viewing, and an admin overlay displaying legal info(name) (eacd088). This enhances user pii protection by requiring a separate proccess to be done too. Dynamic Order Page : Refactored the order page into a single, dynamic form that adds/removes elements as needed (0e820f2), simplifying user interaction and reducing UI complexity. Encapsulated Connection Logic : Made the connection method a private instance method (0e86db0), improving code modularity and reducing unintended side effects. Admin System Overhaul : Removed environment-based superadmin detection (8dc2094), streamlining admin permissions for better security and maintainability. ** Current Main Focus ** To ensure user data is safe and leaning more on hca for sensitive info (legal_names, phone_number, and addresses)
Ships:
Set Up - Setup my code-server environment, with ruby lsp Added Redis Caching to decrease load time for admin/users and other menus Made new mobile UI, and added Addresses, and changed the Comments to be polymorphic to enable easier adding to other things (devlogs, ships, orders) Added admin changeable messages for when not running and rsvp is enabled
Added settings that enabled address collection on start (default: false) Prizes which require a address (physical) ask for you to choose out of your addresses Added a way to manage user addresses (admins cannot see addresses) Added Ship request queue placement so you know how many things have to be reviewed ahead of time
Metroid Mania - Ship Summary The project this ship has been focused on order management, admin controls, and user systems. New Key features include: Order & Form Refactoring : The order page was overhauled to use a single dynamic form ( 0e820f21 ), streamlining UI validation and charm slot linking ( f35b58a9 ). Prize order deletion now clears FK references cleanly ( 9b44cb46 ). Admin Enhancements : Admin workflows gained action grouping, force product deletion, and an overlay with legal/NDAs ( eacd0880 ). Superadmin detection was decoupled from environments ( 8dc20948 ). User Systems : A username system was added, alongside approved_seconds for precise credit calculations ( 6db7a580 ). Address management was introduced (then simplified) for physical orders ( c4d89a16 ). UI/UX Polishes : Demo link validation and a .btn-retro-noanim class improved consistency ( 72ce7806 , 1ba61a4f ). Like-button interactions were partially decoupled into partials ( 62203e0e ). Current Status : The project is streamlining legacy code (e.g., removing program keys a03bc008 , test addresses f4c6969d ) while hardening admin workflows. Redis integration and DB schema updates are live ( 783b67c4 ), and form state management remains a focus. Learned : Dynamic form reduction simplifies order handling, but requires careful validation. Admin overlays centralize critical actions, though over-NDAs complicate UX. Dropping the address model highlighted the cost of premature data-collection where you can outsource it to an existing system. The ship is trimming fat, tightening permissions....
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1793274877.536437
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1793361277.536437
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6491
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My awesome macropad! by @fkeblas | Stardance
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fkeblas
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Title: My awesome macropad! by @fkeblas | Stardanc Title: My awesome macropad! by @fkeblas | Stardance...
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1792684318.2134416
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1793289118.2134416
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Econnect by @Jessie | Stardance
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Jessie
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Title: Econnect by @Jessie | Stardance
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1792806510.6814394
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1793411310.6814394
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My first slack bot! by @ambition_sisters | Stardan My first slack bot! by @ambition_sisters | Stardance...
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ambition_sisters
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Title: My first slack bot! by @ambition_sisters | Title: My first slack bot! by @ambition_sisters | Stardance...
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1792795907.2555315
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1793400707.2555315
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6494
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Irongingot by @TheShovel | Stardance
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TheShovel
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1
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60.63
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1033
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T14:59:09Z", "hours": 57.0, "multiplier": 19.31, "payout": 1033, "blessing": "neutral", "text": "Made a Minecraft server can uses like 5% CPU and less than 7mb of ram, because I really wanted to host a Java server on one of my old Raspberry Pis. I found this project called Bareiron, made by PortalRunner, but it was very very very bare bones and simple. So I decided to work on it and make it as close to vanilla as I can until I get tired of it! This is the result of that :)", "repo": "https://github.com/TheShovel/irongingot", "demo": "https://theshovel.rocks/irongingot/"}]...
|
[{"post_id": 25982, "ts": "202 [{"post_id": 25982, "ts": "2026-07-10T15:06:16Z", "hours": 3.6297, "text": "Since i made the first ship, i have gotten A LOT of bug reports, from the same guy. I want to thank this guy for actually using this and reporting all of these bugs! I still have not fixed all of them. there are a few open ones, but ill get to it eventually. The feedback for this project has been phenomenal and it has made me very happy !! I will keep working on it, adding features from time to time and fixing bugs. It wont be my main priority but ill keep working on it as much as i can :) Thank you!"}, {"post_id": 12556, "ts": "2026-06-20T14:43:31Z", "hours": 12.32, "text": "and so… with this last devlog… it ends. I will be honest, I am burnt out! So, i worked on getting a last stable build that makes survival viable on this server. Tons of testing and bug fixes went into this, and i worked constantly on it until burnout. It’s still not perfect. There’s some random bugs. You might get kicked randomly, but you should be able to get right back in every time. Hopefully. Gulp. Since the last devlog, i implemented so much stuff, i will just link the release here so you can read all of it!! https://github.com/TheShovel/irongingot/releases/tag/V1.6.1 I still am missing some features i wish i would have added. stuff like security improvements and a basic anti cheat but sadly, i gotta move on to something else. Thank you for being with me on this journey though! Was really fun! Heres a video to showcase how far i have come since i forked the original project on github :D"}, {"post_id": 9203, "ts": "2026-06-15T13:28:42Z", "hours": 6.5772, "text": "heyyyy!!! lots since last time. got the recipe book working, implemented item durability, underwater breathing, improved trading by making villagers have professions and levels and actually opening up the trading ui, but most importantly, a big change in the packet code that makes multiplayer incredibly smooth now. i am honestly so tired i cant be bothered to type every single thing i had to go through to get here, but oh my is this project getting more and more complex ish. oh also added critical hits forgot to mention that"}, {"post_id": 8298, "ts": "2026-06-13T19:55:12Z", "hours": 6.7508, "text": "well, it sure has been a bit. This took WAY longer than i thought, but… the server can now read and load vanilla buildings from the nbt data!!! Wohoo!!! This opens so many possibilities and its very exciting :D Also, i have implemented a ton of missing blocks, including blocks that connect. Fences, glass panes, hanging lanterns etc now work properly! (hopefully, im still finding bugs with this. its way more complex than it seems). Along with that, to go with the new villages, i have implemented proper trading! You can now trade with villagers, level them up and get more options! They also all have their specific clothing associated with their profession and all that! Besides that, i fixed some bug reports i got on github, improved world generation blending with structures, and other small misc stuff here and there that is not that interesting. This is really taking shape and its getting closer and closer to vanilla every day. Happy about that :)"}, {"post_id": 6795, "ts": "2026-06-11T11:56:18Z", "hours": 6.7319, "text": "back to the grind i went today. Implemented the “combat update” with amazing features like: Spiders Creepers (They actually create explosions!!) Skeletons (They pew pew) Revamped the player combat to reflect newer minecraft versions Shields (as well as other offhand fixes) Along side that, big groundwork changes. We now have SOUND!!! The server can now send sound packets so you are not left with the noise of your own breathing. AAAAAAND i finally dumped the binary format that the original bareiron used for saving. It SUCKED. It was unreliable and hard to work with. So i just went to a json solution. Im concerned how slow saving could get in a big world, but if i get complaints about that, i will launch the saving on a separate thread or something. Anything but using bin files again… This change also fixes a bug with chest data getting corrupted! So ypeeee! Ok see you next time when i add… other things that i feel like adding… mmmm yes"}, {"post_id": 5567, "ts": "2026-06-09T12:11:38Z", "hours": 4.24, "text": "hiii cuties :3 since last time, i added a couple more systems and things!! while still keeping that ridiculously low memory usage and cpu usage. We now have: Bows, with arrows that get shot with proper physics, and also get stuck to the ground if you miss! Ender pearls! They are… ender pearls! They teleport you. The end is now more… not ehttps://music.youtube.com/watch?v=XRTn6sjRHMo&list=OLAK5uy_lZCA6cMyH3cdQEeAs2WNc8q2lud18JX7gmpty! We have endermen in there too!! We also now have dungeons that spawn zombies and stuff and have juicy loot. anywayyyy i also did a lot of other general code stuff and bug fixing and parity and blah blah too tired to type all of it honestly. See you next time in “jodie tries to do basic stuff but struggles because i want to do it as efficient as possible”"}, {"post_id": 4436, "ts": "2026-06-07T19:11:59Z", "hours": 5.5061, "text": "hey! been some time since the last dev log! Added quite a lot of stuff since then! First of all… FISH! Fish mobs now spawn in water, and drop fish that you can cook. They also have fish specific pathfinding that lets them float and stuff. I also worked on nether structures! 2 different type of structures can now spawn in the nether: towers based on fortresses, and those places where the piglings live. Oh, also, piglings! They now spawn in the nether and you can trade with them! Related to structures, i have also worked on strongholds! They can now spawn underground, and they have an end portal, that right now, just sends you to a very buggy and unfinished version of the end. Regarding mechanics, i also added farming! You can now plant seeds and grow wheat and make bread! I also worked on correctly mapping block break speeds to tools, since i wasnt sending the correct tags to the client before. :And… last but not least, i reduced cpu usage by 70%!!!!! CRAZY!!! Yes the ram usage is still under 10mb, and now the cpu usage floats around 0.1 to 5% in intense situations. That is a HUGE deal taking into account that there are so many new features! (also fixed a bunch of bugs and stuff regarding numbers looping on eachother and stuff) AAAAANyway, see you next dev log :D"}, {"post_id": 3651, "ts": "2026-06-06T17:55:43Z", "hours": 1.4258, "text": "THE BOATS. THE BOATS ARE GONNA GET ME. HEEEELP HEEEEEELP"}, {"post_id": 2879, "ts": "2026-06-05T19:28:59Z", "hours": 3.6275, "text": "As i promised, i started working on the nether! Added some basic biomes and stuff. not that crazy the crazy thing i did here though is LIGHT. Now the server properly does lighting! Blocks that do light, now actually do light! Now, its not perfect. for the sake of performance and keeping that 7mb memory usage low i had to make some sacrifices. the light is per chunk, so if you place a light source between 2 chunks, you will see seams. But it wasnt all smooth sailing sadly :( most of the time i spent was fixing a segmentation fault caused by musl. It took me so long. It wasnt happening when just compiling with the system compiler, musl specifically was causing it. Every time a user joined the server id get a seg fault. Turns out, it was just a memory allocation bug. Since i have to be so tight about memory, it does cause issues as i said in my previous dev logs. Well anywayyyyyy! Next thing is gonna be nether mobs and structures! Maybe even trading?!?! no idea we will see if i feel like it lmao"}, {"post_id": 2647, "ts": "2026-06-05T09:30:55Z", "hours": 3.2011, "text": "I know i said id be working on the nether, but i realized that to make the nether cool, i need some more systems in place! so i started working on structures! Villages and little wooden tunnels can spawn around the world. Villages have multiple types based on their biome of origin, and also can spawn chests with items in them! Along with that, as you can see, the tunnels in the caves can be shaped dynamically! You can make structures shape themselves to the surface they spawn on to make them look more “dynamic”. Its gonna help a lot with the nether! This took so damn long because i spent like half of the time fixing bugs with chests and doors. The minecraft client is SO picky about entity data. Anything goes slightly wrong and BOOM you get disconnected!!! with that said im proud of what i have here so far :) next devlog will most likely be with nether world generation, unless i find another game breaking bug and have to rewrite a bunch of stuff. love you gonna go eat lunch now -3-"}, {"post_id": 2357, "ts": "2026-06-04T20:11:28Z", "hours": 1.9572, "text": "You can now craft a nether portal in survival! I implemented buckets, fluids and the interaction that allows for obsidian! Right now as you can see, the fluid interactions are kinda wacky… gonna work on that. Also, unrelated to that, but I reimplemented chests! Which took me WAAAAAY too long. It pissed me off so bad that i just left an LLM to debug stuff till it figured out why my Minecraft client was getting disconnected for a “invalid item id” when opening an empty chest (i was hungry so i wanted to eat but i also got really frustrated and wanted to figure that out. dont judge me i am disappointed in myself as well) Anyway turns out it was getting some garbage data and interpreting it as item data in a chest. Messed up some data types. Happens when you are trying to make something use as little memory as possible. While i was at it, i also added the little opening and closing animation that chests do. Apparently that is server side. Never thought it was but i guess it makes sense"}, {"post_id": 2236, "ts": "2026-06-04T16:57:23Z", "hours": 2.5894, "text": "Added FLINT AND STEEL and THE NETHER, as well as a bunch more tools to make development easier. Started working on a creative mode, even though as you can see you need to rejoin to refresh states and stuff, and also you cant use the creative UI because the server doesnt use the same stuff as a vanilla server to handle items and inventories. Also noclip, so you can woosh around!! Didnt show much of the nether yet because it is still very work in progress. Along with that, you cant make a portal in survival right now because you cant get obsidian and flint yet (flint should be pretty easy). So next up will be implementing all the stuff to make it viable to get there in survival. After that ill refine the nether world generation, add mobs and all that etc. This server still running on 7mb of ram btw B) AND IM DOING MY BEST TO KEEP IT THAT WAY!!!! :3"}, {"post_id": 1646, "ts": "2026-06-03T19:32:45Z", "hours": 2.3775, "text": "where it all starts… this is where the project is as of joining stardance! Been mainly working on making stuff easier to update and improving the build process so far. Next up: THE NETHER"}]...
|
Title: Irongingot by @TheShovel | Stardance
Devlo Title: Irongingot by @TheShovel | Stardance
Devlogs:
where it all starts… this is where the project is as of joining stardance! Been mainly working on making stuff easier to update and improving the build process so far. Next up: THE NETHER
Added FLINT AND STEEL and THE NETHER, as well as a bunch more tools to make development easier. Started working on a creative mode, even though as you can see you need to rejoin to refresh states and stuff, and also you cant use the creative UI because the server doesnt use the same stuff as a vanilla server to handle items and inventories. Also noclip, so you can woosh around!! Didnt show much of the nether yet because it is still very work in progress. Along with that, you cant make a portal in survival right now because you cant get obsidian and flint yet (flint should be pretty easy). So next up will be implementing all the stuff to make it viable to get there in survival. After that ill refine the nether world generation, add mobs and all that etc. This server still running on 7mb of ram btw B) AND IM DOING MY BEST TO KEEP IT THAT WAY!!!! :3
You can now craft a nether portal in survival! I implemented buckets, fluids and the interaction that allows for obsidian! Right now as you can see, the fluid interactions are kinda wacky… gonna work on that. Also, unrelated to that, but I reimplemented chests! Which took me WAAAAAY too long. It pissed me off so bad that i just left an LLM to debug stuff till it figured out why my Minecraft client was getting disconnected for a “invalid item id” when opening an empty chest (i was hungry so i wanted to eat but i also got really frustrated and wanted to figure that out. dont judge me i am disappointed in myself as well) Anyway turns out it was getting some garbage data and interpreting it as item data in a chest. Messed up some data types. Happens when you are trying to make something use as little memory as possible. While i was at it, i also added the little opening and closing animation that chests do. Apparently that is server side. Never thought it was but i guess it makes sense
I know i said id be working on the nether, but i realized that to make the nether cool, i need some more systems in place! so i started working on structures! Villages and little wooden tunnels can spawn around the world. Villages have multiple types based on their biome of origin, and also can spawn chests with items in them! Along with that, as you can see, the tunnels in the caves can be shaped dynamically! You can make structures shape themselves to the surface they spawn on to make them look more “dynamic”. Its gonna help a lot with the nether! This took so damn long because i spent like half of the time fixing bugs with chests and doors. The minecraft client is SO picky about entity data. Anything goes slightly wrong and BOOM you get disconnected!!! with that said im proud of what i have here so far :) next devlog will most likely be with nether world generation, unless i find another game breaking bug and have to rewrite a bunch of stuff. love you gonna go eat lunch now -3-
As i promised, i started working on the nether! Added some basic biomes and stuff. not that crazy the crazy thing i did here though is LIGHT. Now the server properly does lighting! Blocks that do light, now actually do light! Now, its not perfect. for the sake of performance and keeping that 7mb memory usage low i had to make some sacrifices. the light is per chunk, so if you place a light source between 2 chunks, you will see seams. But it wasnt all smooth sailing sadly :( most of the time i spent was fixing a segmentation fault caused by musl. It took me so long. It wasnt happening when just compiling with the system compiler, musl specifically was causing it. Every time a user joined the server id get a seg fault. Turns out, it was just a memory allocation bug. Since i have to be so tight about memory, it does cause issues as i said in my previous dev logs. Well anywayyyyyy! Next thing is gonna be nether mobs and structures! Maybe even trading?!?! no idea we will see if i feel like it lmao
THE BOATS. THE BOATS ARE GONNA GET ME. HEEEELP HEEEEEELP
hey! been some time since the last dev log! Added quite a lot of stuff since then! First of all… FISH! Fish mobs now spawn in water, and drop fish that you can cook. They also have fish specific pathfinding that lets them float and stuff. I also worked on nether structures! 2 different type of structures can now spawn in the nether: towers based on fortresses, and those places where the piglings live. Oh, also, piglings! They now spawn in the nether and you can trade with them! Related to structures, i have also worked on strongholds! They can now spawn underground, and they have an end portal, that right now, just sends you to a very buggy and unfinished version of the end. Regarding mechanics, i also added farming! You can now plant seeds and grow wheat and make bread! I also worked on correctly mapping block break speeds to tools, since i wasnt sending the correct tags to the client before. :And… last but not least, i reduced cpu usage by 70%!!!!! CRAZY!!! Yes the ram usage is still under 10mb, and now the cpu usage floats around 0.1 to 5% in intense situations. That is a HUGE deal taking into account that there are so many new features! (also fixed a bunch of bugs and stuff regarding numbers looping on eachother and stuff) AAAAANyway, see you next dev log :D
hiii cuties :3 since last time, i added a couple more systems and things!! while still keeping that ridiculously low memory usage and cpu usage. We now have: Bows, with arrows that get shot with proper physics, and also get stuck to the ground if you miss! Ender pearls! They are… ender pearls! They teleport you. The end is now more… not ehttps://music.youtube.com/watch?v=XRTn6sjRHMo&list=OLAK5uy_lZCA6cMyH3cdQEeAs2WNc8q2lud18JX7gmpty! We have endermen in there too!! We also now have dungeons that spawn zombies and stuff and have juicy loot. anywayyyy i also did a lot of other general code stuff and bug fixing and parity and blah blah too tired to type all of it honestly. See you next time in “jodie tries to do basic stuff but struggles because i want to do it as efficient as possible”
back to the grind i went today. Implemented the “combat update” with amazing features like: Spiders Creepers (They actually create explosions!!) Skeletons (They pew pew) Revamped the player combat to reflect newer minecraft versions Shields (as well as other offhand fixes) Along side that, big groundwork changes. We now have SOUND!!! The server can now send sound packets so you are not left with the noise of your own breathing. AAAAAAND i finally dumped the binary format that the original bareiron used for saving. It SUCKED. It was unreliable and hard to work with. So i just went to a json solution. Im concerned how slow saving could get in a big world, but if i get complaints about that, i will launch the saving on a separate thread or something. Anything but using bin files again… This change also fixes a bug with chest data getting corrupted! So ypeeee! Ok see you next time when i add… other things that i feel like adding… mmmm yes
well, it sure has been a bit. This took WAY longer than i thought, but… the server can now read and load vanilla buildings from the nbt data!!! Wohoo!!! This opens so many possibilities and its very exciting :D Also, i have implemented a ton of missing blocks, including blocks that connect. Fences, glass panes, hanging lanterns etc now work properly! (hopefully, im still finding bugs with this. its way more complex than it seems). Along with that, to go with the new villages, i have implemented proper trading! You can now trade with villagers, level them up and get more options! They also all have their specific clothing associated with their profession and all that! Besides that, i fixed some bug reports i got on github, improved world generation blending with structures, and other small misc stuff here and there that is not that interesting. This is really taking shape and its getting closer and closer to vanilla every day. Happy about that :)
heyyyy!!! lots since last time. got the recipe book working, implemented item durability, underwater breathing, improved trading by making villagers have professions and levels and actually opening up the trading ui, but most importantly, a big change in the packet code that makes multiplayer incredibly smooth now. i am honestly so tired i cant be bothered to type every single thing i had to go through to get here, but oh my is this project getting more and more complex ish. oh also added critical hits forgot to mention that
and so… with this last devlog… it ends. I will be honest, I am burnt out! So, i worked on getting a last stable build that makes survival viable on this server. Tons of testing and bug fixes went into this, and i worked constantly on it until burnout. It’s still not perfect. There’s some random bugs. You might get kicked randomly, but you should be able to get right back in every time. Hopefully. Gulp. Since the last devlog, i implemented so much stuff, i will just link the release here so you can read all of it!! https://github.com/TheShovel/irongingot/releases/tag/V1.6.1 I still am missing some features i wish i would have added. stuff like security improvements and a basic anti cheat but sadly, i gotta move on to something else. Thank you for being with me on this journey though! Was really fun! Heres a video to showcase how far i have come since i forked the original project on github :D
Since i made the first ship, i have gotten A LOT of bug reports, from the same guy. I want to thank this guy for actually using this and reporting all of these bugs! I still have not fixed all of them. there are a few open ones, but ill get to it eventually. The feedback for this project has been phenomenal and it has made me very happy !! I will keep working on it, adding features from time to time and fixing bugs. It wont be my main priority but ill keep working on it as much as i can :) Thank you!
Ships:
Made a Minecraft server can uses like 5% CPU and less than 7mb of ram, because I really wanted to host a Java server on one of my old Raspberry Pis. I found this project called Bareiron, made by PortalRunner, but it was very very very bare bones and simple. So I decided to work on it and make it as close to vanilla as I can until I get tired of it! This is the result of that :)...
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1793328461.0940669
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1793414861.0940669
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6495
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Coil Gun by @MossyManufacturing | Stardance
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MossyManufacturing
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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: Coil Gun by @MossyManufacturing | Stardance
|
1793335775.0172591
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1793940575.0172591
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6496
|
My first slack bot! by @Jessie | Stardance
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Jessie
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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 first slack bot! by @Jessie | Stardance
|
1792655356.803977
|
1793260156.803977
|
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6497
|
My awesome macropad! by @Boden_Wood | Stardance
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Boden_Wood
|
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 awesome macropad! by @Boden_Wood | Stard Title: My awesome macropad! by @Boden_Wood | Stardance...
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1793235003.998989
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1793839803.998989
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6498
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Untitled by @tautikghosh | Stardance
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tautikghosh
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0
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0.0
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0
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[]
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Title: Untitled by @tautikghosh | Stardance
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1793270921.3867812
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1793875721.3867812
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6499
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Jinxed by @Jeffrin | Stardance
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Jeffrin
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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: Jinxed by @Jeffrin | Stardance
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1793281862.8858953
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1793886662.8858953
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6500
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Alfred by @Jason_Mloza | Stardance
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Jason_Mloza
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T01:54:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built Alfred, a personal AI assistant designed to run locally on your own machine. Alfred uses a FastAPI backend and local LLMs through Ollama to generate responses without depending entirely on cloud AI services. The goal was to create an AI assistant that feels personal, customizable, and accessible while learning how modern AI systems work under the hood. What was challenging? The biggest challenges were connecting all the different parts together — building the backend API, integrating the local AI model, handling responses efficiently, and creating a smooth user experience. Getting local models running on limited hardware was also challenging because performance depends heavily on available CPU/GPU resources. What are you proud of? I’m proud that I built Alfred from scratch and turned an idea into a working AI assistant. This project helped me learn more about APIs, AI models, backend development, and building complete applications. Seeing Alfred respond and work as a real application has been one of my biggest milestones as a developer. What should people know so they can test your project? To test Alfred: Clone the source code from GitHub. Install the required dependencies. Install Ollama and download a supported model. Start the backend and frontend. Open Alfred and start chatting. Make sure your machine has enough resources to run a local LLM. GitHub: https://github.com/jasonmloza/Alfred", "repo": "https://github.com/JasonMloza/Alfred", "demo": "https://alfred-seven-rust.vercel.app"}]...
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[{"post_id": 30980, "ts": "202 [{"post_id": 30980, "ts": "2026-07-19T00:14:39Z", "hours": 1.0686, "text": "Alfred is now alive. I built the React frontend, connected it to a FastAPI backend, and integrated Ollama for local AI inference. The assistant can now have conversations privately on my machine."}, {"post_id": 30404, "ts": "2026-07-17T22:05:27Z", "hours": 0.545, "text": "🧠Alfred Devlog #2 — Giving My AI Assistant a Brain Today I reached a major milestone with Alfred 🤖 When I started this project, the goal was to build my own AI assistant inspired by futuristic assistants like JARVIS — something that could understand conversations, help with tasks, and grow over time. The biggest step this week was moving Alfred from an idea into a working AI system. What I built: ✅ Built Alfred’s backend using FastAPI ✅ Integrated a local AI model using Ollama ✅ Created a /chat API endpoint for conversations ✅ Tested Alfred’s ability to receive messages and generate responses ✅ Cleaned up the GitHub repository and improved the project structure Now Alfred can actually communicate: User: “Who are you?” Alfred: “I’m Alfred, your friendly and knowledgeable personal AI assistant…” Seeing my own AI assistant respond through a system I built from scratch was honestly one of the coolest moments of this project. How Alfred currently works: User ↓ API Request ↓ FastAPI Backend ↓ Ollama AI Model ↓ Alfred Response The next major step is building Alfred’s frontend interface — giving him a proper face and making the experience feel like a real assistant. Future plans: 🎙️ Voice interaction 🧠Memory system 🛠️ Tool integration 📱 Mobile companion app ⚡ More autonomous capabilities This project is still evolving, but Alfred is officially alive. 🚀 #Stardance #HackClub #AI #Python"}, {"post_id": 28605, "ts": "2026-07-14T23:07:24Z", "hours": 0.3917, "text": "made good progress on Alfred, my AI assistant project.✅ Built the backend for Alfred.✅ Installed Ollama to run AI models locally.The next steps are:Install and connect a language model through Ollama.Integrate the model with Alfred’s backend.Polish the user interface.Build a mobile app so Alfred can be used on the go.My goal is to create an AI assistant that’s fast, private, and useful for everyday tasks. This is still an early version, but it’s exciting to see everything coming together."}]...
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Title: Alfred by @Jason_Mloza | Stardance
Devlogs Title: Alfred by @Jason_Mloza | Stardance
Devlogs:
made good progress on Alfred, my AI assistant project.✅ Built the backend for Alfred.✅ Installed Ollama to run AI models locally.The next steps are:Install and connect a language model through Ollama.Integrate the model with Alfred’s backend.Polish the user interface.Build a mobile app so Alfred can be used on the go.My goal is to create an AI assistant that’s fast, private, and useful for everyday tasks. This is still an early version, but it’s exciting to see everything coming together.
🧠Alfred Devlog #2 — Giving My AI Assistant a Brain Today I reached a major milestone with Alfred 🤖 When I started this project, the goal was to build my own AI assistant inspired by futuristic assistants like JARVIS — something that could understand conversations, help with tasks, and grow over time. The biggest step this week was moving Alfred from an idea into a working AI system. What I built: ✅ Built Alfred’s backend using FastAPI ✅ Integrated a local AI model using Ollama ✅ Created a /chat API endpoint for conversations ✅ Tested Alfred’s ability to receive messages and generate responses ✅ Cleaned up the GitHub repository and improved the project structure Now Alfred can actually communicate: User: “Who are you?” Alfred: “I’m Alfred, your friendly and knowledgeable personal AI assistant…” Seeing my own AI assistant respond through a system I built from scratch was honestly one of the coolest moments of this project. How Alfred currently works: User ↓ API Request ↓ FastAPI Backend ↓ Ollama AI Model ↓ Alfred Response The next major step is building Alfred’s frontend interface — giving him a proper face and making the experience feel like a real assistant. Future plans: 🎙️ Voice interaction 🧠Memory system 🛠️ Tool integration 📱 Mobile companion app ⚡ More autonomous capabilities This project is still evolving, but Alfred is officially alive. 🚀 #Stardance #HackClub #AI #Python
Alfred is now alive. I built the React frontend, connected it to a FastAPI backend, and integrated Ollama for local AI inference. The assistant can now have conversations privately on my machine.
Ships:
What did you make? I built Alfred, a personal AI assistant designed to run locally on your own machine. Alfred uses a FastAPI backend and local LLMs through Ollama to generate responses without depending entirely on cloud AI services. The goal was to create an AI assistant that feels personal, customizable, and accessible while learning how modern AI systems work under the hood. What was challenging? The biggest challenges were connecting all the different parts together — building the backend API, integrating the local AI model, handling responses efficiently, and creating a smooth user experience. Getting local models running on limited hardware was also challenging because performance depends heavily on available CPU/GPU resources. What are you proud of? I’m proud that I built Alfred from scratch and turned an idea into a working AI assistant. This project helped me learn more about APIs, AI models, backend development, and building complete applications. Seeing Alfred respond and work as a real application has been one of my biggest milestones as a developer. What should people know so they can test your project? To test Alfred: Clone the source code from GitHub. Install the required dependencies. Install Ollama and download a supported model. Start the backend and frontend. Open Alfred and start chatting. Make sure your machine has enough resources to run a local LLM. GitHub: https://github.com/jasonmloza/Alfred...
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