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9901
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Website for puzzel cube by @seppe_heyvaert | Stard Website for puzzel cube by @seppe_heyvaert | Stardance...
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seppe_heyvaert
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0
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0.27
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0
|
[]
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[{"post_id": 4034, "ts": "2026 [{"post_id": 4034, "ts": "2026-06-07T06:45:45Z", "hours": 0.2658, "text": "A website for my escaperoom box puzzel. Made the mobile and desktop header"}]...
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Title: Website for puzzel cube by @seppe_heyvaert Title: Website for puzzel cube by @seppe_heyvaert | Stardance
Devlogs:
A website for my escaperoom box puzzel. Made the mobile and desktop header...
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1793436988.09316
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1794041788.09316
|
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9902
|
DebugPulse by @viranyagangamina | Stardance
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viranyagangamina
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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: DebugPulse by @viranyagangamina | Stardance
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1793173937.4007065
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1793778737.4007065
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9903
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My first slack bot! by @purwarmanas2 | Stardance
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purwarmanas2
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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 @purwarmanas2 | Star Title: My first slack bot! by @purwarmanas2 | Stardance...
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1793440322.9842
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1794045122.9842
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9904
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OpenUtau Generic Phonemizer by @Kona | Stardance
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Kona
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0
|
2.65
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0
|
[]
|
[{"post_id": 20049, "ts": "202 [{"post_id": 20049, "ts": "2026-07-01T15:41:20Z", "hours": 2.6547, "text": "A while ago, I got it functioning as an external phonemizer (this screenshot is it functioning, and with it rendering Japanese phonemes with an English vb)! I’m working on getting the project to work correctly so that it’ll be an actual built-in phonemizer in OpenUtau!"}]...
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Title: OpenUtau Generic Phonemizer by @Kona | Star Title: OpenUtau Generic Phonemizer by @Kona | Stardance
Devlogs:
A while ago, I got it functioning as an external phonemizer (this screenshot is it functioning, and with it rendering Japanese phonemes with an English vb)! I’m working on getting the project to work correctly so that it’ll be an actual built-in phonemizer in OpenUtau!...
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1793242046.0008821
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1793846846.0008821
|
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9905
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School APP All - in - 1 by @alecd043 | Stardance
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alecd043
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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: School APP All - in - 1 by @alecd043 | Star Title: School APP All - in - 1 by @alecd043 | Stardance...
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1792778000.782674
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1793382800.782674
|
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9906
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My awesome macropad! by @Philo-Sameh | Stardance
|
Philo-Sameh
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Philo-Sameh | Star Title: My awesome macropad! by @Philo-Sameh | Stardance...
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1793267676.741976
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1793872476.741976
|
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9907
|
My first slack bot! by @hasanstarts | Stardance
|
hasanstarts
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0
|
0.33
|
0
|
[]
|
[{"post_id": 3775, "ts": "2026 [{"post_id": 3775, "ts": "2026-06-06T20:29:23Z", "hours": 0.3308, "text": "Made my first slack bot! Added basic commands and ready to fly high into sky!"}]...
|
Title: My first slack bot! by @hasanstarts | Stard Title: My first slack bot! by @hasanstarts | Stardance
Devlogs:
Made my first slack bot! Added basic commands and ready to fly high into sky!...
|
1793170441.915476
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1793775241.915476
|
|
9908
|
First website by @yassinbs | Stardance
|
yassinbs
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0
|
0.0
|
0
|
[]
|
[]
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Title: First website by @yassinbs | Stardance
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1792947099.7585475
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1793811099.7585475
|
|
9909
|
Linux Distro Selector by @Crush | Stardance
|
Crush
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0
|
2.48
|
0
|
[]
|
[{"post_id": 3578, "ts": "2026 [{"post_id": 3578, "ts": "2026-06-06T16:07:50Z", "hours": 2.4783, "text": "Wrote initial code for the site, may or may not be done. Planning to work on extra styling for ease of use."}]...
|
Title: Linux Distro Selector by @Crush | Stardance Title: Linux Distro Selector by @Crush | Stardance
Devlogs:
Wrote initial code for the site, may or may not be done. Planning to work on extra styling for ease of use....
|
1793321340.0044303
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1793926140.0044303
|
|
9910
|
My awesome macropad! by @Tadeas | Stardance
|
Tadeas
|
1
|
1.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T21:54:42Z", "hours": 1.0, "multiplier": 5.0, "payout": 2, "blessing": "neutral", "text": "I tried to make my first Project here, the Hackpad. It was also my first time doing schematics and PCBs. I had some errors ,but I could solve them with the help of ai. Ai has also helped me when i didnt know how to upload files on github. Hopefully its going to be allright and if not, i am going to be happy for some feedback. :)", "repo": "https://github.com/tadeasrojicek/HackPad", "demo": ""}]...
|
[{"post_id": 4529, "ts": "2026 [{"post_id": 4529, "ts": "2026-06-07T21:28:38Z", "hours": 1.2144, "text": "I was working on the Hackpad yesterday and today i set up the Github page and fixed some bugs"}]...
|
Title: My awesome macropad! by @Tadeas | Stardance Title: My awesome macropad! by @Tadeas | Stardance
Devlogs:
I was working on the Hackpad yesterday and today i set up the Github page and fixed some bugs
Ships:
I tried to make my first Project here, the Hackpad. It was also my first time doing schematics and PCBs. I had some errors ,but I could solve them with the help of ai. Ai has also helped me when i didnt know how to upload files on github. Hopefully its going to be allright and if not, i am going to be happy for some feedback. :)...
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1793472771.0747602
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1793559171.0747602
|
|
9911
|
Space Station by @CoolHotDog64 | Stardance
|
CoolHotDog64
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1
|
35.0
|
558
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T15:12:15Z", "hours": 35.0, "multiplier": 15.96, "payout": 558, "blessing": "neutral", "text": "Space Station I created the International Space Station using CAD (Computer Aided Design) This was a hard challenge for me, here are some of the issues I had while creating this Not enough images, there were very few images that showed the space station in detail and almost none were clear, I fixed this by finding an image made by NASA which I based my space shuttle off of Very small parts, the parts that I had to make were very small and precise, what I had to do is I had to create an object (using the extrude tool) and then I used the transform tool to “freely” move it No dimensions available, since there were none, I just had to base it off of the NASA image and estimate the size of every object, this turned out well and I think I got almost everything the right size, I probably couldn’t do any better Why this design is unique and better then others available: This design is way more realistic then many models created, many models are rushed and low effort, I worked really hard to design this project and I think mine out performs a ton of models available especially since some models are created by professionals This design is unique since it’s actually realistic and allows multi color printing, instead of just coloring the faces of the objects which doesn’t do anything, I made sure that the color was a separate object so it could be multi color printed This was a very fun and interesting project! I will also mention that this is a MODEL of the ISS, If you think that it would be better to create my own, that would defeat the whole purpose since it wouldn’t do anything if I made my own, making a model lets me create a part of history (Last rate someone thought that I should create my own space shuttle instead of copying one which ruins the whole purpose) The information on how to download and print my file is in high detail in my readme, but I will quickly explain it here: First, click try project Second, you will see a bar at the bottom of your screen with a download button Thirdly click it and a menu will pop up to print it Or you can go to the readme and above it there should be step, stl and 3mf files that you can just download This was a very fun and exciting project! Thank you for viewing my project. One thing i will mention is if you try to print it, you might get issues since some of the parts are very small, the larger the better for printing. If the print messes up its not the 3D design’s fault, its the printers", "repo": "https://github.com/CoolHotDog64/Space-Station", "demo": "https://makerworld.com/en/models/3153870-international-space-station"}]...
|
[{"post_id": 40795, "ts": "202 [{"post_id": 40795, "ts": "2026-08-04T15:33:46Z", "hours": 1.2672, "text": "I Finished My Space Station! This project was faster then the last one, but I’m very happy with the current result! The project should be rated today or tomorrow, all I need to do is create my readme and the description of my space shuttle What I did since last develog: I created the connection between the solar panels and the main body of the space station, this took a while since I needed to make it realistic and there weren’t many images sowing this component on the ISS I added a new small component to my space station, this connected to a previous piece I made I added another new part to the underside of my space station, this was hard to so since you couldn’t really see the component in the reference image I used This has been an awesome project to create! Feel free to print my project once its shipped! You should be able to multicolor print it too."}, {"post_id": 40425, "ts": "2026-08-03T22:43:52Z", "hours": 5.0711, "text": "Still Editing My Space Station I was able to get a lot done today (This devlog is longer since I did 5 hours in 1 day). This is what I finished: I fixed the supports on the many radiators, this took a while since I needed to make a lot of them and it took a while to make realistic I added 5 small, realistic panels to the space station, this took a while since I needed to base the many small parts off of 1 image I added 6 small solar panels that were missing on the space station previously, this added a lot more to the overall image of the space shuttle I added 2 Zvezda Service Modules (They look like mushrooms) I still need to add multiple small details to the space station but overall, I added every section to the exterior of the space station. This project is very close from being done! If you have any suggestions, you can leave them in the comments"}, {"post_id": 39782, "ts": "2026-08-02T23:40:39Z", "hours": 2.7942, "text": "I finished the Russian Segment On My Space Station! This includes one of the most complex parts of the space station so this took me a while This is what I did today: I worked on the dimensions of the Russian Segment on the space station. This included using tools to add realism like fillets and drafts. I moved the radiator panels closer together to increase realism and detail to the space station. I added Control Movement Gyroscopes to the space shuttle. This took a while since the part was very small and precise. What I still need to do I still need to add many smaller parts to the space shuttle. I still need to fix the Radiator Panels connection since I reduced their spacing This project is going very well and so far I’m very happy with the result. If you have any suggestions, please leave them in the comments!"}, {"post_id": 39652, "ts": "2026-08-02T19:36:50Z", "hours": 3.6136, "text": "I Am Almost Done The Canadarm On My Space Station! What I did to the Canadarm in the past 3 hours: I changed the dimensions of the Canadarm to add more realism to my model I added a realistic control panel to the space station connected to the Canadarm I added the Control Movement Gyroscope to the space shuttle I smoothed out a part of the main body structure of the space station since it was sticking out weird What I still need to work on: I still need to fix a large piece of the Canadarm since its the wrong shape and dimensions I still need to add multiple small parts to the Canadarm and other small parts to the space station I’m very happy with the current result, I hope to finish This project soon! If you have any suggestions, leave them in the comments!"}, {"post_id": 38240, "ts": "2026-07-31T15:13:39Z", "hours": 4.8233, "text": "Still Working On My Space Station So far I’m Getting very close to completing this challenging project! What I did in the past 5 hours: I added much more realism to the middle of the space stations body since before it was just a block I started creating the Canadarm, I still need to make multiple edits to it though I added more smaller details to the structure of the space station What I still need to work on: I still need to create the Canadarm and I need to attach it to the space station I still need to add some smaller parts around the space station I need to add solar panels to the Canadarm This projects is close form being done. So far I’m very happy with the result!"}, {"post_id": 35250, "ts": "2026-07-26T15:35:54Z", "hours": 5.5306, "text": "I’m Almost Done The Body Of My Space Station! So far, I’ve made huge progress on the body of the space station, and I’m very happy with the current state What I Edited On My Space Shuttle In The Past 5 Hours: I finished off the structure that I almost completed in my last devlog. This took a while since it was super precise. I added another support structure. This took less time, but it still took a long time to complete . I completely redesigned the radiator panels, adding realistic angle and dimensions. I changed the shape on some parts of the space station to add more realism. Before, it was a constant hexagon, but now it goes from a square to a hexagon. I started to add realistic supports to the Photovoltaic Radiator panels since right now they are floating. What I still need to work on: I still need to add all the supports on the Photovoltaic Radiator panels. I still have to add more realism to the body of the space shuttle. I need to add detail to the middle of the space station’s body. I still need to add the Russian Orbital Segment to the space station. Right now there is nothing there. This devlog is longer than usual since I did this in 1 day. I’m very happy with the progress and I can’t wait for the finished result. If you have any suggestions, leave them in the comments!"}, {"post_id": 34346, "ts": "2026-07-24T23:17:37Z", "hours": 3.4117, "text": "Still Working On My Space Station This project is getting more realistic every day. This is what I did in the past 3 hours and 24 minutes: I added a connection point from this “web” structure to the body of the space station. This took me a couple of tries, but after I did it the space station was much more realistic. I made the body of the space shuttle smaller since it was slightly too large, and it intersected with a lot of parts (There are still some intersection errors that I haven’t fixed yet). I added a main frame to the “web” structure. This was still a slow process, but it was still one of the fastest parts of this project. I added smaller crosses in between the “web” structure. This added much more realism. I didn’t finish though since I still have 2 more sides to do. What I still need to do: I still need to fix the “web” structure. It intersects some parts and only 60% of it’s done right now. I still need to replicate this part on the other side. So far, I have only done one side. I should be able to replicate it quickly with the mirror tool. I need to add a similar part further into the space station’s structure. This will probably take much longer and will be more challenging. I also have to add more realism to the body of the space station, since right now it’s mostly just a block. This took a long time, and I’m estimating that making these supports will take about 12 more hours since they take a long time to make. So far, this project has taken a long time, but I’m happy with the current result. If you have any suggestions, feel free to leave them in the comments!"}, {"post_id": 32580, "ts": "2026-07-21T21:01:33Z", "hours": 2.9056, "text": "Still Working On My Space Station What I fixed I fixed the shape of the body of the space station since it was the wrong shape I fixed the shape of the Thermal Radiator Panels since before they were too large and thick I changed the angle and position of the Thermal Radiator Panels since they were also wrong, I moved them from horizontal to vertical and I added a new angle I added new parts in the middle of the 2 Thermal Radiator panels (I still need to add more detail) Changed the angle of the solar panels on the space station for more realism What I still need to do: Still need to work on the body of the space station like adding supports I still need to add more to the parts in the middle of the 2 Thermal Radiator Panels since right now they are super simple and they have the wrong shapes This space station is really coming together! I can’t wait for the result. If you have any suggestions about my space station you can share them in the comments!"}, {"post_id": 31406, "ts": "2026-07-19T18:57:37Z", "hours": 3.8147, "text": "I’m Still Working On Adding Realism To My Space Station| I was able to do a lot in the past 4 hours I was able to add an angle to the solar panels on my space station I fixed the main solar panel connection to the main body I created radiator panels with realistic fillets to add realism I added a long solar panel to the end of the radiator panels What I still need to work on I still need to create the fluid manifold assembly and fix the body to add realism I need to add a little realism to other parts So far, this project is going well and I can’t wait for the end result!"}, {"post_id": 29143, "ts": "2026-07-15T20:33:33Z", "hours": 1.6956, "text": "I Just Started My Space Station! I decided to do the International Space Station! So far I have been working on the solar panels on the ISS, I have also started to connect them together and add small detail to them My next goal is to create the main frame of the building and then move on to smaller details I’m excited on where this project will go! If you have any suggestions share them in the comments."}]...
|
Title: Space Station by @CoolHotDog64 | Stardance
Title: Space Station by @CoolHotDog64 | Stardance
Devlogs:
I Just Started My Space Station! I decided to do the International Space Station! So far I have been working on the solar panels on the ISS, I have also started to connect them together and add small detail to them My next goal is to create the main frame of the building and then move on to smaller details I’m excited on where this project will go! If you have any suggestions share them in the comments.
I’m Still Working On Adding Realism To My Space Station| I was able to do a lot in the past 4 hours I was able to add an angle to the solar panels on my space station I fixed the main solar panel connection to the main body I created radiator panels with realistic fillets to add realism I added a long solar panel to the end of the radiator panels What I still need to work on I still need to create the fluid manifold assembly and fix the body to add realism I need to add a little realism to other parts So far, this project is going well and I can’t wait for the end result!
Still Working On My Space Station What I fixed I fixed the shape of the body of the space station since it was the wrong shape I fixed the shape of the Thermal Radiator Panels since before they were too large and thick I changed the angle and position of the Thermal Radiator Panels since they were also wrong, I moved them from horizontal to vertical and I added a new angle I added new parts in the middle of the 2 Thermal Radiator panels (I still need to add more detail) Changed the angle of the solar panels on the space station for more realism What I still need to do: Still need to work on the body of the space station like adding supports I still need to add more to the parts in the middle of the 2 Thermal Radiator Panels since right now they are super simple and they have the wrong shapes This space station is really coming together! I can’t wait for the result. If you have any suggestions about my space station you can share them in the comments!
Still Working On My Space Station This project is getting more realistic every day. This is what I did in the past 3 hours and 24 minutes: I added a connection point from this “web” structure to the body of the space station. This took me a couple of tries, but after I did it the space station was much more realistic. I made the body of the space shuttle smaller since it was slightly too large, and it intersected with a lot of parts (There are still some intersection errors that I haven’t fixed yet). I added a main frame to the “web” structure. This was still a slow process, but it was still one of the fastest parts of this project. I added smaller crosses in between the “web” structure. This added much more realism. I didn’t finish though since I still have 2 more sides to do. What I still need to do: I still need to fix the “web” structure. It intersects some parts and only 60% of it’s done right now. I still need to replicate this part on the other side. So far, I have only done one side. I should be able to replicate it quickly with the mirror tool. I need to add a similar part further into the space station’s structure. This will probably take much longer and will be more challenging. I also have to add more realism to the body of the space station, since right now it’s mostly just a block. This took a long time, and I’m estimating that making these supports will take about 12 more hours since they take a long time to make. So far, this project has taken a long time, but I’m happy with the current result. If you have any suggestions, feel free to leave them in the comments!
I’m Almost Done The Body Of My Space Station! So far, I’ve made huge progress on the body of the space station, and I’m very happy with the current state What I Edited On My Space Shuttle In The Past 5 Hours: I finished off the structure that I almost completed in my last devlog. This took a while since it was super precise. I added another support structure. This took less time, but it still took a long time to complete . I completely redesigned the radiator panels, adding realistic angle and dimensions. I changed the shape on some parts of the space station to add more realism. Before, it was a constant hexagon, but now it goes from a square to a hexagon. I started to add realistic supports to the Photovoltaic Radiator panels since right now they are floating. What I still need to work on: I still need to add all the supports on the Photovoltaic Radiator panels. I still have to add more realism to the body of the space shuttle. I need to add detail to the middle of the space station’s body. I still need to add the Russian Orbital Segment to the space station. Right now there is nothing there. This devlog is longer than usual since I did this in 1 day. I’m very happy with the progress and I can’t wait for the finished result. If you have any suggestions, leave them in the comments!
Still Working On My Space Station So far I’m Getting very close to completing this challenging project! What I did in the past 5 hours: I added much more realism to the middle of the space stations body since before it was just a block I started creating the Canadarm, I still need to make multiple edits to it though I added more smaller details to the structure of the space station What I still need to work on: I still need to create the Canadarm and I need to attach it to the space station I still need to add some smaller parts around the space station I need to add solar panels to the Canadarm This projects is close form being done. So far I’m very happy with the result!
I Am Almost Done The Canadarm On My Space Station! What I did to the Canadarm in the past 3 hours: I changed the dimensions of the Canadarm to add more realism to my model I added a realistic control panel to the space station connected to the Canadarm I added the Control Movement Gyroscope to the space shuttle I smoothed out a part of the main body structure of the space station since it was sticking out weird What I still need to work on: I still need to fix a large piece of the Canadarm since its the wrong shape and dimensions I still need to add multiple small parts to the Canadarm and other small parts to the space station I’m very happy with the current result, I hope to finish This project soon! If you have any suggestions, leave them in the comments!
I finished the Russian Segment On My Space Station! This includes one of the most complex parts of the space station so this took me a while This is what I did today: I worked on the dimensions of the Russian Segment on the space station. This included using tools to add realism like fillets and drafts. I moved the radiator panels closer together to increase realism and detail to the space station. I added Control Movement Gyroscopes to the space shuttle. This took a while since the part was very small and precise. What I still need to do I still need to add many smaller parts to the space shuttle. I still need to fix the Radiator Panels connection since I reduced their spacing This project is going very well and so far I’m very happy with the result. If you have any suggestions, please leave them in the comments!
Still Editing My Space Station I was able to get a lot done today (This devlog is longer since I did 5 hours in 1 day). This is what I finished: I fixed the supports on the many radiators, this took a while since I needed to make a lot of them and it took a while to make realistic I added 5 small, realistic panels to the space station, this took a while since I needed to base the many small parts off of 1 image I added 6 small solar panels that were missing on the space station previously, this added a lot more to the overall image of the space shuttle I added 2 Zvezda Service Modules (They look like mushrooms) I still need to add multiple small details to the space station but overall, I added every section to the exterior of the space station. This project is very close from being done! If you have any suggestions, you can leave them in the comments
I Finished My Space Station! This project was faster then the last one, but I’m very happy with the current result! The project should be rated today or tomorrow, all I need to do is create my readme and the description of my space shuttle What I did since last develog: I created the connection between the solar panels and the main body of the space station, this took a while since I needed to make it realistic and there weren’t many images sowing this component on the ISS I added a new small component to my space station, this connected to a previous piece I made I added another new part to the underside of my space station, this was hard to so since you couldn’t really see the component in the reference image I used This has been an awesome project to create! Feel free to print my project once its shipped! You should be able to multicolor print it too.
Ships:
Space Station I created the International Space Station using CAD (Computer Aided Design) This was a hard challenge for me, here are some of the issues I had while creating this Not enough images, there were very few images that showed the space station in detail and almost none were clear, I fixed this by finding an image made by NASA which I based my space shuttle off of Very small parts, the parts that I had to make were very small and precise, what I had to do is I had to create an object (using the extrude tool) and then I used the transform tool to “freely” move it No dimensions available, since there were none, I just had to base it off of the NASA image and estimate the size of every object, this turned out well and I think I got almost everything the right size, I probably couldn’t do any better Why this design is unique and better then others available: This design is way more realistic then many models created, many models are rushed and low effort, I worked really hard to design this project and I think mine out performs a ton of models available especially since some models are created by professionals This design is unique since it’s actually realistic and allows multi color printing, instead of just coloring the faces of the objects which doesn’t do anything, I made sure that the color was a separate object so it could be multi color printed This was a very fun and interesting project! I will also mention that this is a MODEL of the ISS, If you think that it would be better to create my own, that would defeat the whole purpose since it wouldn’t do anything if I made my own, making a model lets me create a part of history (Last rate someone thought that I should create my own space shuttle instead of copying one which ruins the whole purpose) The information on how to download and print my file is in high detail in my readme, but I will quickly explain it here: First, click try project Second, you will see a bar at the bottom of your screen with a download button Thirdly click it and a menu will pop up to print it Or you can go to the readme and above it there should be step, stl and 3mf files that you can just download This was a very fun and exciting project! Thank you for viewing my project. One thing i will mention is if you try to print it, you might get issues since some of the parts are very small, the larger the better for printing. If the print messes up its not the 3D design’s fault, its the printers...
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1793296314.3259802
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1793382714.3259802
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9912
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Counter by @B754a | Stardance
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B754a
|
1
|
4.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T20:14:13Z", "hours": 4.0, "multiplier": 1.05, "payout": 4, "blessing": "neutral", "text": "A counter there was some issues like the website not working so I changed the extension I’m proud because this is the fist project I have done and there was no ai", "repo": "https://github.com/B754a-Dev/A-counter", "demo": "https://b754a-dev.github.io/A-counter/"}]...
|
[{"post_id": 4479, "ts": "2026 [{"post_id": 4479, "ts": "2026-06-07T20:10:44Z", "hours": 0.8292, "text": "counting thing"}, {"post_id": 4294, "ts": "2026-06-07T15:40:00Z", "hours": 0.5894, "text": "Random number generator"}, {"post_id": 4268, "ts": "2026-06-07T14:56:25Z", "hours": 0.7067, "text": "Made a counter and it works"}, {"post_id": 4241, "ts": "2026-06-07T14:11:43Z", "hours": 0.2967, "text": "Simple website"}, {"post_id": 4228, "ts": "2026-06-07T13:53:18Z", "hours": 0.2878, "text": "better website"}, {"post_id": 4215, "ts": "2026-06-07T13:30:35Z", "hours": 0.2631, "text": "Button that didnt work"}, {"post_id": 4207, "ts": "2026-06-07T13:11:32Z", "hours": 1.1036, "text": "Website"}]...
|
Title: Counter by @B754a | Stardance
Devlogs:
Web Title: Counter by @B754a | Stardance
Devlogs:
Website
Button that didnt work
better website
Simple website
Made a counter and it works
Random number generator
counting thing
Ships:
A counter there was some issues like the website not working so I changed the extension I’m proud because this is the fist project I have done and there was no ai...
|
1793325244.0763922
|
1793411644.0763922
|
|
9913
|
HeuFlow by @Adarsh | Stardance
|
Adarsh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: HeuFlow by @Adarsh | Stardance
|
1793299853.114583
|
1793904653.114583
|
|
9914
|
innovation club by @Adarsh | Stardance
|
Adarsh
|
0
|
1.36
|
0
|
[]
|
[{"post_id": 8527, "ts": "2026 [{"post_id": 8527, "ts": "2026-06-14T05:39:27Z", "hours": 1.3636, "text": "i have remade the theme and then i add structures as u can see on video"}]...
|
Title: innovation club by @Adarsh | Stardance
Dev Title: innovation club by @Adarsh | Stardance
Devlogs:
i have remade the theme and then i add structures as u can see on video...
|
1793253177.6149797
|
1793857977.6149797
|
|
9915
|
Excel-Price-Processor by @jonathanrobin13 | Starda Excel-Price-Processor by @jonathanrobin13 | Stardance...
|
jonathanrobin13
|
1
|
5.37
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T20:53:27Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This program runs through an excel file that has a products with prices and creates a new column with a discount. It can also find the minimum and maximum of the products. In this product I learned about classes and unpacking in python. It was a challenge to debug, but most of the time the errors were value errors. I learned how to use github more properly too.", "repo": "https://github.com/jonathanrobin13/excel-price-processor", "demo": "https://drive.google.com/file/d/1_B390cGpyapJW47LVg37Di8I5Rl5yaLo/view?usp=sharing"}]...
|
[{"post_id": 22406, "ts": "202 [{"post_id": 22406, "ts": "2026-07-04T21:25:11Z", "hours": 0.3711, "text": "Made code more organized"}, {"post_id": 11531, "ts": "2026-06-18T20:36:43Z", "hours": 3.5681, "text": "Min/Max function Made a new function that finds the minimum and maximum of the data. How it works The program asks the user to type 0 or 1 for min/max The program uses a for loop and goes through each row finding the maximum and minimum or what the user chose. In each cell in the sheet, the program checks if that cell is less/greater than the current min/max using the min()/max() function. The function then returns a tuple of the price of the product that was the min/max and the name of that product. The result is printed using a formatted string. Debugging While creating the function, there was some errors with the if statement. The if statement checks if the user typed 0 or 1, but the user input was not converted into an int. So the min max function was skipped. The function started to return the minimum price but the name of that product was different. The fix was simple - there was an if statement that checked if the min/max was the current cell but the part where it assigns the product_name was not indented, so it was out of this if statement Had a few errors with unpacking, but the changes were made to fix it"}, {"post_id": 3845, "ts": "2026-06-06T22:11:06Z", "hours": 0.4764, "text": "Now users can type in letters that represent each column instead of typing numbers"}, {"post_id": 3806, "ts": "2026-06-06T21:10:03Z", "hours": 0.3433, "text": "Edit README"}, {"post_id": 3712, "ts": "2026-06-06T19:21:07Z", "hours": 1.0761, "text": "A class for functions"}]...
|
Title: Excel-Price-Processor by @jonathanrobin13 | Title: Excel-Price-Processor by @jonathanrobin13 | Stardance
Devlogs:
A class for functions
Edit README
Now users can type in letters that represent each column instead of typing numbers
Min/Max function Made a new function that finds the minimum and maximum of the data. How it works The program asks the user to type 0 or 1 for min/max The program uses a for loop and goes through each row finding the maximum and minimum or what the user chose. In each cell in the sheet, the program checks if that cell is less/greater than the current min/max using the min()/max() function. The function then returns a tuple of the price of the product that was the min/max and the name of that product. The result is printed using a formatted string. Debugging While creating the function, there was some errors with the if statement. The if statement checks if the user typed 0 or 1, but the user input was not converted into an int. So the min max function was skipped. The function started to return the minimum price but the name of that product was different. The fix was simple - there was an if statement that checked if the min/max was the current cell but the part where it assigns the product_name was not indented, so it was out of this if statement Had a few errors with unpacking, but the changes were made to fix it
Made code more organized
Ships:
This program runs through an excel file that has a products with prices and creates a new column with a discount. It can also find the minimum and maximum of the products. In this product I learned about classes and unpacking in python. It was a challenge to debug, but most of the time the errors were value errors. I learned how to use github more properly too....
|
1793299743.2585373
|
1793386143.2585373
|
|
9916
|
GeoShuffle by @Bittu | Stardance
|
Bittu
|
0
|
2.14
|
0
|
[]
|
[{"post_id": 3969, "ts": "2026 [{"post_id": 3969, "ts": "2026-06-07T03:20:09Z", "hours": 0.4872, "text": "GeoShuffle Devlog #2 Since the main theme for this minigame is to use satellite images of Earth, I started looking for ways to get satellite images for free. I first stumbled onto NASA’s GIBS API This allowed me to get access to satellite imagery of Earth programmatically using a simple Python script. But I soon ran into trouble as you can see in the first image; most of these satellite images contain random clouds or oceans most of the time. I then tried to limit the search by mostly picking coordinates over landmasses, but it was still too random and very hard to guess what the original image looked like after being shuffled. That’s when I found out about limhenry/earthview It’s a collection of beautiful locations on Earth taken through satellite imagery. (as seen in image 2) So moving forward, I’ll be using these images to create the shuffle from."}, {"post_id": 3647, "ts": "2026-06-06T17:47:45Z", "hours": 1.6489, "text": "Devlog #1 I have finally decided on how to implement this simple minigame. I am not the best at UI but I’m thinking of Using these Chobani Cups as color pallet for the site, because it has that earthly vibe to it"}]...
|
Title: GeoShuffle by @Bittu | Stardance
Devlogs:
Title: GeoShuffle by @Bittu | Stardance
Devlogs:
Devlog #1 I have finally decided on how to implement this simple minigame. I am not the best at UI but I’m thinking of Using these Chobani Cups as color pallet for the site, because it has that earthly vibe to it
GeoShuffle Devlog #2 Since the main theme for this minigame is to use satellite images of Earth, I started looking for ways to get satellite images for free. I first stumbled onto NASA’s GIBS API This allowed me to get access to satellite imagery of Earth programmatically using a simple Python script. But I soon ran into trouble as you can see in the first image; most of these satellite images contain random clouds or oceans most of the time. I then tried to limit the search by mostly picking coordinates over landmasses, but it was still too random and very hard to guess what the original image looked like after being shuffled. That’s when I found out about limhenry/earthview It’s a collection of beautiful locations on Earth taken through satellite imagery. (as seen in image 2) So moving forward, I’ll be using these images to create the shuffle from....
|
1793339538.3875868
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1793944338.3875868
|
|
9917
|
Engineering website by @Gamer19 | Stardance
|
Gamer19
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Engineering website by @Gamer19 | Stardance
|
1792741827.2681267
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1793346627.2681267
|
|
9918
|
Untitled project by @Notsu | Stardance
|
Notsu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Notsu | Stardance
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1793285821.3788238
|
1793890621.3788238
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|
9919
|
Untitled project by @PixelEdge13 | Stardance
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PixelEdge13
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @PixelEdge13 | Stardanc Title: Untitled project by @PixelEdge13 | Stardance...
|
1792774456.9937873
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1793379256.9937873
|
|
9920
|
My awesome macropad! by @harsh_vashishtha | Starda My awesome macropad! by @harsh_vashishtha | Stardance...
|
harsh_vashishtha
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @harsh_vashishtha | Title: My awesome macropad! by @harsh_vashishtha | Stardance...
|
1793238503.2125075
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1793843303.2125075
|
|
9921
|
90 by @THEbluefirestudios | Stardance
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THEbluefirestudios
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 90 by @THEbluefirestudios | Stardance
|
1792900282.7074609
|
1793764282.7074609
|
|
9922
|
Hephaestus by @InvalidJoker | Stardance
|
InvalidJoker
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hephaestus by @InvalidJoker | Stardance
|
1792806529.0336907
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1793411329.0336907
|
|
9923
|
Untitled project by @devchhikara | Stardance
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devchhikara
|
0
|
0.0
|
0
|
[]
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[]
|
Title: Untitled project by @devchhikara | Stardanc Title: Untitled project by @devchhikara | Stardance...
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1793235295.8441784
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1793840095.8441784
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9924
|
Hello World by @fekdac22 | Stardance
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fekdac22
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hello World by @fekdac22 | Stardance
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1793217252.335958
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1793822052.335958
|
|
9925
|
Untitled by @PixelEdge13 | Stardance
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PixelEdge13
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @PixelEdge13 | Stardance
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1793339478.763756
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1793944278.763756
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9926
|
My awesome macropad! by @samridhi | Stardance
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samridhi
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0
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0.0
|
0
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[]
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[]
|
Title: My awesome macropad! by @samridhi | Stardan Title: My awesome macropad! by @samridhi | Stardance...
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1793162857.886638
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1793767657.886638
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9927
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Monkey Game by @coolchameleon | Stardance
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coolchameleon
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Monkey Game by @coolchameleon | Stardance
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1793181307.8434958
|
1793786107.8434958
|
|
9928
|
My awesome macropad! by @foose_ian | Stardance
|
foose_ian
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @foose_ian | Starda Title: My awesome macropad! by @foose_ian | Stardance...
|
1793472995.2031565
|
1794077795.2031565
|
|
9929
|
OpenWatch by @sebbemercier | Stardance
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sebbemercier
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: OpenWatch by @sebbemercier | Stardance
|
1793390008.8409445
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1793994808.8409445
|
|
9930
|
My first slack bot! by @reece007 | Stardance
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reece007
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @reece007 | Stardanc Title: My first slack bot! by @reece007 | Stardance...
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1793307484.4029293
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1793912284.4029293
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9931
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ChatPatches by @obro1984 | Stardance
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obro1984
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1
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83.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T05:39:03Z", "hours": 83.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Chat Patches! I’m gonna cut to the chase and explain the process of developing recently because everything about the mod is on the GitHub readme, in the changelog, and in these devlogs. Recently I’ve found time management difficult and as a result I’ve had to be more efficient and creative about how I’m spending my time developing. There’s been an influx in community contributions via PR which has been quite helpful, but most is still left up to me. However, one benefit of not having as much time to work on things is that issues I can’t seem to solve have more time for me to simmer and ponder to come up with solutions. however, this has postponed some big features i’ve already been putting off even more… hopefully i can get around to those and find some breakthrough point to pull myself through. anyways, in terms of changes, most of it has been bugfixes, but there have been a handful of additions recently, especially related to new configuration options (compact-safe messages, human-readable time format, cleaner context menu, etc.) - of course with plans to add many more. i’m proud of all these features and how far the mod has come, and frankly i’m surprised im even still developing it. i hope i can get the bigger stuff done soon so i can move on to bigger things, though. to test the mod, just set up fabricmc as explained on their website or via literally any modded minecraft tutorial - i recommend using a third-party launcher such as PrismLauncher as it keeps track of everything for you and wraps it in a nice interface. once your installation is ready simply add chat patches and its dependencies (again, using a launcher will help as it will add the deps for you!) and run the game! i hope your experience is bettered and you make the chat feel as personalized as you like :D", "repo": "https://github.com/mrbuilder1961/ChatPatches", "demo": "https://modrinth.com/mod/chatpatches/gallery"}]...
|
[{"post_id": 77225, "ts": "202 [{"post_id": 77225, "ts": "2026-10-06T05:21:48Z", "hours": 7.6692, "text": "8.0.0 released! yes, it’s been done! chat patches has been in alpha for a year and the better part of another? all because i finally impl’d the omnivers-stonecutter buildscript and additionally wanted more large-scale changes (test suite, neoforge support, DFU migration codec) ((of which are still planned… eventually!!)) … but then i just never took it off. well, you can’t wait around forever. also, this update is perfect for releasing as a whopping TEN issue reports were closed upon release, with countless others fixed soundlessly! credit where it’s due, there was a fair amount of community support via PRs for this release, but that doesn’t take away from the benefit we as a community experience from it being added! while we’re out here celebrating these crushed bugs, new features, and the return to release-channel versions, i think it’s safe to say chat patches is worthy of shipping too! i hope you’ve enjoyed using chat patches and it’s bettered your minecraft experience - and if you haven’t used it, i hope you’ll give it a try and let me know what you think. thanks again to everyone who contributed and cheers to even more fixes and features in the future! 🎉🥳💃🎈"}, {"post_id": 72734, "ts": "2026-09-23T16:44:23Z", "hours": 12.9153, "text": "i’ve been very busy with university starting, but recently there has been an influx in PRs fixing bugs, which is awesome! so i’ve been monitoring those and slowly merging them into the main branch. additionally, i’ve been chipping away at fixes and suggestion implementations here and there; specifically: excluding specific messages from being compacted updating to 26.3 actually uploading signature files (now that Modrinth officially supports them) fixing chat auto scrolling while duplicate messages are being received adding fallbacks for the chat log’s codec provider in case the current one fails/doesn’t exist ..and more!! i hope to add more stuff soon and publish a release, but i have about 4 free minutes per week and unfortunately, i end up not wanting to spend it on largely unpaid labor. nevertheless, my aspirations remain and my hopes are high!"}, {"post_id": 46725, "ts": "2026-08-14T05:34:29Z", "hours": 5.3536, "text": "i’ve been SUPER busy as of late, and will probably continue to be for at least another week or two if not longer, but i’m starting to begin to wrap up unit testing. i finally pushed the existing tests and framework to github on a separate branch, but bc i’m so bad at Git, IntelliJ is fucking up my other changes i’m currently working on (updating the main omnivers branch to 26.3-snapshot-8 )… so hopefully i can fix that soon. unfortunately i don’t know when the unit testing will be finished, as it takes a longggg time to figure out the little edge cases, and i prefer to avoid AI everywhere possible (although there’s only so much ethical struggling i can endure before i need to ask for help)."}, {"post_id": 29224, "ts": "2026-07-16T00:17:47Z", "hours": 10.7325, "text": "Unit Testing! yup, that’s what’s been taking so long. i actually got past the gradle setup part pretty quick, i just wasn’t expecting current code to be so… dysfunctional. i’ve done a lot of rewriting and test formatting and sometimes it just gets really brain numbing so i put on a youtube video in the background and then its been 45 minutes and i havent changed anything… but i just achieved my first all-passing test milestone! so i’ll be pushing it soon and then i’ll the changes that make everything pass will follow soon after. currently I’m targeting TextUtil , where the most edge-cases take place, in the form of String <-> Component transformations. ultimiately i’d like to also do E2E testing in the form of Fabric’s ClientGameTest , but those can only be done on the most recent version due to FAPI not backporting changes (it’s probably for the best anyway) - so i’ll be doing that last. that’s it for now! i can’t wait for everyone (especially me), to benefit from this when future releases are checked before releasing! yayyyy!!!"}, {"post_id": 21584, "ts": "2026-07-03T16:47:26Z", "hours": 22.8564, "text": "hey chat! i’ve finished up some of that stuff from before. most notably: publishMods now works again! turns out Modrinth just recently (i.e. this week) allowed attaching signatures to builds so it’s not currently supported with MPP also, turns out the whole checksum thing was kinda useless because Modrinth has provided file hashes via their API this whole time - so… i think i’m gonna table that idea for now and use that later i published a new version ( alpha.11 ) that fixes the teensy-eensy little problem that incomplete mixins were accidentally included in the jar uploaded to CF and MR as alpha.10 . whoops! version parsing is now much more robust and typically requires only one gradle property to be specified! for newer releases you can override the FMJ version (ex. w/ ~26.2 for the 26.2 subproject) and the rest is handled automatically. i’m also waiting on MPP#116 to see if this can be consolidated entirely, with no need for an extra override! the classtweaker is now stone-cut so it’s a bit easier to see what is applied to where cleaned up the buildscript more (it is perpetually dirty :/) fixed a handful of bugs and impl’d a couple suggestions! and now, i get to move on to one of the most daunting but hopefully most rewarding things: drumroll please…. ztzttstz.z.t..z….. unit testing!!! you’re probably thinking, chat patches hasn’t had any unit tests this WHOLE time!??! and you’d be right! idk how there aren’t more bugs. but now i’m putting everything else (chat patches wise, at least) on hold to get this done. bc if i don’t do it now, it will never get done. ik this isn’t very pretty but you gotta do what you gotta do."}, {"post_id": 15214, "ts": "2026-06-24T18:36:47Z", "hours": 23.2442, "text": "i’ve been doing what feels like a lot but isn’t overall much. i’ve been refactoring the Kotlin Gradle buildscript, which i’m notoriously bad at so it’s taking a really long time. some of my (attempted) changes include: generating signatures and checksums with published builds (2/3 done) simplified stonecutter replacements and swaps assessed what will need to change to transition to the new modstitch-toolkit minorly updated mod-publish-plugin and started planning for new version range parsing and functionality in other things, i’ve: fixed the context menu deletion option resetting the scroll pos removed the entirely unused option table in the README better utilized classtweakers in the context menu implemented annotation-based constraints for config options replaced the dual-impl option validation system with a unified one via codecs (now used in the YACL config, with one annoying side effect) future-proofed the module-based fabric api importing so that it only loads what’s necessary (and it should work with neoforge when i eventually impl that!) updated mod functionality to 26.2 (despite being unable to publish everything at once 😑)"}]...
|
Title: ChatPatches by @obro1984 | Stardance
Devlo Title: ChatPatches by @obro1984 | Stardance
Devlogs:
i’ve been doing what feels like a lot but isn’t overall much. i’ve been refactoring the Kotlin Gradle buildscript, which i’m notoriously bad at so it’s taking a really long time. some of my (attempted) changes include: generating signatures and checksums with published builds (2/3 done) simplified stonecutter replacements and swaps assessed what will need to change to transition to the new modstitch-toolkit minorly updated mod-publish-plugin and started planning for new version range parsing and functionality in other things, i’ve: fixed the context menu deletion option resetting the scroll pos removed the entirely unused option table in the README better utilized classtweakers in the context menu implemented annotation-based constraints for config options replaced the dual-impl option validation system with a unified one via codecs (now used in the YACL config, with one annoying side effect) future-proofed the module-based fabric api importing so that it only loads what’s necessary (and it should work with neoforge when i eventually impl that!) updated mod functionality to 26.2 (despite being unable to publish everything at once 😑)
hey chat! i’ve finished up some of that stuff from before. most notably: publishMods now works again! turns out Modrinth just recently (i.e. this week) allowed attaching signatures to builds so it’s not currently supported with MPP also, turns out the whole checksum thing was kinda useless because Modrinth has provided file hashes via their API this whole time - so… i think i’m gonna table that idea for now and use that later i published a new version ( alpha.11 ) that fixes the teensy-eensy little problem that incomplete mixins were accidentally included in the jar uploaded to CF and MR as alpha.10 . whoops! version parsing is now much more robust and typically requires only one gradle property to be specified! for newer releases you can override the FMJ version (ex. w/ ~26.2 for the 26.2 subproject) and the rest is handled automatically. i’m also waiting on MPP#116 to see if this can be consolidated entirely, with no need for an extra override! the classtweaker is now stone-cut so it’s a bit easier to see what is applied to where cleaned up the buildscript more (it is perpetually dirty :/) fixed a handful of bugs and impl’d a couple suggestions! and now, i get to move on to one of the most daunting but hopefully most rewarding things: drumroll please…. ztzttstz.z.t..z….. unit testing!!! you’re probably thinking, chat patches hasn’t had any unit tests this WHOLE time!??! and you’d be right! idk how there aren’t more bugs. but now i’m putting everything else (chat patches wise, at least) on hold to get this done. bc if i don’t do it now, it will never get done. ik this isn’t very pretty but you gotta do what you gotta do.
Unit Testing! yup, that’s what’s been taking so long. i actually got past the gradle setup part pretty quick, i just wasn’t expecting current code to be so… dysfunctional. i’ve done a lot of rewriting and test formatting and sometimes it just gets really brain numbing so i put on a youtube video in the background and then its been 45 minutes and i havent changed anything… but i just achieved my first all-passing test milestone! so i’ll be pushing it soon and then i’ll the changes that make everything pass will follow soon after. currently I’m targeting TextUtil , where the most edge-cases take place, in the form of String <-> Component transformations. ultimiately i’d like to also do E2E testing in the form of Fabric’s ClientGameTest , but those can only be done on the most recent version due to FAPI not backporting changes (it’s probably for the best anyway) - so i’ll be doing that last. that’s it for now! i can’t wait for everyone (especially me), to benefit from this when future releases are checked before releasing! yayyyy!!!
i’ve been SUPER busy as of late, and will probably continue to be for at least another week or two if not longer, but i’m starting to begin to wrap up unit testing. i finally pushed the existing tests and framework to github on a separate branch, but bc i’m so bad at Git, IntelliJ is fucking up my other changes i’m currently working on (updating the main omnivers branch to 26.3-snapshot-8 )… so hopefully i can fix that soon. unfortunately i don’t know when the unit testing will be finished, as it takes a longggg time to figure out the little edge cases, and i prefer to avoid AI everywhere possible (although there’s only so much ethical struggling i can endure before i need to ask for help).
i’ve been very busy with university starting, but recently there has been an influx in PRs fixing bugs, which is awesome! so i’ve been monitoring those and slowly merging them into the main branch. additionally, i’ve been chipping away at fixes and suggestion implementations here and there; specifically: excluding specific messages from being compacted updating to 26.3 actually uploading signature files (now that Modrinth officially supports them) fixing chat auto scrolling while duplicate messages are being received adding fallbacks for the chat log’s codec provider in case the current one fails/doesn’t exist ..and more!! i hope to add more stuff soon and publish a release, but i have about 4 free minutes per week and unfortunately, i end up not wanting to spend it on largely unpaid labor. nevertheless, my aspirations remain and my hopes are high!
8.0.0 released! yes, it’s been done! chat patches has been in alpha for a year and the better part of another? all because i finally impl’d the omnivers-stonecutter buildscript and additionally wanted more large-scale changes (test suite, neoforge support, DFU migration codec) ((of which are still planned… eventually!!)) … but then i just never took it off. well, you can’t wait around forever. also, this update is perfect for releasing as a whopping TEN issue reports were closed upon release, with countless others fixed soundlessly! credit where it’s due, there was a fair amount of community support via PRs for this release, but that doesn’t take away from the benefit we as a community experience from it being added! while we’re out here celebrating these crushed bugs, new features, and the return to release-channel versions, i think it’s safe to say chat patches is worthy of shipping too! i hope you’ve enjoyed using chat patches and it’s bettered your minecraft experience - and if you haven’t used it, i hope you’ll give it a try and let me know what you think. thanks again to everyone who contributed and cheers to even more fixes and features in the future! 🎉🥳💃🎈
Ships:
This is Chat Patches! I’m gonna cut to the chase and explain the process of developing recently because everything about the mod is on the GitHub readme, in the changelog, and in these devlogs. Recently I’ve found time management difficult and as a result I’ve had to be more efficient and creative about how I’m spending my time developing. There’s been an influx in community contributions via PR which has been quite helpful, but most is still left up to me. However, one benefit of not having as much time to work on things is that issues I can’t seem to solve have more time for me to simmer and ponder to come up with solutions. however, this has postponed some big features i’ve already been putting off even more… hopefully i can get around to those and find some breakthrough point to pull myself through. anyways, in terms of changes, most of it has been bugfixes, but there have been a handful of additions recently, especially related to new configuration options (compact-safe messages, human-readable time format, cleaner context menu, etc.) - of course with plans to add many more. i’m proud of all these features and how far the mod has come, and frankly i’m surprised im even still developing it. i hope i can get the bigger stuff done soon so i can move on to bigger things, though. to test the mod, just set up fabricmc as explained on their website or via literally any modded minecraft tutorial - i recommend using a third-party launcher such as PrismLauncher as it keeps track of everything for you and wraps it in a nice interface. once your installation is ready simply add chat patches and its dependencies (again, using a launcher will help as it will add the deps for you!) and run the game! i hope your experience is bettered and you make the chat feel as personalized as you like :D...
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1793350081.8653636
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1793436481.8653636
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9932
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The Little Austronaut by @babali | Stardance
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babali
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T18:15:23Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The Little Austronaut is a modular Slack bot that brings fun to your workspace. Hit /dsb-ping to check latency, /dsb-catfact for random cat facts, /dsb-joke for laughs, or /dsb-help to see what’s available. What makes it clean: Each slash command is its own class — super easy to add new ones. Smart error handling that doesn’t break the bot or spam users with stack traces. Dynamic help that always knows what commands exist. Consistent ack / respond pattern throughout. Why you should care: Built this to show how to structure a Slack bot without spaghetti code. Commands are modular, errors are handled gracefully, and adding new features takes minutes, not hours. Perfect starter template for anyone building Slack bots. Tech: Node.js, Slack Bolt, Axios, Socket Mode. To run it: Grab your Slack bot and app tokens, drop them in .env, run npm start, and start slashing.", "repo": "https://github.com/babali-eren/The-Little-Austronaut", "demo": "https://hackclub.enterprise.slack.com/archives/C01D7AHKMPF"}]...
|
[{"post_id": 3646, "ts": "2026 [{"post_id": 3646, "ts": "2026-06-06T17:45:52Z", "hours": 0.6106, "text": "Hi There, Finished the Stardance Slack Bot, Did a little cleanup, moved each slash command into its own class under commands. Made a BaseCommand so they all behave the same and don’t scream at errors. Pulled the registration logic out of index.js and now it just loads and registers the command objects. Now way cleaner and less spaghetti. Wrote (thanks gpt) a tiny README.md so whoever clones this isn’t lost at 2am. I tweaked the command logic compared to the tutorial. Thanks for reading :)"}]...
|
Title: The Little Austronaut by @babali | Stardanc Title: The Little Austronaut by @babali | Stardance
Devlogs:
Hi There, Finished the Stardance Slack Bot, Did a little cleanup, moved each slash command into its own class under commands. Made a BaseCommand so they all behave the same and don’t scream at errors. Pulled the registration logic out of index.js and now it just loads and registers the command objects. Now way cleaner and less spaghetti. Wrote (thanks gpt) a tiny README.md so whoever clones this isn’t lost at 2am. I tweaked the command logic compared to the tutorial. Thanks for reading :)
Ships:
The Little Austronaut is a modular Slack bot that brings fun to your workspace. Hit /dsb-ping to check latency, /dsb-catfact for random cat facts, /dsb-joke for laughs, or /dsb-help to see what’s available. What makes it clean: Each slash command is its own class — super easy to add new ones. Smart error handling that doesn’t break the bot or spam users with stack traces. Dynamic help that always knows what commands exist. Consistent ack / respond pattern throughout. Why you should care: Built this to show how to structure a Slack bot without spaghetti code. Commands are modular, errors are handled gracefully, and adding new features takes minutes, not hours. Perfect starter template for anyone building Slack bots. Tech: Node.js, Slack Bolt, Axios, Socket Mode. To run it: Grab your Slack bot and app tokens, drop them in .env, run npm start, and start slashing....
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1793303544.5147917
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1793389944.5147917
|
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9933
|
My awesome macropad! by @mikepro100223 | Stardance
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mikepro100223
|
0
|
0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @mikepro100223 | St Title: My awesome macropad! by @mikepro100223 | Stardance...
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1792795691.6623108
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1793400491.6623108
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9934
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My awesome macropad! by @oliverheadley | Stardance
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oliverheadley
|
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 @oliverheadley | St Title: My awesome macropad! by @oliverheadley | Stardance...
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1793458448.638999
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1794063248.638999
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9935
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FIFA 26 by @atharva02 | Stardance
|
atharva02
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2
|
8.0
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132
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T19:45:57Z", "hours": 4.0, "multiplier": 14.8, "payout": 65, "blessing": "neutral", "text": "This is the second ship on my project, if you didn’t review the first one, it’s a world cup simulator made using a Random Forest model and Poisson distribution model to generate scores. All matches were simulated locally to generate a consensus result base viewable across the site. The new feature, reason for reship, was the knockout matchups starting and now there is an interactive bracket so you can simulate your own games but also keep real results once they occur. The site is updated daily, either at the end of the day when matches are complete, or the next morning so expect changes depending on when you view the site. A challenging aspect this time around was organizing the bracket structure such that the teams flow downward when they win. Two things to note, the site does take a while to load the first time as it needs to gather all the data and simulation function, but there should be no other lag or problems once active. Lastly, though the third place matchup doesn’t show up at first, it appears after both semifinal matchups are simulated. Enjoy!", "repo": "https://github.com/atharva-277/FIFA-26", "demo": "https://fifa26.atharva02.hackclub.app/"}, {"ship_num": 2, "ts": "2026-06-15T18:56:57Z", "hours": 4.0, "multiplier": 15.16, "payout": 67, "blessing": "neutral", "text": "I made a project in honor of the FIFA 2026 World Cup. It simulates all 72 group stage matches, consolidates them into easy to read data, viewable on the website link, and allows you to simulate your own matchups as well. The link is live at: https://fifa-26.streamlit.app/ . Challenges occurred in this project in how the model was trained to simulate games with accuracy, converting the python script into a viewable website, and ensuring results were realistic and presentable. I am most proud of how users are able to make their own simulations within the website, but also be able to view a general view of data that was done through numerous simulations. For example, advancement probabilities for each team at each position in their group. Note, when opening the link for the first time, it may take a while to load as it needs to grab the data through the GitHub repo, but after loading, it shouldn’t have many delays.", "repo": "https://github.com/atharva-277/FIFA-26", "demo": "https://fifa26.atharva02.hackclub.app/"}]...
|
[{"post_id": 19454, "ts": "202 [{"post_id": 19454, "ts": "2026-06-30T19:37:29Z", "hours": 0.6628, "text": "First: Thank you everyone for their reviews on my first ship, this will likely be the last devlog for this project as it is a time-based project(can’t really update after the world cup ends) but I appreciate all the feedback. As for this current devlog, there was a small fix which needed to be done, I originally said on my last post that after a matchup occurs in real-time, it is locked and can’t be simulated anymore. This is not the case anymore and you have the option of locking/unlocking games that have occurred in real time already."}, {"post_id": 17376, "ts": "2026-06-28T04:24:43Z", "hours": 3.7322, "text": "The group stage just completed today, but luckily the knockout functionality was essentially all set to go. After inputting the matchups, the site now has new knockout features equipped. There is an interactive bracket, to simulate your own matchups that includes penalty shootouts, along with a simple page to display advancement probabilities to each round. Another ship should be out shortly to reflect these new changes."}, {"post_id": 8833, "ts": "2026-06-14T18:10:43Z", "hours": 1.7358, "text": "This might be the last devlog for a bit, but the project is officially live with the help of streamlit as this is a python project. The link is already live, so you can simulate your own matches and see what the consensus result was through multiple simulations. This project will be shipped soon but updated again for when the knockout stage matchups are set in stone. Attached is how it looks on the main page."}, {"post_id": 6564, "ts": "2026-06-11T00:53:35Z", "hours": 1.5986, "text": "Update: I added the FIFA rankings as another metric to simulate the games. I also strayed away from using the poisson model to predict outcome and now only use it for scoring purposes as the random forest model is much more accurate. Attached are the updated probabilities."}, {"post_id": 5767, "ts": "2026-06-09T17:51:15Z", "hours": 1.1308, "text": "So I recently decided to train a model to help predict the group stage matches for the FIFA world cup. It’s a combination of a Random Forest Model and Poisson Distribution to help predict the games. Currently I’m only training the model based off of a teams ELO and recent form(performance in past 5 games), but plan on adding FIFA’s point system as another metric. I attached the most common match result of each game after running the simulation 1000 times and the probability of where each team finishes this year(first, second, third qual., third elim., and fourth)"}]...
|
Title: FIFA 26 by @atharva02 | Stardance
Devlogs: Title: FIFA 26 by @atharva02 | Stardance
Devlogs:
So I recently decided to train a model to help predict the group stage matches for the FIFA world cup. It’s a combination of a Random Forest Model and Poisson Distribution to help predict the games. Currently I’m only training the model based off of a teams ELO and recent form(performance in past 5 games), but plan on adding FIFA’s point system as another metric. I attached the most common match result of each game after running the simulation 1000 times and the probability of where each team finishes this year(first, second, third qual., third elim., and fourth)
Update: I added the FIFA rankings as another metric to simulate the games. I also strayed away from using the poisson model to predict outcome and now only use it for scoring purposes as the random forest model is much more accurate. Attached are the updated probabilities.
This might be the last devlog for a bit, but the project is officially live with the help of streamlit as this is a python project. The link is already live, so you can simulate your own matches and see what the consensus result was through multiple simulations. This project will be shipped soon but updated again for when the knockout stage matchups are set in stone. Attached is how it looks on the main page.
The group stage just completed today, but luckily the knockout functionality was essentially all set to go. After inputting the matchups, the site now has new knockout features equipped. There is an interactive bracket, to simulate your own matchups that includes penalty shootouts, along with a simple page to display advancement probabilities to each round. Another ship should be out shortly to reflect these new changes.
First: Thank you everyone for their reviews on my first ship, this will likely be the last devlog for this project as it is a time-based project(can’t really update after the world cup ends) but I appreciate all the feedback. As for this current devlog, there was a small fix which needed to be done, I originally said on my last post that after a matchup occurs in real-time, it is locked and can’t be simulated anymore. This is not the case anymore and you have the option of locking/unlocking games that have occurred in real time already.
Ships:
I made a project in honor of the FIFA 2026 World Cup. It simulates all 72 group stage matches, consolidates them into easy to read data, viewable on the website link, and allows you to simulate your own matchups as well. The link is live at: https://fifa-26.streamlit.app/ . Challenges occurred in this project in how the model was trained to simulate games with accuracy, converting the python script into a viewable website, and ensuring results were realistic and presentable. I am most proud of how users are able to make their own simulations within the website, but also be able to view a general view of data that was done through numerous simulations. For example, advancement probabilities for each team at each position in their group. Note, when opening the link for the first time, it may take a while to load as it needs to grab the data through the GitHub repo, but after loading, it shouldn’t have many delays.
This is the second ship on my project, if you didn’t review the first one, it’s a world cup simulator made using a Random Forest model and Poisson distribution model to generate scores. All matches were simulated locally to generate a consensus result base viewable across the site. The new feature, reason for reship, was the knockout matchups starting and now there is an interactive bracket so you can simulate your own games but also keep real results once they occur. The site is updated daily, either at the end of the day when matches are complete, or the next morning so expect changes depending on when you view the site. A challenging aspect this time around was organizing the bracket structure such that the teams flow downward when they win. Two things to note, the site does take a while to load the first time as it needs to gather all the data and simulation function, but there should be no other lag or problems once active. Lastly, though the third place matchup doesn’t show up at first, it appears after both semifinal matchups are simulated. Enjoy!...
|
1792878726.7026663
|
1793742726.7026663
|
|
9936
|
Relay by @InvalidJoker | Stardance
|
InvalidJoker
|
2
|
27.0
|
411
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T21:09:50Z", "hours": 9.0, "multiplier": 17.24, "payout": 161, "blessing": "neutral", "text": "Relay v2? (if we can call it like that) Now that the base was solid and we had most of the features I focused on refining everything so I did exactly that: New UI Mutli Regional Relays Auto Updater QoL changes in general Have fun and try it out now: https://github.com/InvalidJoker/relay/tree/main#installation", "repo": "https://github.com/InvalidJoker/relay", "demo": "https://relay.koder.wtf"}, {"ship_num": 2, "ts": "2026-06-20T09:23:45Z", "hours": 18.0, "multiplier": 14.37, "payout": 250, "blessing": "neutral", "text": "Relay’s first ship I think Relay is finally ready for its first-ever ship! You can find instructions on how to use it at https://relay.koder.wtf For a long time, I’ve been looking for a nice solution to tunnel my local Minecraft servers and websites so I could share them with friends, and Relay is exactly that. Obviously, Relay isn’t even close to being finished yet and will continue to receive updates over time. :D So yeah, go ahead and give it a try! :p", "repo": "https://github.com/InvalidJoker/relay", "demo": "https://relay.koder.wtf"}]...
|
[{"post_id": 78872, "ts": "202 [{"post_id": 78872, "ts": "2026-10-11T20:45:08Z", "hours": 4.1264, "text": "Scaling Relay improve http performance add region based relay deployments some ui improvements add auto updater support Relay now supports choosing the best relay between multiple relays per “host”. Obv. we give you the freedom to say that you just want to have relay x and every feature we previously had will works as usual. I obv. did some more small changes as you can see above"}, {"post_id": 78115, "ts": "2026-10-09T16:31:40Z", "hours": 5.1892, "text": "Relay Rebranding I’ve completely rewritten the Relay website in Nuxt, fixing many bugs along the way and giving it a more polished, modern design that better fits the project. Check it out now at: https://relay.koder.wtf/"}, {"post_id": 12429, "ts": "2026-06-20T08:59:53Z", "hours": 2.8692, "text": "Relay is now public I think Relay has reached a point where I’m comfortable letting other people try it out. It’s now available at https://relay.koder.wtf/dashboard . The CLI supports Windows, macOS, and Linux, and can be installed with a simple script ( https://relay.koder.wtf/#how-it-works ). Currently, each user gets 2 reserved ports, 3 subdomains, and 1 completely custom domain. There’s still plenty of work ahead. Over the coming weeks, I’ll continue improving Relay and completely rework the dashboard, as it doesn’t look quite as polished as I’d like yet. I also plan to add a way for users to request additional subdomains directly through the platform. For now, I’d love for people to try it out and share their feedback."}, {"post_id": 11257, "ts": "2026-06-18T12:37:43Z", "hours": 6.2831, "text": "First Working Version I’ve got a first real version of Relay up and running :D The dashboard works, and both the HTTP and TCP proxy are stable. Next up is mostly cleanup: polishing the frontend, improving the CLI tools, and finally implementing run configurations so you can have a relay.toml file in your project and don’t have to type the entire command every time. After that, I’ll put together a demo deployment so people can actually try it out and break it a bit."}, {"post_id": 7483, "ts": "2026-06-12T14:20:09Z", "hours": 4.9442, "text": "I’ve started working on the frontend for Relay and made some structural changes. One major change is the removal of the dedicated Rust backend. All functionality is now handled directly within the Svelte application, simplifying development and deployment complexity. For the UI, I chose a minimal design built with shadcn-svelte. This gives Relay a clean, modern look. Upcoming Features: The dashboard will soon allow you to: Create and manage custom domains and subdomains Reserve specific ports for your projects, so you don’t have to send new ports to your friends everytime More updates soon :D"}, {"post_id": 4414, "ts": "2026-06-07T18:51:59Z", "hours": 2.6497, "text": "I wanted the CLI to be as intuitive as possible, so I came up with the following design. I’ve also made progress on building the Relay server itself. It now includes a communication layer for interacting with the CLI and supports client authentication."}, {"post_id": 4094, "ts": "2026-06-07T09:08:17Z", "hours": 0.7886, "text": "What is Relay? Relay is a TCP tunneling service. Unlike many other services on the market, it will be open-source and free to use (with some limitations, of course). We also plan to offer unique features, such as persistent domains, so your friends won’t have to update the URL every time they want to visit your site. Relay is currently a work in progress, so don’t expect anything too crazy just yet. I’ll keep you updated :)"}]...
|
Title: Relay by @InvalidJoker | Stardance
Devlogs Title: Relay by @InvalidJoker | Stardance
Devlogs:
What is Relay? Relay is a TCP tunneling service. Unlike many other services on the market, it will be open-source and free to use (with some limitations, of course). We also plan to offer unique features, such as persistent domains, so your friends won’t have to update the URL every time they want to visit your site. Relay is currently a work in progress, so don’t expect anything too crazy just yet. I’ll keep you updated :)
I wanted the CLI to be as intuitive as possible, so I came up with the following design. I’ve also made progress on building the Relay server itself. It now includes a communication layer for interacting with the CLI and supports client authentication.
I’ve started working on the frontend for Relay and made some structural changes. One major change is the removal of the dedicated Rust backend. All functionality is now handled directly within the Svelte application, simplifying development and deployment complexity. For the UI, I chose a minimal design built with shadcn-svelte. This gives Relay a clean, modern look. Upcoming Features: The dashboard will soon allow you to: Create and manage custom domains and subdomains Reserve specific ports for your projects, so you don’t have to send new ports to your friends everytime More updates soon :D
First Working Version I’ve got a first real version of Relay up and running :D The dashboard works, and both the HTTP and TCP proxy are stable. Next up is mostly cleanup: polishing the frontend, improving the CLI tools, and finally implementing run configurations so you can have a relay.toml file in your project and don’t have to type the entire command every time. After that, I’ll put together a demo deployment so people can actually try it out and break it a bit.
Relay is now public I think Relay has reached a point where I’m comfortable letting other people try it out. It’s now available at https://relay.koder.wtf/dashboard . The CLI supports Windows, macOS, and Linux, and can be installed with a simple script ( https://relay.koder.wtf/#how-it-works ). Currently, each user gets 2 reserved ports, 3 subdomains, and 1 completely custom domain. There’s still plenty of work ahead. Over the coming weeks, I’ll continue improving Relay and completely rework the dashboard, as it doesn’t look quite as polished as I’d like yet. I also plan to add a way for users to request additional subdomains directly through the platform. For now, I’d love for people to try it out and share their feedback.
Relay Rebranding I’ve completely rewritten the Relay website in Nuxt, fixing many bugs along the way and giving it a more polished, modern design that better fits the project. Check it out now at: https://relay.koder.wtf/
Scaling Relay improve http performance add region based relay deployments some ui improvements add auto updater support Relay now supports choosing the best relay between multiple relays per “host”. Obv. we give you the freedom to say that you just want to have relay x and every feature we previously had will works as usual. I obv. did some more small changes as you can see above
Ships:
Relay’s first ship I think Relay is finally ready for its first-ever ship! You can find instructions on how to use it at https://relay.koder.wtf For a long time, I’ve been looking for a nice solution to tunnel my local Minecraft servers and websites so I could share them with friends, and Relay is exactly that. Obviously, Relay isn’t even close to being finished yet and will continue to receive updates over time. :D So yeah, go ahead and give it a try! :p
Relay v2? (if we can call it like that) Now that the base was solid and we had most of the features I focused on refining everything so I did exactly that: New UI Mutli Regional Relays Auto Updater QoL changes in general Have fun and try it out now: https://github.com/InvalidJoker/relay/tree/main#installation...
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1793325325.91275
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1793411725.91275
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9937
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Untitled by @foose_ian | Stardance
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foose_ian
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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 @foose_ian | Stardance
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1792778072.588712
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1793382872.588712
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9938
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FDM filament Recycler by @Lexion8900 | Stardance
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Lexion8900
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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: FDM filament Recycler by @Lexion8900 | Star Title: FDM filament Recycler by @Lexion8900 | Stardance...
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1793393308.0955997
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1793998108.0955997
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9939
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My first slack bot! by @Iris | Stardance
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Iris
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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 @Iris | Stardance
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1793454810.1976066
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1794059610.1976066
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9940
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TribeMind by @mananjpanchal | Stardance
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mananjpanchal
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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: TribeMind by @mananjpanchal | Stardance
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1793202881.8277276
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1793807681.8277276
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9941
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Matrix Bot by @danielb | Stardance
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danielb
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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: Matrix Bot by @danielb | Stardance
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1793364599.8889694
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1793969399.8889694
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9942
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ARES by @Ankit | Stardance
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Ankit
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0
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2.22
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0
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[]
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[{"post_id": 6757, "ts": "2026 [{"post_id": 6757, "ts": "2026-06-11T09:45:59Z", "hours": 2.2194, "text": "ARES Devlog — Virtual Mother Rover Online Today I completed the first end-to-end rover pipeline. Completed: ✅ Backend Ground Server ✅ WebSocket Communication ✅ Frontend Integration ✅ Virtual Mother Rover Simulator ✅ Mission Control Integration ✅ Live Map Integration ✅ Telemetry Integration The dashboard is now receiving live rover state packets from a simulated Mother Rover. Current metrics streamed: • Battery • Signal Strength • Temperature • Speed • Heading • Coordinates Current Architecture: Virtual Mother Rover ↓ FleetPacket ↓ Backend ↓ WebSocket ↓ Mission Control Live Map Telemetry Next Step: Create a hardware-compatible Mother Rover Adapter so a real ESP32 rover can replace the simulator without changing frontend code."}]...
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Title: ARES by @Ankit | Stardance
Devlogs:
ARES D Title: ARES by @Ankit | Stardance
Devlogs:
ARES Devlog — Virtual Mother Rover Online Today I completed the first end-to-end rover pipeline. Completed: ✅ Backend Ground Server ✅ WebSocket Communication ✅ Frontend Integration ✅ Virtual Mother Rover Simulator ✅ Mission Control Integration ✅ Live Map Integration ✅ Telemetry Integration The dashboard is now receiving live rover state packets from a simulated Mother Rover. Current metrics streamed: • Battery • Signal Strength • Temperature • Speed • Heading • Coordinates Current Architecture: Virtual Mother Rover ↓ FleetPacket ↓ Backend ↓ WebSocket ↓ Mission Control Live Map Telemetry Next Step: Create a hardware-compatible Mother Rover Adapter so a real ESP32 rover can replace the simulator without changing frontend code....
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1793418930.7982457
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1794023730.7982457
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9943
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pixdraw by @ttyChud | Stardance
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ttyChud
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1
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9.0
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70
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T15:13:23Z", "hours": 9.0, "multiplier": 7.01, "payout": 70, "blessing": "neutral", "text": "pixdraw is a terminal canvas. you can draw what ever in the terminal. you can also load png files from your local storage and edit them in pixel style. just press ? for more command there are many i hope u enjoy", "repo": "https://github.com/Himanshu121865/pixdraw", "demo": "https://crates.io/crates/pixdraw"}]...
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[{"post_id": 16301, "ts": "202 [{"post_id": 16301, "ts": "2026-06-26T15:04:05Z", "hours": 9.2331, "text": "pixdraw ##Terminal-based pixel art editor You can draw anything."}]...
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Title: pixdraw by @ttyChud | Stardance
Devlogs:
p Title: pixdraw by @ttyChud | Stardance
Devlogs:
pixdraw ##Terminal-based pixel art editor You can draw anything.
Ships:
pixdraw is a terminal canvas. you can draw what ever in the terminal. you can also load png files from your local storage and edit them in pixel style. just press ? for more command there are many i hope u enjoy...
|
1792878552.4250941
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1793742552.4250941
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|
9944
|
isflac by @temidaradev | Stardance
|
temidaradev
|
1
|
2.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T11:20:12Z", "hours": 2.0, "multiplier": 12.06, "payout": 20, "blessing": "neutral", "text": "I made flac checker and its working pretty well i guess, instead of checking spectogram of each song this is a solid tool imho", "repo": "https://github.com/temidaradev/isflac", "demo": "https://crates.io/crates/isflac"}]...
|
[{"post_id": 9171, "ts": "2026 [{"post_id": 9171, "ts": "2026-06-15T11:19:17Z", "hours": 0.7067, "text": "fixed inconsistent scans so and also added recursive scanning"}, {"post_id": 3602, "ts": "2026-06-06T16:29:56Z", "hours": 0.9619, "text": "it works properly with this you can check your flac files and see if they are remuxed from lossy audio codecs and treat however you like .d"}]...
|
Title: isflac by @temidaradev | Stardance
Devlogs Title: isflac by @temidaradev | Stardance
Devlogs:
it works properly with this you can check your flac files and see if they are remuxed from lossy audio codecs and treat however you like .d
fixed inconsistent scans so and also added recursive scanning
Ships:
I made flac checker and its working pretty well i guess, instead of checking spectogram of each song this is a solid tool imho...
|
1793296496.9244895
|
1793382896.9244895
|
|
9945
|
Square-Dodger by @k_nilesh | Stardance
|
k_nilesh
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T09:37:55Z", "hours": 0.0, "multiplier": 1.45, "payout": 0, "blessing": "neutral", "text": "I built Square Dodger, a browser-based arcade game using only HTML, CSS, and JavaScript where players control a square and dodge falling enemy blocks to achieve the highest possible score. The most challenging part was implementing smooth collision detection, maintaining consistent game performance, and balancing the difficulty so the game becomes more challenging without feeling unfair. I’m proud of creating a complete, responsive game without using any external libraries or frameworks while keeping the gameplay simple, polished, and enjoyable. To test the project, simply open the game in any modern web browser, use the Left/Right Arrow keys or A/D to move, avoid the falling blocks, try to survive as long as possible to increase your score, and use the Restart button to play again after a Game Over.", "repo": "https://github.com/k-nilesh04/Square-Dodger", "demo": "https://k-nilesh04.github.io/Square-Dodger/"}]...
|
[{"post_id": 22723, "ts": "202 [{"post_id": 22723, "ts": "2026-07-05T09:35:57Z", "hours": 0.3356, "text": "Square Dodger is a lightweight browser-based arcade game built with pure HTML, CSS, and JavaScript. Control your square, dodge falling enemy blocks, and survive as long as possible while your score increases. The game features responsive gameplay, progressive difficulty, real-time score tracking, keyboard controls (Arrow Keys/A-D), and a restart option after Game Over—all without using any external libraries or frameworks."}]...
|
Title: Square-Dodger by @k_nilesh | Stardance
Dev Title: Square-Dodger by @k_nilesh | Stardance
Devlogs:
Square Dodger is a lightweight browser-based arcade game built with pure HTML, CSS, and JavaScript. Control your square, dodge falling enemy blocks, and survive as long as possible while your score increases. The game features responsive gameplay, progressive difficulty, real-time score tracking, keyboard controls (Arrow Keys/A-D), and a restart option after Game Over—all without using any external libraries or frameworks.
Ships:
I built Square Dodger, a browser-based arcade game using only HTML, CSS, and JavaScript where players control a square and dodge falling enemy blocks to achieve the highest possible score. The most challenging part was implementing smooth collision detection, maintaining consistent game performance, and balancing the difficulty so the game becomes more challenging without feeling unfair. I’m proud of creating a complete, responsive game without using any external libraries or frameworks while keeping the gameplay simple, polished, and enjoyable. To test the project, simply open the game in any modern web browser, use the Left/Right Arrow keys or A/D to move, avoid the falling blocks, try to survive as long as possible to increase your score, and use the Restart button to play again after a Game Over....
|
1793440471.8307006
|
1793526871.8307006
|
|
9946
|
My awesome macropad! by @anyulina | Stardance
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anyulina
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0
|
0.0
|
0
|
[]
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[]
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Title: My awesome macropad! by @anyulina | Stardan Title: My awesome macropad! by @anyulina | Stardance...
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1793400606.003099
|
1794005406.003099
|
|
9947
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
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[]
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1792939692.5217397
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1793803692.5217397
|
|
9948
|
RPG game by @Aglomation | Stardance
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Aglomation
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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: RPG game by @Aglomation | Stardance
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1792766895.1289754
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1793371695.1289754
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|
9949
|
My awesome macropad! by @Croquetasss | Stardance
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Croquetasss
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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 @Croquetasss | Star Title: My awesome macropad! by @Croquetasss | Stardance...
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1793174108.0925279
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1793778908.0925279
|
|
9950
|
Untitled by @Iris | Stardance
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Iris
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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: Untitled by @Iris | Stardance
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1793191647.413559
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1793796447.413559
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