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751
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Portmaster Hendra (slack bot) by @HenryWauzivuff | Portmaster Hendra (slack bot) by @HenryWauzivuff | Stardance...
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HenryWauzivuff
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0
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6.98
|
0
|
[]
|
[{"post_id": 15576, "ts": "202 [{"post_id": 15576, "ts": "2026-06-25T10:29:09Z", "hours": 6.4161, "text": "Adding new weather commands"}, {"post_id": 6630, "ts": "2026-06-11T03:37:18Z", "hours": 0.5647, "text": "I started basic code of the Slackbot (I used deno because yes)"}]...
|
Title: Portmaster Hendra (slack bot) by @HenryWauz Title: Portmaster Hendra (slack bot) by @HenryWauzivuff | Stardance
Devlogs:
I started basic code of the Slackbot (I used deno because yes)
Adding new weather commands...
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1792778034.3429766
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1793382834.3429766
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752
|
My first slack bot! by @aoishik | Stardance
|
aoishik
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0
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0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @aoishik | Stardance
|
1792648123.0680082
|
1793252923.0680082
|
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753
|
My awesome macropad! by @Deva | Stardance
|
Deva
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @Deva | Stardance
|
1792597848.5317445
|
1793202648.5317445
|
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754
|
better clouds by @orangishcat | Stardance
|
orangishcat
|
1
|
44.83
|
531
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T04:49:17Z", "hours": 32.0, "multiplier": 18.69, "payout": 531, "blessing": "neutral", "text": "it’s been roughly 3 months since i’ve taken over the project, and it’s been going great! again, huge thanks to qendolin for letting me maintain his minecraft mod!", "repo": "https://github.com/Qendolin/better-clouds", "demo": "https://modrinth.com/mod/better-clouds"}]...
|
[{"post_id": 67713, "ts": "202 [{"post_id": 67713, "ts": "2026-09-13T22:17:41Z", "hours": 12.8278, "text": "I made a few bug fixes and am preparing for 26.3 migration. I also need to make sure the Blaze3D renderer gets feature parity soon. I’m using old reference images like this one to see what the old OpenGL renderer used to be like"}, {"post_id": 18980, "ts": "2026-06-30T04:43:00Z", "hours": 0.3833, "text": "i’ve done what i’ve wanted to do for this project for now! i’ve polished up my devlogs, and gonna ship the project now. here’s a screenshot where i tried to make the clouds look realistic (they’re not supposed to look realistic, so this is very cursed)"}, {"post_id": 18414, "ts": "2026-06-29T15:41:30Z", "hours": 2.8464, "text": "Published 1.14.0 release! I renamed “Tint” -> “Top Color”, “Bottom Tint” -> “Bottom Color”, “Bottom Transition Range” -> “Color Transition End” also renamed the options keys too, with a migration thing that migrates the old options keys to the new ones ok ima take a break from this project for now! next up, probably a config system rewrite? i want to implement like discord roles thing, where: you start with a base config given a certain condition (e.g. dimension = minecraft:overworld), certain properties of the config are modified and repeat until you get dynamic clouds with your own defined conditions! or i might not do that idk it sounds kinda complicated"}, {"post_id": 15563, "ts": "2026-06-25T09:35:53Z", "hours": 6.9383, "text": "added a bottom tint option that basically lets you create a gradient on your clouds i’m getting quite familiar with shaders and graphics code! this is one of my main goals for the project, and i’m glad it’s working out well! also fixed a bunch of bugs basic description of the bottom tint algorithm: vertex shader: tint interpolation progress = (y level of the cloud vertex) / (transition range percentage * cloud height range) fragment shader: color = lerp(bottomColor, topColor, tintInterpProgress) by default, the effect is much more subtle than this, but it is still there"}, {"post_id": 12390, "ts": "2026-06-20T06:59:27Z", "hours": 1.5831, "text": "made the celestial body halo much bigger and more visible. i also added separate options for the sun and moon halo, and scaled the moon halo’s size based on the moon phase! also the way I change the halo size is kinda cursed. i’m using qendolin’s superellipse formula, and i only kinda understand how it works. // i still have no idea how this formula works but it seems to work fine float superellipse = ( ( 1.0 + ( 1.0 / 3.0 ) * ( pow ( cos ( 2.0 * projAngle ), 2.0 ))) * haloSize * ( 1.0 - abs ( superellipseFalloff )) - 1.0 ) * sign (- superellipseFalloff ); then i fit an exponential curve based on what halo size i wanted for which moon phase 💀 // larger value = smaller halo size float haloSize = dayTime () < config . shaderPreset (). sunsetEndTime ? 2.05f - config . sunHaloSizeMultiplier : ( float ) ( 5 * Math . pow ( 0.06217 , config . moonHaloSizeMultiplier * DimensionType . MOON_BRIGHTNESS_PER_PHASE [ moonPhase . index ()])); // curve fit for ideal moon halo size based on phase"}, {"post_id": 10514, "ts": "2026-06-17T08:17:49Z", "hours": 4.5678, "text": "updated to 26.2, and the blaze3d renderer I made works great on vulkan! the renderer was mostly done for weeks now, i just added neoforge back and that was mostly it. Iris was giving me problems as it hasn’t implemented reverse z yet. but i was able to fix that really easily because i kinda know what i’m doing now when touching graphics code! this woulda taken me forever if it were the first time i had to do this. also added longview support to 26.1.2 then declared it end of life"}, {"post_id": 3311, "ts": "2026-06-06T05:33:35Z", "hours": 1.7572, "text": "Added option in config screen to choose the renderer, Also added back frustum culling (where clouds don’t render behind the camera) Qendolin’s original algorithm for frustum culling was: compute the bounding box of a section of clouds (clouds are generated in sections with a chunk-like system). if the frustum of the camera (basically an object describing what part of the world the camera can see given a camera angle, position, and fov) can see the clouds, expand the bounding box with the next section of clouds else, render all the sections of clouds we can see, and skip this section if we can’t see it in other words: (original comment from the code) // This algorithm loops over chunks, which are in a line-by-line order. // When a visible chunk is found it's marked as a run start. The run continues until // the next non-visible chunk is found. At the end of a run the entire run is rendered as once. // This is possible due to the memory layout of the instance buffers."}, {"post_id": 2456, "ts": "2026-06-04T23:08:15Z", "hours": 2.0006, "text": "I’m preparing for 26.2 release! I updated the mod to 26.2 pre-4, as well as YACL 3.9.4 which also just came out earlier today. NeoForge is also out but I’m too lazy to setup their custom repo for prerelease builds so I will fix NF support when 26.2 releases. I fixed a really annoying bug that was making the cloud ripple effect way larger in magnitude than it was supposed to be (I sampled WorldPosition instead of WorldPosition - originOffset ) I added a hardcoded minimum brightness in the shader so that clouds will be just barely visible at nighttime. Also GLSL operations are element-wise which is pretty cool! Like you can do max(color.rgb, vec3(0.15)) and each element of the color vector will be element-wise compared with 0.15, and the bigger one will be chosen. Really elegant solution for my minimum brightness operation."}, {"post_id": 639, "ts": "2026-06-02T04:56:28Z", "hours": 2.9128, "text": "the renderer looks good again! i added back the light gradient sampling, so the clouds actually turn orange during sunset and go dark at night time like they used to. btw, I spent like 3 hours reading through https://open.gl/ . it’s a great tutorial, and i applied pretty much all of the graphics concepts i learned to this project! i’m using blaze3d instead of opengl this time, but the concepts still apply. how the algorithm works based on the time of day, it samples a color from this texture , where the white part of the texture produces the bright fluffy daytime clouds, the dark part produces the dark nighttime clouds, and the remaining orange and light blue produce the amazing cloud colors shown in the image during sunset and sunrise! i can’t explain the formula too much in detail, cuz i kinda just copied the math from the old code…"}, {"post_id": 183, "ts": "2026-06-01T06:23:52Z", "hours": 9.4714, "text": "spent like 12h getting the blaze3d renderer to work. long story short, the opengl renderer is a mess and I’m doing pretty much a full rewrite to get it to work on blaze3d. it’s taking extremely long but i’m happy because i’m learning a lot about graphics. the core functionality kinda works but there are all sorts of bugs, and a bunch of features are missing. some of them i probably just won’t be adding back. the old opengl renderer used a three shader setup: a coverage shader (establishes positions and colors of each cloud cube) a shading shader (recolors each cloud cube based on saturation, sunlight, and other properties) a depth shader (changes the transparency for each pixel based on how many cubes are overlapping) …wait what, why do you need all that? i assume order-independent transparency? whatever, i’m not doing allat, hopefully a simple cube drawing will work and blaze3d can handle the transparency stuff right now i have just one fragment shader and one vertex shader, basically the rendering setup possible. hopefully i don’t need anything else, considering i’m literally drawing just cubes… p.s. vulkan renderer so cool! performance is a lot better than opengl on my mac p.p.s cool formula: gl_Position = ProjMat * ViewMat * vec4(pos, 1) (ball knowledge required)"}]...
|
Title: better clouds by @orangishcat | Stardance
Title: better clouds by @orangishcat | Stardance
Devlogs:
spent like 12h getting the blaze3d renderer to work. long story short, the opengl renderer is a mess and I’m doing pretty much a full rewrite to get it to work on blaze3d. it’s taking extremely long but i’m happy because i’m learning a lot about graphics. the core functionality kinda works but there are all sorts of bugs, and a bunch of features are missing. some of them i probably just won’t be adding back. the old opengl renderer used a three shader setup: a coverage shader (establishes positions and colors of each cloud cube) a shading shader (recolors each cloud cube based on saturation, sunlight, and other properties) a depth shader (changes the transparency for each pixel based on how many cubes are overlapping) …wait what, why do you need all that? i assume order-independent transparency? whatever, i’m not doing allat, hopefully a simple cube drawing will work and blaze3d can handle the transparency stuff right now i have just one fragment shader and one vertex shader, basically the rendering setup possible. hopefully i don’t need anything else, considering i’m literally drawing just cubes… p.s. vulkan renderer so cool! performance is a lot better than opengl on my mac p.p.s cool formula: gl_Position = ProjMat * ViewMat * vec4(pos, 1) (ball knowledge required)
the renderer looks good again! i added back the light gradient sampling, so the clouds actually turn orange during sunset and go dark at night time like they used to. btw, I spent like 3 hours reading through https://open.gl/ . it’s a great tutorial, and i applied pretty much all of the graphics concepts i learned to this project! i’m using blaze3d instead of opengl this time, but the concepts still apply. how the algorithm works based on the time of day, it samples a color from this texture , where the white part of the texture produces the bright fluffy daytime clouds, the dark part produces the dark nighttime clouds, and the remaining orange and light blue produce the amazing cloud colors shown in the image during sunset and sunrise! i can’t explain the formula too much in detail, cuz i kinda just copied the math from the old code…
I’m preparing for 26.2 release! I updated the mod to 26.2 pre-4, as well as YACL 3.9.4 which also just came out earlier today. NeoForge is also out but I’m too lazy to setup their custom repo for prerelease builds so I will fix NF support when 26.2 releases. I fixed a really annoying bug that was making the cloud ripple effect way larger in magnitude than it was supposed to be (I sampled WorldPosition instead of WorldPosition - originOffset ) I added a hardcoded minimum brightness in the shader so that clouds will be just barely visible at nighttime. Also GLSL operations are element-wise which is pretty cool! Like you can do max(color.rgb, vec3(0.15)) and each element of the color vector will be element-wise compared with 0.15, and the bigger one will be chosen. Really elegant solution for my minimum brightness operation.
Added option in config screen to choose the renderer, Also added back frustum culling (where clouds don’t render behind the camera) Qendolin’s original algorithm for frustum culling was: compute the bounding box of a section of clouds (clouds are generated in sections with a chunk-like system). if the frustum of the camera (basically an object describing what part of the world the camera can see given a camera angle, position, and fov) can see the clouds, expand the bounding box with the next section of clouds else, render all the sections of clouds we can see, and skip this section if we can’t see it in other words: (original comment from the code) // This algorithm loops over chunks, which are in a line-by-line order. // When a visible chunk is found it's marked as a run start. The run continues until // the next non-visible chunk is found. At the end of a run the entire run is rendered as once. // This is possible due to the memory layout of the instance buffers.
updated to 26.2, and the blaze3d renderer I made works great on vulkan! the renderer was mostly done for weeks now, i just added neoforge back and that was mostly it. Iris was giving me problems as it hasn’t implemented reverse z yet. but i was able to fix that really easily because i kinda know what i’m doing now when touching graphics code! this woulda taken me forever if it were the first time i had to do this. also added longview support to 26.1.2 then declared it end of life
made the celestial body halo much bigger and more visible. i also added separate options for the sun and moon halo, and scaled the moon halo’s size based on the moon phase! also the way I change the halo size is kinda cursed. i’m using qendolin’s superellipse formula, and i only kinda understand how it works. // i still have no idea how this formula works but it seems to work fine float superellipse = ( ( 1.0 + ( 1.0 / 3.0 ) * ( pow ( cos ( 2.0 * projAngle ), 2.0 ))) * haloSize * ( 1.0 - abs ( superellipseFalloff )) - 1.0 ) * sign (- superellipseFalloff ); then i fit an exponential curve based on what halo size i wanted for which moon phase 💀 // larger value = smaller halo size float haloSize = dayTime () < config . shaderPreset (). sunsetEndTime ? 2.05f - config . sunHaloSizeMultiplier : ( float ) ( 5 * Math . pow ( 0.06217 , config . moonHaloSizeMultiplier * DimensionType . MOON_BRIGHTNESS_PER_PHASE [ moonPhase . index ()])); // curve fit for ideal moon halo size based on phase
added a bottom tint option that basically lets you create a gradient on your clouds i’m getting quite familiar with shaders and graphics code! this is one of my main goals for the project, and i’m glad it’s working out well! also fixed a bunch of bugs basic description of the bottom tint algorithm: vertex shader: tint interpolation progress = (y level of the cloud vertex) / (transition range percentage * cloud height range) fragment shader: color = lerp(bottomColor, topColor, tintInterpProgress) by default, the effect is much more subtle than this, but it is still there
Published 1.14.0 release! I renamed “Tint” -> “Top Color”, “Bottom Tint” -> “Bottom Color”, “Bottom Transition Range” -> “Color Transition End” also renamed the options keys too, with a migration thing that migrates the old options keys to the new ones ok ima take a break from this project for now! next up, probably a config system rewrite? i want to implement like discord roles thing, where: you start with a base config given a certain condition (e.g. dimension = minecraft:overworld), certain properties of the config are modified and repeat until you get dynamic clouds with your own defined conditions! or i might not do that idk it sounds kinda complicated
i’ve done what i’ve wanted to do for this project for now! i’ve polished up my devlogs, and gonna ship the project now. here’s a screenshot where i tried to make the clouds look realistic (they’re not supposed to look realistic, so this is very cursed)
I made a few bug fixes and am preparing for 26.3 migration. I also need to make sure the Blaze3D renderer gets feature parity soon. I’m using old reference images like this one to see what the old OpenGL renderer used to be like
Ships:
it’s been roughly 3 months since i’ve taken over the project, and it’s been going great! again, huge thanks to qendolin for letting me maintain his minecraft mod!...
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1792831648.5736933
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1792918048.5736933
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755
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My awesome macropad! by @Stephanie | Stardance
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Stephanie
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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: My awesome macropad! by @Stephanie | Starda Title: My awesome macropad! by @Stephanie | Stardance...
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1792421314.506236
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1793026114.506236
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756
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My awesome macropad! by @vanessalagoat1 | Stardanc My awesome macropad! by @vanessalagoat1 | Stardance...
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vanessalagoat1
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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 awesome macropad! by @vanessalagoat1 | S Title: My awesome macropad! by @vanessalagoat1 | Stardance...
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1792662847.0168552
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1793267647.0168552
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757
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Spotify TUI by @Dylan | Stardance
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Dylan
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0
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6.65
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0
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[]
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[{"post_id": 1907, "ts": "2026 [{"post_id": 1907, "ts": "2026-06-04T04:07:53Z", "hours": 0.7547, "text": "Added customization for the user and I have it to my liking"}, {"post_id": 556, "ts": "2026-06-02T01:39:51Z", "hours": 0.7119, "text": "I was able to get it fully working there is something I still want to do to it but the code concept works (Don’t ask about the playlists)"}, {"post_id": 479, "ts": "2026-06-01T22:49:48Z", "hours": 5.1875, "text": "It is working but it likes to freeze my entire terminal"}]...
|
Title: Spotify TUI by @Dylan | Stardance
Devlogs: Title: Spotify TUI by @Dylan | Stardance
Devlogs:
It is working but it likes to freeze my entire terminal
I was able to get it fully working there is something I still want to do to it but the code concept works (Don’t ask about the playlists)
Added customization for the user and I have it to my liking...
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1792576350.1854987
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1793181150.1854987
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758
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Untitled by @cocotrilito | Stardance
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cocotrilito
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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: Untitled by @cocotrilito | Stardance
|
1792770559.9842598
|
1793375359.9842598
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759
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Melanotaenia 4.0 by @abigail_L | Stardance
|
abigail_L
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1
|
8.0
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26
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T02:58:49Z", "hours": 8.0, "multiplier": 3.46, "payout": 26, "blessing": "neutral", "text": "Hello I have made a doodle jump parody with a twist called “Melanotaenia 4.0”. The twist for the game is that the player can change into four colors and can only touch a platform if they themself is the same color as the platform. The idea of this game was first made for the Hack Club juice Jam March 2025, but I gave up on the project. To me this is an incredible milestone because I started over with only the idea and actually completed it. How to Play: Goal is to go as high as possible to get the highest score Controls: Left arrow ( < ) = Move Left Right arrow (>) = Move Right Up arrow (^) = Jump Q = Orange E = Green R = Purple W = Yellow Sidenote: There is also a demo video at the bottom of my readme on github.", "repo": "https://github.com/Abbby1007/Melanotaenia-4.0", "demo": "https://abbby1007.itch.io/melanotaenia-40"}]...
|
[{"post_id": 12040, "ts": "202 [{"post_id": 12040, "ts": "2026-06-19T17:14:26Z", "hours": 0.6139, "text": "I have finished the Game. From the last devlog I added a background and created a stylized game title. I also finalized the itch.io Page and the Github Read me Also Excuse my previous screen recordings for the previous devlogs. The screenshot format changed so now the vidoes are zoomed in."}, {"post_id": 2193, "ts": "2026-06-04T15:38:14Z", "hours": 0.3764, "text": "Was busy today so not that much progress was made. Today I decided to add purple and yellow, while also making a parallax scrolling background. I am gonna take a short break on this game, so I can look at it with fresh eyes when I return. My goal when I return is to work on the title screen (title, buttons) and making the game look nicer. I might also work on sound design With the break from this game I am gonna try to enter my first game Jam."}, {"post_id": 1347, "ts": "2026-06-03T09:23:18Z", "hours": 0.9219, "text": "I added my own custom sprite for the player and platform (excuse the art I am not a great artist). I have decided to make my theme related to space. So the player will be a star that changes color. I still need to fix the look a lot, but I wanted to get it into demo version. I will be sharing this with friends and have them test it out on itch.io."}, {"post_id": 1243, "ts": "2026-06-03T03:03:19Z", "hours": 1.2667, "text": "So far for the game I have added a title screen (start and quit) and high score system. I believe I am done for now with all of the basic mechanics. My goal now is to work on the look of the game (Character, platforms, title screen, etc)"}, {"post_id": 538, "ts": "2026-06-02T00:35:07Z", "hours": 1.1203, "text": "I was switching between making this game a platformer or a doodle jump clone. I have decided to do a doodle Jump clone. Here I have an infinite loop for the platform generation."}, {"post_id": 219, "ts": "2026-06-01T09:59:07Z", "hours": 1.5039, "text": "I have made it to where the player bounces on a platform when in contact. Also if the player is not the correct color the scene/level resets"}, {"post_id": 185, "ts": "2026-06-01T06:33:44Z", "hours": 1.7511, "text": "I have completed the player’s ability to change color, based on key input"}]...
|
Title: Melanotaenia 4.0 by @abigail_L | Stardance
Title: Melanotaenia 4.0 by @abigail_L | Stardance
Devlogs:
I have completed the player’s ability to change color, based on key input
I have made it to where the player bounces on a platform when in contact. Also if the player is not the correct color the scene/level resets
I was switching between making this game a platformer or a doodle jump clone. I have decided to do a doodle Jump clone. Here I have an infinite loop for the platform generation.
So far for the game I have added a title screen (start and quit) and high score system. I believe I am done for now with all of the basic mechanics. My goal now is to work on the look of the game (Character, platforms, title screen, etc)
I added my own custom sprite for the player and platform (excuse the art I am not a great artist). I have decided to make my theme related to space. So the player will be a star that changes color. I still need to fix the look a lot, but I wanted to get it into demo version. I will be sharing this with friends and have them test it out on itch.io.
Was busy today so not that much progress was made. Today I decided to add purple and yellow, while also making a parallax scrolling background. I am gonna take a short break on this game, so I can look at it with fresh eyes when I return. My goal when I return is to work on the title screen (title, buttons) and making the game look nicer. I might also work on sound design With the break from this game I am gonna try to enter my first game Jam.
I have finished the Game. From the last devlog I added a background and created a stylized game title. I also finalized the itch.io Page and the Github Read me Also Excuse my previous screen recordings for the previous devlogs. The screenshot format changed so now the vidoes are zoomed in.
Ships:
Hello I have made a doodle jump parody with a twist called “Melanotaenia 4.0”. The twist for the game is that the player can change into four colors and can only touch a platform if they themself is the same color as the platform. The idea of this game was first made for the Hack Club juice Jam March 2025, but I gave up on the project. To me this is an incredible milestone because I started over with only the idea and actually completed it. How to Play: Goal is to go as high as possible to get the highest score Controls: Left arrow ( < ) = Move Left Right arrow (>) = Move Right Up arrow (^) = Jump Q = Orange E = Green R = Purple W = Yellow Sidenote: There is also a demo video at the bottom of my readme on github....
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1792842489.2894878
|
1792928889.2894878
|
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760
|
HAIR - Home AI Robot by @naya | Stardance
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naya
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0
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0
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[]
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[]
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Title: HAIR - Home AI Robot by @naya | Stardance
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1792673449.93455
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1793278249.93455
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761
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Untitled by @naya | Stardance
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naya
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[]
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[]
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Title: Untitled by @naya | Stardance
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1792604952.663802
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1793209752.663802
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762
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Untitled project by @Huyt | Stardance
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Huyt
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Title: Untitled project by @Huyt | Stardance
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1792514943.8848999
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1793119743.8848999
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763
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My first slack bot! by @ahmedibrahim444555666 | St My first slack bot! by @ahmedibrahim444555666 | Stardance...
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ahmedibrahim444555666
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0
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0.0
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Title: My first slack bot! by @ahmedibrahim4445556 Title: My first slack bot! by @ahmedibrahim444555666 | Stardance...
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1792694946.1064363
|
1793299746.1064363
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My awesome macropad! by @orsonscarborough83 | Star My awesome macropad! by @orsonscarborough83 | Stardance...
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orsonscarborough83
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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: My awesome macropad! by @orsonscarborough83 Title: My awesome macropad! by @orsonscarborough83 | Stardance...
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1792709451.2520669
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1793314251.2520669
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765
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Balld by @Tomatofu | Stardance
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Tomatofu
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0
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14.54
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0
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[]
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[{"post_id": 43210, "ts": "202 [{"post_id": 43210, "ts": "2026-08-08T10:36:25Z", "hours": 4.4694, "text": "I added texture support to the polygons so that the graphics don’t get boring. I also improved the physics with better polygons and taking mass into account."}, {"post_id": 34905, "ts": "2026-07-26T00:13:44Z", "hours": 10.0686, "text": "I added a basic Verlet integration physics engine with 2d balls and polygons. You can drag the balls and points on the polygons around. The physics runs on a fixed timestep, but I added interpolation so the rendering is still smooth."}]...
|
Title: Balld by @Tomatofu | Stardance
Devlogs:
I Title: Balld by @Tomatofu | Stardance
Devlogs:
I added a basic Verlet integration physics engine with 2d balls and polygons. You can drag the balls and points on the polygons around. The physics runs on a fixed timestep, but I added interpolation so the rendering is still smooth.
I added texture support to the polygons so that the graphics don’t get boring. I also improved the physics with better polygons and taking mass into account....
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1793249332.1362681
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Untitled project by @dheeraskanda | Stardance
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dheeraskanda
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0
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0.0
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0
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Title: Untitled project by @dheeraskanda | Stardan Title: Untitled project by @dheeraskanda | Stardance...
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1792932563.883292
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767
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Furloined by @sinismylastname | Stardance
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sinismylastname
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0
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0.0
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0
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Title: Furloined by @sinismylastname | Stardance
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1792756621.44353
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1793620621.44353
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768
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Custom Spotify Display for Car AUX by @neev_dharod Custom Spotify Display for Car AUX by @neev_dharod | Stardance...
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neev_dharod
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Title: Custom Spotify Display for Car AUX by @neev Title: Custom Spotify Display for Car AUX by @neev_dharod | Stardance...
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1792796072.927923
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1793400872.927923
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769
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My awesome macropad! by @aarav | Stardance
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aarav
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0
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0.0
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0
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Title: My awesome macropad! by @aarav | Stardance
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1792529397.5198853
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1793134197.5198853
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770
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Tsudere tariq by @DarthCheezie | Stardance
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DarthCheezie
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0
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0.0
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0
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Title: Tsudere tariq by @DarthCheezie | Stardance
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1792482648.5701234
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1793087448.5701234
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My first slack bot! by @Kyle | Stardance
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Kyle
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0
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Title: My first slack bot! by @Kyle | Stardance
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1792497274.0477192
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1793102074.0477192
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772
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My awesome macropad! by @coolcream | Stardance
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coolcream
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0
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Title: My awesome macropad! by @coolcream | Starda Title: My awesome macropad! by @coolcream | Stardance...
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1792896736.6531932
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MY WEBSITE (ACTUALLY) by @bunnyguy | Stardance
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bunnyguy
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Title: MY WEBSITE (ACTUALLY) by @bunnyguy | Starda Title: MY WEBSITE (ACTUALLY) by @bunnyguy | Stardance...
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Untitled project by @Adam | Stardance
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Adam
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Title: Untitled project by @Adam | Stardance
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1792738516.3050082
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1793343316.3050082
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775
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My awesome macropad! by @MohammadHisan | Stardance
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MohammadHisan
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0
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Title: My awesome macropad! by @MohammadHisan | St Title: My awesome macropad! by @MohammadHisan | Stardance...
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My awesome macropad! by @Squailings | Stardance
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Squailings
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Title: My awesome macropad! by @Squailings | Stard Title: My awesome macropad! by @Squailings | Stardance...
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1792738167.560859
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Ultimedit by @lazerkat | Stardance
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lazerkat
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0
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2.3
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0
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[]
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[{"post_id": 1855, "ts": "2026 [{"post_id": 1855, "ts": "2026-06-04T02:08:33Z", "hours": 0.3806, "text": "trying to speed up proccessing (its not working and the image is sorta related)"}, {"post_id": 1275, "ts": "2026-06-03T04:57:27Z", "hours": 0.8633, "text": "i implemented rendering (i read it here https://stackoverflow.com/questions/50681683/how-to-save-canvas-animation-as-gif-or-webm ) so its very cooool!!!!!"}, {"post_id": 1202, "ts": "2026-06-03T01:50:35Z", "hours": 0.4567, "text": "canvas rendering and canvas effects!!!!! yayayaya"}, {"post_id": 647, "ts": "2026-06-02T05:03:34Z", "hours": 0.2581, "text": "video uploading now works and plays yipeeee"}, {"post_id": 638, "ts": "2026-06-02T04:47:47Z", "hours": 0.3364, "text": "i have made the layout! now for styling and scripting……. im cooked"}]...
|
Title: Ultimedit by @lazerkat | Stardance
Devlogs Title: Ultimedit by @lazerkat | Stardance
Devlogs:
i have made the layout! now for styling and scripting……. im cooked
video uploading now works and plays yipeeee
canvas rendering and canvas effects!!!!! yayayaya
i implemented rendering (i read it here https://stackoverflow.com/questions/50681683/how-to-save-canvas-animation-as-gif-or-webm ) so its very cooool!!!!!
trying to speed up proccessing (its not working and the image is sorta related)...
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1792799291.4473941
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778
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My awesome macropad! by @7afezzz | Stardance
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7afezzz
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0
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Title: My awesome macropad! by @7afezzz | Stardanc Title: My awesome macropad! by @7afezzz | Stardance...
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1792792120.951337
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My first slack bot! by @Bingley | Stardance
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Bingley
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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: My first slack bot! by @Bingley | Stardance
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1792489694.2427752
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1793094494.2427752
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780
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Drone by @2darrenchan | Stardance
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2darrenchan
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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: Drone by @2darrenchan | Stardance
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1792637282.4819112
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1793242082.4819112
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781
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The Manor by @Bingley | Stardance
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Bingley
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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: The Manor by @Bingley | Stardance
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1792554865.0372803
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1793159665.0372803
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782
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Air soft tank by @Brekon | Stardance
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Brekon
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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: Air soft tank by @Brekon | Stardance
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1792543677.0475001
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1793148477.0475001
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783
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the pork update by @egg_splats | Stardance
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egg_splats
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0
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16.94
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0
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[]
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[{"post_id": 40266, "ts": "202 [{"post_id": 40266, "ts": "2026-08-03T17:59:42Z", "hours": 0.4353, "text": "hey guys im back from outpost had loads of fun but now i actually gotta finish ts i ported over my pork block to 1.21.11 not much else there is to say tbh yeah anyways now im gonna focus on making the entity n shi i also tried making a custom sound to play after drinking the bottle of fat but the function that does the sound needs a holder of a soundevent for some reason instead of a regular sound event idk"}, {"post_id": 28078, "ts": "2026-07-14T03:23:30Z", "hours": 1.3464, "text": "porting to 1.21.11 - part 2 today i ported over my effects to 1.21.11 im also making this devlog on the way to outpost lmao as of writing im in PHX airport waiting for my flights to san francisco i did a small overhaul of the Feel Full effect, changing the name to Feelin' Full and making it more of a healing/survivability effect at the trade off of speed, rather than speed related buffs cuz it makes more sense that way tbh the leg cramp effect is still the exact same tho lol ( but now 1.21.11 has a new attribute that allows me to change the fall damage requirement which is pretty funny)"}, {"post_id": 24548, "ts": "2026-07-08T05:40:44Z", "hours": 4.9822, "text": "porting to 1.21.11 - part 1 today i ported my mod over to 1.21.11 since apparently fabric docs don’t have an entity section for any other version other than this and 26.1.2 i was highkey having a skill issue trying to figure out how to make entities in 1.21.1 since no fabric docs + kaupenjoe’s tutorials being in an entirely different format + no open source mods in 1.21.1 fabric that i know of tbh porting to 1.21.11 also means more recent updates (specifically spears), which means that more of my regular friends who aren’t hardcore modders can enjoy both modern vanilla and my dumb mod i decided to split my porting process over multiple devlogs cuz im tired rn and i wanna publish something now, so i started off with my items and made a short list of features that need to be ported after updating gradle to the recommended version for 1.21.11, i went into my mod and replaced my code this was also where i found out that 1.21.11 just has more features imo compared to 1.21.1, so ill probably be using this version more often i also decided to take a crack at tooltips again (and they actually worked wow they look so cool!!!!!!!!)"}, {"post_id": 19671, "ts": "2026-07-01T01:37:55Z", "hours": 1.2053, "text": "hey guys im back from fallout reviews and pendant locking in and procrastination and what not anyways time to get back into this today i decided to add textures to the pork block i made. the original meme just used stripped cherry wood as the “texture”, so i pretty much did the same but added extra details to make it look more porky in a sense (fat streaks and dark spots specifically) after that, i made a bottle of fat item which i came up with in the shower. i initially wanted it to be crafted in a brewing stand, but then i found out that its reserved for potions (which i could do, maybe later lol) the bottle of fat serves as an alternative to honeycombs in the candle crafting recipe, since honeycombs are annoying to get in bulk for building imo i also dug around the source code for minecraft and added the honey bottle sounds and animation to the item, which makes this item horrible to use lmao to do list: pork licker mob, make it hostile and spawn when the pork block is broken pork licker boss drops slop bowl funny haha achievements"}, {"post_id": 9718, "ts": "2026-06-16T04:19:01Z", "hours": 3.9064, "text": "this mod is not serious bro 💔 today i added two new effects called Feel Full and Leg Cramp Feel Full is a minor buff in speed stats and health given by the breakfast item from before, while leg cramp is an evil ass near-instant death effect given by (soon to be) pork licker mobs. to make these effects i started off with the fabric docs tutorial, but then moved onto the minecraft source to figure out how they did the stat buffs for effects like speed and haste. once i understood how mojang implemented them, i added them to my mod, making each effect a combination of vanilla effects/attributes (which strangely includes gravity and fall damage) judging by the icons and death message i had way too much fun making these lmao i also added a pork block that doesnt do anything as of now but yeah (texture not made yet)"}, {"post_id": 8524, "ts": "2026-06-14T05:30:36Z", "hours": 2.7069, "text": "i added a cleaver item initially i wanted this item to be an ingredient in crafting bacon and other food items, but i couldn’t get it to preserve when crafting like a milk bucket. although i did look inside the minecraft source and use .craftRemainder(), setting the result to the item results in the cleaver still destroying itself. maybe i’ll try to experiment with some off hand right clicking, but thats for later (its 1:28 am at writing) the cleaver also functions as an iron sword variant, having faster attack speed with lower damage (4 damage with 2 speed)"}, {"post_id": 7158, "ts": "2026-06-11T23:12:16Z", "hours": 1.8222, "text": "got distracted and made a bunch of food items i was lowkey kinda bored today so i decided to just add some pork related food items to the mod (and also to learn more about modding in general) so far, i’ve added raw and cooked bacon, which serve as small but fast food sources, as well as a breakfast item that gives tons of hunger and saturation in exchange for being relatively annoying to craft i also added a neat lil interaction between raw bacon and campfires, where campfires actually cook bacon faster and give more xp than smokers or furnaces since it’s more akin to frying bacon irl (and also i want an excuse for campfires being useful) i also learned about some cool features i can incorporate into my mod, such as adding rarities to color item names and making my breakfast item return the bowl after eating through .usingConvertsTo()"}, {"post_id": 5982, "ts": "2026-06-10T01:08:33Z", "hours": 0.54, "text": "ok i got the item working (huge thanks to @ penguinencounter on slack :D) apparently i just needed to insert the item initializer from the tutorial as an entrypoint in the .json file, since before hand the item wasnt being registered due to the file doing that not being activated or smth anyways cool picture of my item with a texture i made in like 5 seconds"}, {"post_id": 5926, "ts": "2026-06-09T22:04:22Z", "hours": 0.0, "text": "tried again at making the items work, still failed here’s the general overview of what i’m adding to the mod (might add more if my skills grow over time) i followed the tutorial in the fabric docs, but the item wouldn’t show in game even after registering the item under the ingredients creative tab"}, {"post_id": 1846, "ts": "2026-06-04T01:56:25Z", "hours": 0.0, "text": "today i tried to get an item in but failed miserably lmao (but at least i got the loader to work) this joke minecraft mod is based off of a meme i saw months ago that i couldnt get out of my head for a while so now im making it(refer to image 2) this is my first ever minecraft mod so it’ll probably be shitty but at the same time its a shitpost mod so"}]...
|
Title: the pork update by @egg_splats | Stardance
Title: the pork update by @egg_splats | Stardance
Devlogs:
today i tried to get an item in but failed miserably lmao (but at least i got the loader to work) this joke minecraft mod is based off of a meme i saw months ago that i couldnt get out of my head for a while so now im making it(refer to image 2) this is my first ever minecraft mod so it’ll probably be shitty but at the same time its a shitpost mod so
tried again at making the items work, still failed here’s the general overview of what i’m adding to the mod (might add more if my skills grow over time) i followed the tutorial in the fabric docs, but the item wouldn’t show in game even after registering the item under the ingredients creative tab
ok i got the item working (huge thanks to @ penguinencounter on slack :D) apparently i just needed to insert the item initializer from the tutorial as an entrypoint in the .json file, since before hand the item wasnt being registered due to the file doing that not being activated or smth anyways cool picture of my item with a texture i made in like 5 seconds
got distracted and made a bunch of food items i was lowkey kinda bored today so i decided to just add some pork related food items to the mod (and also to learn more about modding in general) so far, i’ve added raw and cooked bacon, which serve as small but fast food sources, as well as a breakfast item that gives tons of hunger and saturation in exchange for being relatively annoying to craft i also added a neat lil interaction between raw bacon and campfires, where campfires actually cook bacon faster and give more xp than smokers or furnaces since it’s more akin to frying bacon irl (and also i want an excuse for campfires being useful) i also learned about some cool features i can incorporate into my mod, such as adding rarities to color item names and making my breakfast item return the bowl after eating through .usingConvertsTo()
i added a cleaver item initially i wanted this item to be an ingredient in crafting bacon and other food items, but i couldn’t get it to preserve when crafting like a milk bucket. although i did look inside the minecraft source and use .craftRemainder(), setting the result to the item results in the cleaver still destroying itself. maybe i’ll try to experiment with some off hand right clicking, but thats for later (its 1:28 am at writing) the cleaver also functions as an iron sword variant, having faster attack speed with lower damage (4 damage with 2 speed)
this mod is not serious bro 💔 today i added two new effects called Feel Full and Leg Cramp Feel Full is a minor buff in speed stats and health given by the breakfast item from before, while leg cramp is an evil ass near-instant death effect given by (soon to be) pork licker mobs. to make these effects i started off with the fabric docs tutorial, but then moved onto the minecraft source to figure out how they did the stat buffs for effects like speed and haste. once i understood how mojang implemented them, i added them to my mod, making each effect a combination of vanilla effects/attributes (which strangely includes gravity and fall damage) judging by the icons and death message i had way too much fun making these lmao i also added a pork block that doesnt do anything as of now but yeah (texture not made yet)
hey guys im back from fallout reviews and pendant locking in and procrastination and what not anyways time to get back into this today i decided to add textures to the pork block i made. the original meme just used stripped cherry wood as the “texture”, so i pretty much did the same but added extra details to make it look more porky in a sense (fat streaks and dark spots specifically) after that, i made a bottle of fat item which i came up with in the shower. i initially wanted it to be crafted in a brewing stand, but then i found out that its reserved for potions (which i could do, maybe later lol) the bottle of fat serves as an alternative to honeycombs in the candle crafting recipe, since honeycombs are annoying to get in bulk for building imo i also dug around the source code for minecraft and added the honey bottle sounds and animation to the item, which makes this item horrible to use lmao to do list: pork licker mob, make it hostile and spawn when the pork block is broken pork licker boss drops slop bowl funny haha achievements
porting to 1.21.11 - part 1 today i ported my mod over to 1.21.11 since apparently fabric docs don’t have an entity section for any other version other than this and 26.1.2 i was highkey having a skill issue trying to figure out how to make entities in 1.21.1 since no fabric docs + kaupenjoe’s tutorials being in an entirely different format + no open source mods in 1.21.1 fabric that i know of tbh porting to 1.21.11 also means more recent updates (specifically spears), which means that more of my regular friends who aren’t hardcore modders can enjoy both modern vanilla and my dumb mod i decided to split my porting process over multiple devlogs cuz im tired rn and i wanna publish something now, so i started off with my items and made a short list of features that need to be ported after updating gradle to the recommended version for 1.21.11, i went into my mod and replaced my code this was also where i found out that 1.21.11 just has more features imo compared to 1.21.1, so ill probably be using this version more often i also decided to take a crack at tooltips again (and they actually worked wow they look so cool!!!!!!!!)
porting to 1.21.11 - part 2 today i ported over my effects to 1.21.11 im also making this devlog on the way to outpost lmao as of writing im in PHX airport waiting for my flights to san francisco i did a small overhaul of the Feel Full effect, changing the name to Feelin' Full and making it more of a healing/survivability effect at the trade off of speed, rather than speed related buffs cuz it makes more sense that way tbh the leg cramp effect is still the exact same tho lol ( but now 1.21.11 has a new attribute that allows me to change the fall damage requirement which is pretty funny)
hey guys im back from outpost had loads of fun but now i actually gotta finish ts i ported over my pork block to 1.21.11 not much else there is to say tbh yeah anyways now im gonna focus on making the entity n shi i also tried making a custom sound to play after drinking the bottle of fat but the function that does the sound needs a holder of a soundevent for some reason instead of a regular sound event idk...
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1792601313.1895173
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1793206113.1895173
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784
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Building Radio from Scratch by @BlabLa | Stardance
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BlabLa
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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: Building Radio from Scratch by @BlabLa | St Title: Building Radio from Scratch by @BlabLa | Stardance...
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1792882482.1269393
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1793746482.1269393
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785
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Untitled by @7afezzz | Stardance
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7afezzz
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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: Untitled by @7afezzz | Stardance
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1792784901.338292
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1793389701.338292
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786
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My first slack bot! by @aidenshamoeil53 | Stardanc My first slack bot! by @aidenshamoeil53 | Stardance...
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aidenshamoeil53
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0
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Title: My first slack bot! by @aidenshamoeil53 | S Title: My first slack bot! by @aidenshamoeil53 | Stardance...
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1792601513.7107878
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1793206313.7107878
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787
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Untitled project by @jacobinathanialpeterson | Sta Untitled project by @jacobinathanialpeterson | Stardance...
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jacobinathanialpeterson
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0
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0.0
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0
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Title: Untitled project by @jacobinathanialpeterso Title: Untitled project by @jacobinathanialpeterson | Stardance...
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1792479195.240014
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1793083995.240014
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Bio-mechanical hand by @Israel | Stardance
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Israel
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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: Bio-mechanical hand by @Israel | Stardance
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1792702043.2482991
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1793306843.2482991
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789
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Waveometry Dash by @Kosm0-o | Stardance
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Kosm0-o
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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: Waveometry Dash by @Kosm0-o | Stardance
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1792756559.5662043
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1793361359.5662043
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790
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My awesome macropad! by @samuel_suchard | Stardanc My awesome macropad! by @samuel_suchard | Stardance...
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samuel_suchard
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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: My awesome macropad! by @samuel_suchard | S Title: My awesome macropad! by @samuel_suchard | Stardance...
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1792558503.6533775
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1793163303.6533775
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791
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Untitled project by @K8BH | Stardance
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K8BH
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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: Untitled project by @K8BH | Stardance
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1792676939.400611
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1793281739.400611
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792
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My awesome macropad! by @Miata_96 | Stardance
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Miata_96
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0
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0.0
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0
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Title: My awesome macropad! by @Miata_96 | Stardan Title: My awesome macropad! by @Miata_96 | Stardance...
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1792802869.6508217
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1793407669.6508217
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793
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Untitled project by @evinsitty | Stardance
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evinsitty
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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: Untitled project by @evinsitty | Stardance
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1792785049.8849819
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1793389849.8849819
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794
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Miscellaneous Stardance PRs by @penguinencounter | Miscellaneous Stardance PRs by @penguinencounter | Stardance...
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penguinencounter
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Title: Miscellaneous Stardance PRs by @penguinenco Title: Miscellaneous Stardance PRs by @penguinencounter | Stardance...
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Traffic racer car by @kanchankumari1992214 | Stard Traffic racer car by @kanchankumari1992214 | Stardance...
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kanchankumari1992214
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0
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Title: Traffic racer car by @kanchankumari1992214 Title: Traffic racer car by @kanchankumari1992214 | Stardance...
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1792770637.1081526
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1793375437.1081526
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796
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My first slack bot! by @Suspicons | Stardance
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Suspicons
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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 @Suspicons | Stardan Title: My first slack bot! by @Suspicons | Stardance...
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My first slack bot! by @samuel_suchard | Stardance
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[{"post_id": 2560, "ts": "2026 [{"post_id": 2560, "ts": "2026-06-05T03:32:22Z", "hours": 0.0, "text": "Building the bots framework"}]...
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Title: My first slack bot! by @samuel_suchard | St Title: My first slack bot! by @samuel_suchard | Stardance
Devlogs:
Building the bots framework...
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My awesome macropad! by @Aadi | Stardance
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Title: My awesome macropad! by @Aadi | Stardance
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Untitled project by @Mozmezo | Stardance
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Title: Untitled project by @Mozmezo | Stardance
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800
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My awesome macropad! by @taksh | Stardance
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Title: My awesome macropad! by @taksh | Stardance
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