|
1651
|
Untitled project by @kumaraaruush | Stardance
|
kumaraaruush
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @kumaraaruush | Stardan Title: Untitled project by @kumaraaruush | Stardance...
|
1792784941.3665137
|
1793389741.3665137
|
|
1652
|
MaATS - Modular and Autonomous Terrain System by @ MaATS - Modular and Autonomous Terrain System by @samgracie | Stardance...
|
samgracie
|
0
|
13.39
|
0
|
[]
|
[{"post_id": 32322, "ts": "202 [{"post_id": 32322, "ts": "2026-07-21T12:46:06Z", "hours": 2.5506, "text": "I have started to re-design my rocker-bogie leg system. (this devlog is shorter than the last one.. i promise) This time around I decided to actually take some inspiration from robots that were successful - the most obvious case here being the Perseverance rover. The rocker-bogie system is quite a general use-case for all rovers like this, but the way I chose to redesign mine is thinner, relies on specific rotational points and covers a wider area below the base while keeping the centre of mass lower. This is taken from the perseverance design. If you have any suggestions, as always they are more than welcome, and thanks for reading! :) TO NOTE (don’t bother reading unless you are rating my project) I am aware that by taking some fairly heavy inspiration I lose points on uniqueness, but this part of the design caused quite a mental roadblock for me and I stopped working on the project for a few weeks because of it. Considering how wide-spread this mechanism generally is, I feel it was a reasonable design choice to take inspiration and ensure that the leg linkage will function as expected so I can focus on the parts of my project that will be unique."}, {"post_id": 23712, "ts": "2026-07-06T20:21:17Z", "hours": 5.5342, "text": "Actuator design! So its been a while, I’ve spend a fair bit of time attempting to understand ROS2 and Isaacsim and I’m at a point now where I’m pretty happy with the basics. I moved on to working on the actuator design, which is thankfully not too complex as the stepper motors do most of the heavy lifting already - the gearbox itself is only 5:1! Some difficult things I didn’t expect to encounter: -Gearboxes are harder to design than I thought! I’d always just bought them online, but I was surprised in the amount of options I had. Eventually, I settled on a planetary gearbox with herringbone helical gears. -I had to learn a few new terms for gear information and what they did which was quite foreign initially -Worst of all I discovered the hard way that herringbone gears do not interlock the same nice way that spur gears did in my initial design, so I included a way for the actuator to be halved and reattached so the gears could be re-added. I have included some final renders, as well as a video comparison of the spur gears vs helical herringbone ones :) THANK YOU FOR READING!!! p.s. please please feel free to give feedback, a lot of this is very new stuff to me design wise so I really don’t know what I’m doing a lot of the time, esp. knowing if the parts will hold under load"}, {"post_id": 13830, "ts": "2026-06-22T17:40:24Z", "hours": 4.7536, "text": "Over the last few days I’ve began work on the rover legs. These are rocker-bogie legs(the same ones as mars rovers use), or at least my take on them. I am more than happy for any suggestions by the way, design is not really my forte in this project so this is relatively new to me. The metal parts are extruded t slot aluminium which are very cheap, and the shape makes adding connectors really simple. Those white sections will be the 3d printed connectors which I’m hoping shouldn’t weigh too much and will be pretty strong. Again, any suggestions are really appreciated as without being able to test irl this as I’m used to while designing, I’m kind of just shooting in the dark with leg lengths, connector designs, etc. Thanks for reading!! Either wheel design or finally some electronics to come next, expect PCBs and not just arduinos and jumper wires like my last few projects…"}, {"post_id": 5066, "ts": "2026-06-08T18:53:11Z", "hours": 0.5542, "text": "Deciding on the project specifics For some background, I want to go into space robotics and there are a few things that seem to poke out to me software wise that I should be looking at. So with that in mind, I began looking at what I wanted the project to be. I knew it had to: -Use C++ -Incorporate ROS2 -Incorporate some form of ML (maybe with isaacsim/lab) -Be related to space My very first idea was an arm to grab moving projectiles, I could use a bit of CV here as well as ml, and it would be quite related to something along the lines of the canadarm. However, it wasnt COOL enough. So, I looked into rovers, and long story short I decided I am going to make a rover that can: -Do its own locomotion via a local ml model -Can send wifi signals on its own channel to my laptop -Does its own scanning of the area with a 2d spinning lidar -Picks up dirt from the ground So, how is it unique?? The big question.. I had the idea of making it modular. So, the same robot can be sent on different missions, just by adding a different module. I’m not sure how yet, but maybe a module for scanning the dirt for its molecular makeup, a robot arm of its own, a special ml model for a certain type of terrain, etc If you got here and you are reading this in the future, thank you. I appreciate this was a wall of text, but I wanted to give some background on the project so the direction I am going is clear when reading it after its complete. Added a sketch of the rover(but its a bit difficult to get the vision, i’m a pretty terrible drawer) Working on the legs next."}]...
|
Title: MaATS - Modular and Autonomous Terrain Syst Title: MaATS - Modular and Autonomous Terrain System by @samgracie | Stardance
Devlogs:
Deciding on the project specifics For some background, I want to go into space robotics and there are a few things that seem to poke out to me software wise that I should be looking at. So with that in mind, I began looking at what I wanted the project to be. I knew it had to: -Use C++ -Incorporate ROS2 -Incorporate some form of ML (maybe with isaacsim/lab) -Be related to space My very first idea was an arm to grab moving projectiles, I could use a bit of CV here as well as ml, and it would be quite related to something along the lines of the canadarm. However, it wasnt COOL enough. So, I looked into rovers, and long story short I decided I am going to make a rover that can: -Do its own locomotion via a local ml model -Can send wifi signals on its own channel to my laptop -Does its own scanning of the area with a 2d spinning lidar -Picks up dirt from the ground So, how is it unique?? The big question.. I had the idea of making it modular. So, the same robot can be sent on different missions, just by adding a different module. I’m not sure how yet, but maybe a module for scanning the dirt for its molecular makeup, a robot arm of its own, a special ml model for a certain type of terrain, etc If you got here and you are reading this in the future, thank you. I appreciate this was a wall of text, but I wanted to give some background on the project so the direction I am going is clear when reading it after its complete. Added a sketch of the rover(but its a bit difficult to get the vision, i’m a pretty terrible drawer) Working on the legs next.
Over the last few days I’ve began work on the rover legs. These are rocker-bogie legs(the same ones as mars rovers use), or at least my take on them. I am more than happy for any suggestions by the way, design is not really my forte in this project so this is relatively new to me. The metal parts are extruded t slot aluminium which are very cheap, and the shape makes adding connectors really simple. Those white sections will be the 3d printed connectors which I’m hoping shouldn’t weigh too much and will be pretty strong. Again, any suggestions are really appreciated as without being able to test irl this as I’m used to while designing, I’m kind of just shooting in the dark with leg lengths, connector designs, etc. Thanks for reading!! Either wheel design or finally some electronics to come next, expect PCBs and not just arduinos and jumper wires like my last few projects…
Actuator design! So its been a while, I’ve spend a fair bit of time attempting to understand ROS2 and Isaacsim and I’m at a point now where I’m pretty happy with the basics. I moved on to working on the actuator design, which is thankfully not too complex as the stepper motors do most of the heavy lifting already - the gearbox itself is only 5:1! Some difficult things I didn’t expect to encounter: -Gearboxes are harder to design than I thought! I’d always just bought them online, but I was surprised in the amount of options I had. Eventually, I settled on a planetary gearbox with herringbone helical gears. -I had to learn a few new terms for gear information and what they did which was quite foreign initially -Worst of all I discovered the hard way that herringbone gears do not interlock the same nice way that spur gears did in my initial design, so I included a way for the actuator to be halved and reattached so the gears could be re-added. I have included some final renders, as well as a video comparison of the spur gears vs helical herringbone ones :) THANK YOU FOR READING!!! p.s. please please feel free to give feedback, a lot of this is very new stuff to me design wise so I really don’t know what I’m doing a lot of the time, esp. knowing if the parts will hold under load
I have started to re-design my rocker-bogie leg system. (this devlog is shorter than the last one.. i promise) This time around I decided to actually take some inspiration from robots that were successful - the most obvious case here being the Perseverance rover. The rocker-bogie system is quite a general use-case for all rovers like this, but the way I chose to redesign mine is thinner, relies on specific rotational points and covers a wider area below the base while keeping the centre of mass lower. This is taken from the perseverance design. If you have any suggestions, as always they are more than welcome, and thanks for reading! :) TO NOTE (don’t bother reading unless you are rating my project) I am aware that by taking some fairly heavy inspiration I lose points on uniqueness, but this part of the design caused quite a mental roadblock for me and I stopped working on the project for a few weeks because of it. Considering how wide-spread this mechanism generally is, I feel it was a reasonable design choice to take inspiration and ensure that the leg linkage will function as expected so I can focus on the parts of my project that will be unique....
|
1792720050.2985404
|
1793324850.2985404
|
|
1653
|
Semi autonomous voice control by @shaurya11_baitul Semi autonomous voice control by @shaurya11_baitule | Stardance...
|
shaurya11_baitule
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Semi autonomous voice control by @shaurya11 Title: Semi autonomous voice control by @shaurya11_baitule | Stardance...
|
1792745323.5542815
|
1793350123.5542815
|
|
1654
|
It's Not Copper Tools by @glacialSkyfarer | St It's Not Copper Tools by @glacialSkyfarer | Stardance...
|
glacialSkyfarer
|
1
|
29.0
|
507
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T07:37:57Z", "hours": 29.0, "multiplier": 17.24, "payout": 507, "blessing": "neutral", "text": "I’ve been working on this mod for a little while now and so for stardance I decided to make it its first significant content update ::3 After a month or two of work I think it’s ready to ship, and is now up publicly on modrinth! It took a bunch of tinkering with mixins and stuff to get some things to work, cough cough biome specific mob spawns in the nether, but in the end I managed to get everything working! I’m hoping to update it more in the future, though I doubt I’ll have anything done on that front in time to ship this thing TWICE this stardance lol. I’ve enjoyed figuring stuff out for this project and making the visual assets for it, and it also got me to make my first pull request to any like, Big Thing™️ so that’s neat. If you want to try it without any of the hassle of getting a babric instance set up, I’ve made a little quick start instance for MultiMC and PrismLauncher, so you can just paste this link ( https://codeberg.org/GlacialSkyfarer/notcoppertools/raw/branch/main/INCT%20Stardance%20Instance.zip ) into your launcher of choice and start playing right away.", "repo": "https://codeberg.org/GlacialSkyfarer/notcoppertools", "demo": "https://modrinth.com/mod/its-not-copper-tools"}]...
|
[{"post_id": 19809, "ts": "202 [{"post_id": 19809, "ts": "2026-07-01T06:15:28Z", "hours": 1.7364, "text": "…"}, {"post_id": 19713, "ts": "2026-07-01T03:18:20Z", "hours": 4.2375, "text": "It’S ALIVEE Hi so as it turns out!! the stationapi biome stuff is not set up properly! The getBiome(ChunkPos) method isn’t overwritten by NetherBiomeSourceImpl so it was just returning Biome.HELL no matter where I went! After mixing into that to make it actually use the system it’s meant to i was able to get ash slimes spawning in the igneum pools!!"}, {"post_id": 19064, "ts": "2026-06-30T08:04:54Z", "hours": 2.2769, "text": "Now for the actual main focus of this update; the igneum pools is a new nether biome that takes up around half of the new nether! Making this definitely helped me get acquainted with making structures in minecraft through code, as all of the worldgen features you see are generated on the fly ::3 You can also see the geysers there in both images."}, {"post_id": 18963, "ts": "2026-06-30T04:19:18Z", "hours": 0.6925, "text": "This one is mostly just new assets, added a new stone type and an ore to go with it for the nether wastes as a sort of Not-Quartz. I think it looks nice ::>"}, {"post_id": 18886, "ts": "2026-06-30T02:38:01Z", "hours": 3.4853, "text": "added the other type of tree! this one was a bit of a pain because i mixed up x and z for a bit! but other than that pretty simple! It’s nice seeing something like this just, like, WORK once you’re finished. also I added fossils that you can soak with water to get saplings and i think they turned out really cool!!"}, {"post_id": 18173, "ts": "2026-06-29T06:43:32Z", "hours": 4.2872, "text": "i have successfully rewritten the beta 1.7.3 background music handling to use categories that it can check against predicates to play specific music under specific circumstances such as being in the nether. nice thing is other mods can use this system if they want by putting stuff in the same folders"}, {"post_id": 17484, "ts": "2026-06-28T09:03:51Z", "hours": 1.7533, "text": "and the last thing for today, ashwood saplings! These were actually pretty simple to get working as they’re basically just a line upward and then a cube and then some lines downward around the cube."}, {"post_id": 17429, "ts": "2026-06-28T06:29:15Z", "hours": 1.5606, "text": "three new blocksets! Two new wood types that you’ll be able to find in the form of fossilized saplings in the nether, along with all their block variants, and all the fancy variations for igneum ::3c"}, {"post_id": 17346, "ts": "2026-06-28T03:04:03Z", "hours": 1.0833, "text": "took some fiddling but they look a lot nicer with emission!"}, {"post_id": 17290, "ts": "2026-06-28T00:35:14Z", "hours": 3.745, "text": "I’ve implemented flame and steam geysers! like I did with the pots, I wrestled with trying to make scheduled block updates work as a timer before caving and just using block entities for these. They turned out pretty nice though! The particles turned out to be less complicated than I thought and I made a version of the spawn function that lets me pass in totally custom particle objects in case I need to in the future ::3"}, {"post_id": 16729, "ts": "2026-06-27T05:24:50Z", "hours": 4.0311, "text": "falling marrow blocks! and also ash behind them! Had to learn the station api entity workflow for this, and it was pretty simple all things considered. Most of the behaviour is just directly grabbed from vanilla falling blocks but the renderer is instead grabbed from BoxEntityRenderer lol"}, {"post_id": 348, "ts": "2026-06-01T17:28:38Z", "hours": 0.535, "text": "hi so i’ve been working on a mod for minecraft beta 1.7.3 because i like playing it and I want there to be more cool stuff in it. this is really one of my first Finished Projects that I’ve actually been able to release and i’m pretty proud of it and I wanted to make more stuff for it so I’m making a 2.0 update! this one focusing on the nether!"}]...
|
Title: It's Not Copper Tools by @glacialSkyfar Title: It's Not Copper Tools by @glacialSkyfarer | Stardance
Devlogs:
hi so i’ve been working on a mod for minecraft beta 1.7.3 because i like playing it and I want there to be more cool stuff in it. this is really one of my first Finished Projects that I’ve actually been able to release and i’m pretty proud of it and I wanted to make more stuff for it so I’m making a 2.0 update! this one focusing on the nether!
falling marrow blocks! and also ash behind them! Had to learn the station api entity workflow for this, and it was pretty simple all things considered. Most of the behaviour is just directly grabbed from vanilla falling blocks but the renderer is instead grabbed from BoxEntityRenderer lol
I’ve implemented flame and steam geysers! like I did with the pots, I wrestled with trying to make scheduled block updates work as a timer before caving and just using block entities for these. They turned out pretty nice though! The particles turned out to be less complicated than I thought and I made a version of the spawn function that lets me pass in totally custom particle objects in case I need to in the future ::3
took some fiddling but they look a lot nicer with emission!
three new blocksets! Two new wood types that you’ll be able to find in the form of fossilized saplings in the nether, along with all their block variants, and all the fancy variations for igneum ::3c
and the last thing for today, ashwood saplings! These were actually pretty simple to get working as they’re basically just a line upward and then a cube and then some lines downward around the cube.
i have successfully rewritten the beta 1.7.3 background music handling to use categories that it can check against predicates to play specific music under specific circumstances such as being in the nether. nice thing is other mods can use this system if they want by putting stuff in the same folders
added the other type of tree! this one was a bit of a pain because i mixed up x and z for a bit! but other than that pretty simple! It’s nice seeing something like this just, like, WORK once you’re finished. also I added fossils that you can soak with water to get saplings and i think they turned out really cool!!
This one is mostly just new assets, added a new stone type and an ore to go with it for the nether wastes as a sort of Not-Quartz. I think it looks nice ::>
Now for the actual main focus of this update; the igneum pools is a new nether biome that takes up around half of the new nether! Making this definitely helped me get acquainted with making structures in minecraft through code, as all of the worldgen features you see are generated on the fly ::3 You can also see the geysers there in both images.
It’S ALIVEE Hi so as it turns out!! the stationapi biome stuff is not set up properly! The getBiome(ChunkPos) method isn’t overwritten by NetherBiomeSourceImpl so it was just returning Biome.HELL no matter where I went! After mixing into that to make it actually use the system it’s meant to i was able to get ash slimes spawning in the igneum pools!!
…
Ships:
I’ve been working on this mod for a little while now and so for stardance I decided to make it its first significant content update ::3 After a month or two of work I think it’s ready to ship, and is now up publicly on modrinth! It took a bunch of tinkering with mixins and stuff to get some things to work, cough cough biome specific mob spawns in the nether, but in the end I managed to get everything working! I’m hoping to update it more in the future, though I doubt I’ll have anything done on that front in time to ship this thing TWICE this stardance lol. I’ve enjoyed figuring stuff out for this project and making the visual assets for it, and it also got me to make my first pull request to any like, Big Thing™️ so that’s neat. If you want to try it without any of the hassle of getting a babric instance set up, I’ve made a little quick start instance for MultiMC and PrismLauncher, so you can just paste this link ( https://codeberg.org/GlacialSkyfarer/notcoppertools/raw/branch/main/INCT%20Stardance%20Instance.zip ) into your launcher of choice and start playing right away....
|
1792968820.1985614
|
1793055220.1985614
|
|
1655
|
My awesome macropad! by @tanyab | Stardance
|
tanyab
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @tanyab | Stardance
|
1792569082.4484105
|
1793173882.4484105
|
|
1656
|
Drone by @Nidarsana | Stardance
|
Nidarsana
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Drone by @Nidarsana | Stardance
|
1792795913.2845333
|
1793400713.2845333
|
|
1657
|
Untitled by @Ctrl-glitch | Stardance
|
Ctrl-glitch
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Ctrl-glitch | Stardance
|
1792749304.0678267
|
1793354104.0678267
|
|
1658
|
Introduction by @palebriarnemesis | Stardance
|
palebriarnemesis
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Introduction by @palebriarnemesis | Stardan Title: Introduction by @palebriarnemesis | Stardance...
|
1792522451.3044484
|
1793127251.3044484
|
|
1659
|
Hackpad project by @nautrw | Stardance
|
nautrw
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hackpad project by @nautrw | Stardance
|
1792914504.646829
|
1793778504.646829
|
|
1660
|
My awesome macropad! by @aronlikescats | Stardance
|
aronlikescats
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @aronlikescats | St Title: My awesome macropad! by @aronlikescats | Stardance...
|
1792651759.503114
|
1793256559.503114
|
|
1661
|
A game that challenges your reflexes. (2 player) b A game that challenges your reflexes. (2 player) by @Dev_Programming | Stardance...
|
Dev_Programming
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A game that challenges your reflexes. (2 pl Title: A game that challenges your reflexes. (2 player) by @Dev_Programming | Stardance...
|
1792749007.43095
|
1793353807.43095
|
|
1662
|
Speach to to-do by @heesenfaas | Stardance
|
heesenfaas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Speach to to-do by @heesenfaas | Stardance
|
1792612262.7110648
|
1793217062.7110648
|
|
1663
|
Morse Master by @jesko | Stardance
|
jesko
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Morse Master by @jesko | Stardance
|
1792662560.6176229
|
1793267360.6176229
|
|
1664
|
My first slack bot! by @shakir | Stardance
|
shakir
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @shakir | Stardance
|
1792529485.60673
|
1793134285.60673
|
|
1665
|
Untitled by @Noodleman | Stardance
|
Noodleman
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Noodleman | Stardance
|
1792770830.0068722
|
1793375630.0068722
|
|
1666
|
Robotic Iterations (IRD) by @NoFace458LDC | Starda Robotic Iterations (IRD) by @NoFace458LDC | Stardance...
|
NoFace458LDC
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Robotic Iterations (IRD) by @NoFace458LDC | Title: Robotic Iterations (IRD) by @NoFace458LDC | Stardance...
|
1792748998.1957266
|
1793353798.1957266
|
|
1667
|
My awesome macropad! by @TrafficCone | Stardance
|
TrafficCone
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @TrafficCone | Star Title: My awesome macropad! by @TrafficCone | Stardance...
|
1792601351.568963
|
1793206151.568963
|
|
1668
|
............ by @teocza | Stardance
|
teocza
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ............ by @teocza | Stardance
|
1792666176.8982348
|
1793270976.8982348
|
|
1669
|
Untitled project by @Emre | Stardance
|
Emre
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Emre | Stardance
|
1792608753.0606031
|
1793213553.0606031
|
|
1670
|
My first slack bot! by @Dano | Stardance
|
Dano
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Dano | Stardance
|
1792551254.2873678
|
1793156054.2873678
|
|
1671
|
Untitled by @MonkeyMoose | Stardance
|
MonkeyMoose
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @MonkeyMoose | Stardance
|
1792796039.5587995
|
1793400839.5587995
|
|
1672
|
Untitled project by @TNT_20202 | Stardance
|
TNT_20202
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @TNT_20202 | Stardance
|
1792691453.5345426
|
1793296253.5345426
|
|
1673
|
My first slack bot! by @kanda | Stardance
|
kanda
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @kanda | Stardance
|
1792616073.6478531
|
1793220873.6478531
|
|
1674
|
My awesome macropad! by @izaz | Stardance
|
izaz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @izaz | Stardance
|
1792597683.0258732
|
1793202483.0258732
|
|
1675
|
My awesome macropad! by @Justin | Stardance
|
Justin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Justin | Stardance
|
1792781544.4682417
|
1793386344.4682417
|
|
1676
|
QDel: Simulate different order delivey models by @ QDel: Simulate different order delivey models by @ronitserva | Stardance...
|
ronitserva
|
0
|
10.47
|
0
|
[]
|
[{"post_id": 20070, "ts": "202 [{"post_id": 20070, "ts": "2026-07-01T16:10:49Z", "hours": 3.1731, "text": "I worked on implementing a truncated normal distribution sampler, alongside majorly replanning my solution. Earlier I was thinking, I would model an order as a process but now I understand it’s better to model a real-world process as a “process” instead of modeling a non-active component (e.g- order) as a “process”. I learnt about “resources” in simpy and am planning to implement delivery riders and order processors as a resources which the delivery process of a given order utilises (in order to? get delivered)"}, {"post_id": 8016, "ts": "2026-06-13T11:38:55Z", "hours": 2.5786, "text": "What did I work on? I restructred project alonside refactoring the code for superfast iterability and modifications. IDK refactoring and getting things in perfect structure feels so exciting! Final Structure:"}, {"post_id": 7448, "ts": "2026-06-12T12:39:19Z", "hours": 2.7433, "text": "What did I work on? I completed simulating the ordering system. What it means? I am now able to successfully create required number of customers and keep them alive simulatneously in my simulation. A customer can now successfully place an order with the dark store. Effectilvely this means something like the DarkStore is receiving orders from modelled customers. Now the next natural step is to model the Delivery systems which will be fulfilling the simulated orders. What I struggled with? I wasted a lot of time trying to come up with a perfect way to simulate order data (SKUs, Items, Prices, etc.) as realistically as possible. But - the fact was - changing the order data has almost no effect on delivery metrics which determine how effective a delivery system is. It only affects order preparation time. What’s nxt? I will be writing code to simulate the delivery systems."}, {"post_id": 6079, "ts": "2026-06-10T06:57:31Z", "hours": 1.9706, "text": "What Did I work On? I tried simulating a customer in the ordering process. Along the way I realised that first I’ve to assign a unique location to each customer when I create it. So I spent the rest of the session trying to come up with a good enough model for location assignment and delivery route length determining (BTW I used a city grid model). What did I learn? I spent a lot of time(10X of logged) trying to learn SimPy to code the simulation. Problems along the way? There was a constant feeling of being stuck because I couldn’t find the right model for location assignment, right way of using SimPy. Apart from that everything was effortful but pretty fun! What’s Next: I will complete the order simulation process which will allow me to generate orders from customers artificially for then feeding to respective delivery systems for testing."}]...
|
Title: QDel: Simulate different order delivey mode Title: QDel: Simulate different order delivey models by @ronitserva | Stardance
Devlogs:
What Did I work On? I tried simulating a customer in the ordering process. Along the way I realised that first I’ve to assign a unique location to each customer when I create it. So I spent the rest of the session trying to come up with a good enough model for location assignment and delivery route length determining (BTW I used a city grid model). What did I learn? I spent a lot of time(10X of logged) trying to learn SimPy to code the simulation. Problems along the way? There was a constant feeling of being stuck because I couldn’t find the right model for location assignment, right way of using SimPy. Apart from that everything was effortful but pretty fun! What’s Next: I will complete the order simulation process which will allow me to generate orders from customers artificially for then feeding to respective delivery systems for testing.
What did I work on? I completed simulating the ordering system. What it means? I am now able to successfully create required number of customers and keep them alive simulatneously in my simulation. A customer can now successfully place an order with the dark store. Effectilvely this means something like the DarkStore is receiving orders from modelled customers. Now the next natural step is to model the Delivery systems which will be fulfilling the simulated orders. What I struggled with? I wasted a lot of time trying to come up with a perfect way to simulate order data (SKUs, Items, Prices, etc.) as realistically as possible. But - the fact was - changing the order data has almost no effect on delivery metrics which determine how effective a delivery system is. It only affects order preparation time. What’s nxt? I will be writing code to simulate the delivery systems.
What did I work on? I restructred project alonside refactoring the code for superfast iterability and modifications. IDK refactoring and getting things in perfect structure feels so exciting! Final Structure:
I worked on implementing a truncated normal distribution sampler, alongside majorly replanning my solution. Earlier I was thinking, I would model an order as a process but now I understand it’s better to model a real-world process as a “process” instead of modeling a non-active component (e.g- order) as a “process”. I learnt about “resources” in simpy and am planning to implement delivery riders and order processors as a resources which the delivery process of a given order utilises (in order to? get delivered)...
|
1792507892.9152443
|
1793112692.9152443
|
|
1677
|
fifa-card-maker by @goodaysarecomingsoon | Stardan fifa-card-maker by @goodaysarecomingsoon | Stardance...
|
goodaysarecomingsoon
|
1
|
0.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T09:36:55Z", "hours": 0.0, "multiplier": 1.44, "payout": 1, "blessing": "neutral", "text": "i made fifa card maker in which users can upload their image and create their own cards,providing the dowload option was tough i referred ai fot it and i am proud of the outcome", "repo": "https://github.com/Optimus-Prime04/fifa-card-generator", "demo": "https://fifa-card-generator-gamma.vercel.app/"}]...
|
[{"post_id": 2802, "ts": "2026 [{"post_id": 2802, "ts": "2026-06-05T16:59:09Z", "hours": 0.4756, "text": "fifa-card-maker"}]...
|
Title: fifa-card-maker by @goodaysarecomingsoon | Title: fifa-card-maker by @goodaysarecomingsoon | Stardance
Devlogs:
fifa-card-maker
Ships:
i made fifa card maker in which users can upload their image and create their own cards,providing the dowload option was tough i referred ai fot it and i am proud of the outcome...
|
1792846135.6244864
|
1792932535.6244864
|
|
1678
|
My first slack bot! by @CH0COL4TEM1LK | Stardance
|
CH0COL4TEM1LK
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @CH0COL4TEM1LK | Sta Title: My first slack bot! by @CH0COL4TEM1LK | Stardance...
|
1792565416.9055984
|
1793170216.9055984
|
|
1679
|
Hangman Website by @shreem | Stardance
|
shreem
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hangman Website by @shreem | Stardance
|
1792676969.0851338
|
1793281769.0851338
|
|
1680
|
About Me website! by @moonlit_faeriez | Stardance
|
moonlit_faeriez
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: About Me website! by @moonlit_faeriez | Sta Title: About Me website! by @moonlit_faeriez | Stardance...
|
1792673519.0154479
|
1793278319.0154479
|
|
1681
|
Cyber Game Engine by @Cy | Stardance
|
Cy
|
1
|
57.0
|
785
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T06:27:02Z", "hours": 57.0, "multiplier": 13.71, "payout": 785, "blessing": "neutral", "text": "I have make The Cyber Game Engine, witch is a EXTREAMLY light weight game engine made with python and pygame. This is only a demo but I feel its at a useable point even though it has its bugs (some I dont know how to fix like the blank buttons). The most challenging part was the NPCs and 3d Projection and all the little problems that add up. What I am most proud of is making this whole project under 1.44mb to make it fit on a floppy drive and actually seeing what this little project has become. People who are going to use this project, just know that there are bugs and I am planning to add more features like a main menu system and sutch.", "repo": "https://github.com/Cybrock9000/CyberGameEngine", "demo": "https://github.com/Cybrock9000/CyberGameEngine/releases/tag/demo2"}]...
|
[{"post_id": 37444, "ts": "202 [{"post_id": 37444, "ts": "2026-07-30T06:01:51Z", "hours": 0.3597, "text": "Final touchups before demo ship!!!"}, {"post_id": 34473, "ts": "2026-07-25T06:33:42Z", "hours": 1.5597, "text": "You can now give the option to make some NPCs pushable. NPCs now have wall collision and player collision is reworked so you dont “stick” on walls anymore."}, {"post_id": 33915, "ts": "2026-07-24T06:40:02Z", "hours": 5.1158, "text": "Ive added a a few things like “dynamic” lighting and html documentation. Ive added some keyboard controls to the engine like moving the map with wasd. I changed some buttons around a tad and the gun works and sends NPCs a message (only one right now is die, but more flexibility soon). A demo ship might be coming soon maybe."}, {"post_id": 32826, "ts": "2026-07-22T07:00:23Z", "hours": 4.7206, "text": "Today is the day I realized I had to lock in in order to get the stuff I want. So, I have done quite a bit in that case like: The floor darkness is fixed, NPCs can be pickup items (kinda, only the gun is supported), very basic tool/weapon support, shooting with the gun and having it detect NPCs, starting the documentation page, lots of stuff behind the scenes like moving the map around with WASD, and a measuring tool for the map. The only problem (that bothers me because there is a lot of problems) Im having right now is the fps tanks when there is flooring. I tried to optimize it but that led nowhere. So you can disable flooring in the settings."}, {"post_id": 32197, "ts": "2026-07-21T06:22:11Z", "hours": 3.4047, "text": "I have added some stuff that is major. I have added FLOORS!!!!!! Using the same type of code for the walls but a little different, we can get ourselves some floors. I also added a toggle to swap between adding floors and walls (that W button) and you can see the floors behind the walls in the grid. The floors are slightly optimized to disappear if they are far too. They also support darkness. NPCs also got some stuff done too. they can move toward the player (and phase through walls) and there can be multiple NPCs."}, {"post_id": 31076, "ts": "2026-07-19T05:41:37Z", "hours": 2.8692, "text": "I honestly dont remember what I did the other day except that I made the npc disappear behind walls and some y pos stuff with the npc"}, {"post_id": 28737, "ts": "2026-07-15T05:33:36Z", "hours": 7.2611, "text": "I have not been working on these projects in a while because I found out that Terraria exists but today I have spent many hours working on both projects. Things I have done today: I finally started working on the NPC `s (It works, and I had to look WAY back to my old raycaster on scratch to figure it out lol), More stuff with the scripts (for the npc), Doom like hand (that bobs when you move), Done a alternative way to test the game your making without future problems (hopefully), Object/NPC panel (buttons dont work yet),Still under 1.44mb :) . Things I am going to do: Finish NPC, Fix some problems with the IDE, NPC Waypoints (Inspired by NZ:P), Audio scripting (so you can call when a sound should be played), Maybe NPC collision, Weapons/Tools support, Possible flooring/ceiling and more of the 3rd dimension instead of the raycaster feel (this is not a raycaster), Ingame guis, Win function, Keep this below 1.44mb, try to figure out how to use the formatting stuff on this website to make this look good. More development stuff here (might need to be updated): https://cybrock9000.github.io/CyberWolfGames/engine.html"}, {"post_id": 16106, "ts": "2026-06-26T06:04:20Z", "hours": 5.4675, "text": "I HAVE FIGGURED IT OUT!!! I HAVE MADE THE RENDERING FAST!!! Turns out I was checking every step that the ray moves (which is about 250) for 20 rays (5000 checks) for each wall (if its 10 walls, that is 50000 checks) which is very hardware expensive. I solved it by just doing one check per ray by firing the ray and checking it once (for those same stats above with this new method, it is 200 checks WHICH IS HUGE!!!). And that means that the is near no limit on how long the rays are. And now the games the engine makes are a smooth 60fps (uncapped is roughly 175-200fps) and before with the same map and settings it was 7-30fps. The engine will default the ray count to 30 with a ray dist of 500. I have also started working on the .cy script (top right pic) to make life easier doing coding for the engine to make your game. Right now it only looks for player.cy but I will have it load all in the scripts folder. The IDE that I am working on for this now can load and save files, it loads what words to be in color by loading a .json file, and you can scroll. My next steps are to work on the scripts and figure out objects/sprites (2d objects in a 3d world, look up Wolfenstein 3D to see what I mean). I also need to update my website to include documentation on how to use this engine ( https://cybrock9000.github.io/CyberWolfGames/index.html ). I would like to also polish up the engine too by making it more satisfying in some areas and also add button mappings to the map grid. With all that said, I am really happy on where this is going and I am still happy to say that this is still under 1.44mb :). -Cy"}, {"post_id": 14221, "ts": "2026-06-23T07:11:10Z", "hours": 4.5478, "text": "So its been a while since my last devlog and I have done not that much (I was busy and burned out), so Im going to talk. I have created a custom code editor that just handles the basics so far. Like: Writing stuff, multi line stuff, custom color pallets for fun and saving. This new IDE will help program in the custom programing language (when I get to that point). I need to figure out how to make the 3d rendering faster because right now it runs on an average 17-30fps (with no cap) when its near some walls. I am happy if it stayed at 30, but sometimes it drops to 7. Im thinking on executing this by some way of multithreading/multiprocessing or find a more optimized way to do the raycasting (which just checks to see if you are looking at a wall). One of the things that I am really stuck on though is putting the 2d sprites/objects/npcs into a 3d world. I have an idea on how to do it but putting it into code is tough. But even though I have a lot to do, Its still under 1.44mb"}, {"post_id": 7896, "ts": "2026-06-13T05:34:41Z", "hours": 4.8819, "text": "I have been working offline quite a bit and done quite a bit: option to enable darkness in the engine a vignette will draw when there is darkness there is now a sky (using the gross webp format for being a small file size) there is now a simple hud simple gravity jumping and crouching other tiny things still under 1.44mb if you are interested in more, plz visit here: https://cybrock9000.github.io/CyberWolfGames/index.html I wont be posting that much because of my internet being out but i am still working on both projects :)"}, {"post_id": 5429, "ts": "2026-06-09T06:09:07Z", "hours": 2.1956, "text": "I`ve done some stuff the past couple days: Have the option to have walls get darker the further they are The mouse now rotates the camera instead of arrow keys You can now set the player starting point if you are interested in pics and vids please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 3958, "ts": "2026-06-07T02:53:23Z", "hours": 3.0478, "text": "today I had a lot of free time that I spent working on this project, here is what I have done: Walls are now correctly layered depending on the distance (with the furthest one being first and the closest last) *screen smoothly scales to correct size instead of instantly being set to that size Started implementing the scripts but I need some time to figure out how I want to do it. Still under 1.44mb if you are interested in this project more, I suggest looking at my website to see cool pics and vids: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 3361, "ts": "2026-06-06T07:48:31Z", "hours": 2.4033, "text": "Today and yesterday i was a little busy but I did get stuff done: *Starting to do the script logic for the user to make custom events and other cool things *possibly faster rendering (haven’t fully tested) *still under 1.44mb *mouse inversion option for scrolling the scripts *lots of backend stuff If you would like to see the whole development process with videos and pics, the link is here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 1906, "ts": "2026-06-04T04:04:05Z", "hours": 2.1325, "text": "The things I have added to my game engine today: I have fixed the map grid cursor and implemented drawing walls. I made it possible to change the wall color in editor Changeable map grid cursor speed Other little tweaks Things I still need to do: Make it possible to delete a specific wall Rendering optimizations (it runs fine with low amounts of walls but when there is more than 15 there is a noticeable frame drop) Keep engine below 1.44mb to put it on a floppy drive someday (right now its 100kb) And other stuff that is not my top priority right now. If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 1261, "ts": "2026-06-03T04:16:06Z", "hours": 3.6242, "text": "I have gotten a lot of stuff done today: worked a lot on the map grid, wall occlusion using raycasting, being able to turn the project into a exe, and some QOL tweaks! If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 636, "ts": "2026-06-02T04:46:23Z", "hours": 1.3714, "text": "little look at the progress right now. I have added some settings and other buttons functionality’s. I fixed the map grid to properly show the map and added zooming to the map grid. I am planning to fix the way the 3d renderer renders walls eventually. If you want to see more pics and vids, please visit here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 543, "ts": "2026-06-02T00:52:19Z", "hours": 1.2856, "text": "worked on the little viewport that shows a 2d version of the map with accurate wall sizes and colors. and added controls to move the map and zoom in and out"}, {"post_id": 458, "ts": "2026-06-01T22:07:29Z", "hours": 1.0192, "text": "3d rendering of 2 walls"}]...
|
Title: Cyber Game Engine by @Cy | Stardance
Devlo Title: Cyber Game Engine by @Cy | Stardance
Devlogs:
3d rendering of 2 walls
worked on the little viewport that shows a 2d version of the map with accurate wall sizes and colors. and added controls to move the map and zoom in and out
little look at the progress right now. I have added some settings and other buttons functionality’s. I fixed the map grid to properly show the map and added zooming to the map grid. I am planning to fix the way the 3d renderer renders walls eventually. If you want to see more pics and vids, please visit here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
I have gotten a lot of stuff done today: worked a lot on the map grid, wall occlusion using raycasting, being able to turn the project into a exe, and some QOL tweaks! If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
The things I have added to my game engine today: I have fixed the map grid cursor and implemented drawing walls. I made it possible to change the wall color in editor Changeable map grid cursor speed Other little tweaks Things I still need to do: Make it possible to delete a specific wall Rendering optimizations (it runs fine with low amounts of walls but when there is more than 15 there is a noticeable frame drop) Keep engine below 1.44mb to put it on a floppy drive someday (right now its 100kb) And other stuff that is not my top priority right now. If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
Today and yesterday i was a little busy but I did get stuff done: *Starting to do the script logic for the user to make custom events and other cool things *possibly faster rendering (haven’t fully tested) *still under 1.44mb *mouse inversion option for scrolling the scripts *lots of backend stuff If you would like to see the whole development process with videos and pics, the link is here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
today I had a lot of free time that I spent working on this project, here is what I have done: Walls are now correctly layered depending on the distance (with the furthest one being first and the closest last) *screen smoothly scales to correct size instead of instantly being set to that size Started implementing the scripts but I need some time to figure out how I want to do it. Still under 1.44mb if you are interested in this project more, I suggest looking at my website to see cool pics and vids: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
I`ve done some stuff the past couple days: Have the option to have walls get darker the further they are The mouse now rotates the camera instead of arrow keys You can now set the player starting point if you are interested in pics and vids please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
I have been working offline quite a bit and done quite a bit: option to enable darkness in the engine a vignette will draw when there is darkness there is now a sky (using the gross webp format for being a small file size) there is now a simple hud simple gravity jumping and crouching other tiny things still under 1.44mb if you are interested in more, plz visit here: https://cybrock9000.github.io/CyberWolfGames/index.html I wont be posting that much because of my internet being out but i am still working on both projects :)
So its been a while since my last devlog and I have done not that much (I was busy and burned out), so Im going to talk. I have created a custom code editor that just handles the basics so far. Like: Writing stuff, multi line stuff, custom color pallets for fun and saving. This new IDE will help program in the custom programing language (when I get to that point). I need to figure out how to make the 3d rendering faster because right now it runs on an average 17-30fps (with no cap) when its near some walls. I am happy if it stayed at 30, but sometimes it drops to 7. Im thinking on executing this by some way of multithreading/multiprocessing or find a more optimized way to do the raycasting (which just checks to see if you are looking at a wall). One of the things that I am really stuck on though is putting the 2d sprites/objects/npcs into a 3d world. I have an idea on how to do it but putting it into code is tough. But even though I have a lot to do, Its still under 1.44mb
I HAVE FIGGURED IT OUT!!! I HAVE MADE THE RENDERING FAST!!! Turns out I was checking every step that the ray moves (which is about 250) for 20 rays (5000 checks) for each wall (if its 10 walls, that is 50000 checks) which is very hardware expensive. I solved it by just doing one check per ray by firing the ray and checking it once (for those same stats above with this new method, it is 200 checks WHICH IS HUGE!!!). And that means that the is near no limit on how long the rays are. And now the games the engine makes are a smooth 60fps (uncapped is roughly 175-200fps) and before with the same map and settings it was 7-30fps. The engine will default the ray count to 30 with a ray dist of 500. I have also started working on the .cy script (top right pic) to make life easier doing coding for the engine to make your game. Right now it only looks for player.cy but I will have it load all in the scripts folder. The IDE that I am working on for this now can load and save files, it loads what words to be in color by loading a .json file, and you can scroll. My next steps are to work on the scripts and figure out objects/sprites (2d objects in a 3d world, look up Wolfenstein 3D to see what I mean). I also need to update my website to include documentation on how to use this engine ( https://cybrock9000.github.io/CyberWolfGames/index.html ). I would like to also polish up the engine too by making it more satisfying in some areas and also add button mappings to the map grid. With all that said, I am really happy on where this is going and I am still happy to say that this is still under 1.44mb :). -Cy
I have not been working on these projects in a while because I found out that Terraria exists but today I have spent many hours working on both projects. Things I have done today: I finally started working on the NPC `s (It works, and I had to look WAY back to my old raycaster on scratch to figure it out lol), More stuff with the scripts (for the npc), Doom like hand (that bobs when you move), Done a alternative way to test the game your making without future problems (hopefully), Object/NPC panel (buttons dont work yet),Still under 1.44mb :) . Things I am going to do: Finish NPC, Fix some problems with the IDE, NPC Waypoints (Inspired by NZ:P), Audio scripting (so you can call when a sound should be played), Maybe NPC collision, Weapons/Tools support, Possible flooring/ceiling and more of the 3rd dimension instead of the raycaster feel (this is not a raycaster), Ingame guis, Win function, Keep this below 1.44mb, try to figure out how to use the formatting stuff on this website to make this look good. More development stuff here (might need to be updated): https://cybrock9000.github.io/CyberWolfGames/engine.html
I honestly dont remember what I did the other day except that I made the npc disappear behind walls and some y pos stuff with the npc
I have added some stuff that is major. I have added FLOORS!!!!!! Using the same type of code for the walls but a little different, we can get ourselves some floors. I also added a toggle to swap between adding floors and walls (that W button) and you can see the floors behind the walls in the grid. The floors are slightly optimized to disappear if they are far too. They also support darkness. NPCs also got some stuff done too. they can move toward the player (and phase through walls) and there can be multiple NPCs.
Today is the day I realized I had to lock in in order to get the stuff I want. So, I have done quite a bit in that case like: The floor darkness is fixed, NPCs can be pickup items (kinda, only the gun is supported), very basic tool/weapon support, shooting with the gun and having it detect NPCs, starting the documentation page, lots of stuff behind the scenes like moving the map around with WASD, and a measuring tool for the map. The only problem (that bothers me because there is a lot of problems) Im having right now is the fps tanks when there is flooring. I tried to optimize it but that led nowhere. So you can disable flooring in the settings.
Ive added a a few things like “dynamic” lighting and html documentation. Ive added some keyboard controls to the engine like moving the map with wasd. I changed some buttons around a tad and the gun works and sends NPCs a message (only one right now is die, but more flexibility soon). A demo ship might be coming soon maybe.
You can now give the option to make some NPCs pushable. NPCs now have wall collision and player collision is reworked so you dont “stick” on walls anymore.
Final touchups before demo ship!!!
Ships:
I have make The Cyber Game Engine, witch is a EXTREAMLY light weight game engine made with python and pygame. This is only a demo but I feel its at a useable point even though it has its bugs (some I dont know how to fix like the blank buttons). The most challenging part was the NPCs and 3d Projection and all the little problems that add up. What I am most proud of is making this whole project under 1.44mb to make it fit on a floppy drive and actually seeing what this little project has become. People who are going to use this project, just know that there are bugs and I am planning to add more features like a main menu system and sutch....
|
1792983326.6353207
|
1793069726.6353207
|
|
1682
|
My awesome macropad! by @CowboyMac | Stardance
|
CowboyMac
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @CowboyMac | Starda Title: My awesome macropad! by @CowboyMac | Stardance...
|
1792518732.713472
|
1793123532.713472
|
|
1683
|
R.E.S.T.R.I.C.T.E.D. by @constxntine | Stardance
|
constxntine
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: R.E.S.T.R.I.C.T.E.D. by @constxntine | Star Title: R.E.S.T.R.I.C.T.E.D. by @constxntine | Stardance...
|
1792712914.576116
|
1793317714.576116
|
|
1684
|
---- by @glacialSkyfarer | Stardance
|
glacialSkyfarer
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ---- by @glacialSkyfarer | Stardance
|
1792684326.2883973
|
1793289126.2883973
|
|
1685
|
costoum mp3 player by @khwaishdoshi_ | Stardance
|
khwaishdoshi_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: costoum mp3 player by @khwaishdoshi_ | Star Title: costoum mp3 player by @khwaishdoshi_ | Stardance...
|
1792572749.6562648
|
1793177549.6562648
|
|
1686
|
My first slack bot! by @utkarshaggarwal | Stardanc My first slack bot! by @utkarshaggarwal | Stardance...
|
utkarshaggarwal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @utkarshaggarwal | S Title: My first slack bot! by @utkarshaggarwal | Stardance...
|
1792716869.2553554
|
1793321669.2553554
|
|
1687
|
AI Chatbot by @Kaan | Stardance
|
Kaan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: AI Chatbot by @Kaan | Stardance
|
1792586973.6679826
|
1793191773.6679826
|
|
1688
|
My first slack bot! by @Emre | Stardance
|
Emre
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Emre | Stardance
|
1792662511.2863348
|
1793267311.2863348
|
|
1689
|
Accurate Premium Stream Deck by @mithbhasker | Sta Accurate Premium Stream Deck by @mithbhasker | Stardance...
|
mithbhasker
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Accurate Premium Stream Deck by @mithbhaske Title: Accurate Premium Stream Deck by @mithbhasker | Stardance...
|
1792954241.1782486
|
1793818241.1782486
|
|
1690
|
My awesome macropad! by @Whencat | Stardance
|
Whencat
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Whencat | Stardanc Title: My awesome macropad! by @Whencat | Stardance...
|
1792568855.6593795
|
1793173655.6593795
|
|
1691
|
Untitled by @lovefromjulia | Stardance
|
lovefromjulia
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @lovefromjulia | Stardance
|
1792756645.0989158
|
1793361445.0989158
|
|
1692
|
My awesome macropad! by @lovefromjulia | Stardance
|
lovefromjulia
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @lovefromjulia | St Title: My awesome macropad! by @lovefromjulia | Stardance...
|
1792489779.0076745
|
1793094579.0076745
|
|
1693
|
My first slack bot! by @bachwumpus | Stardance
|
bachwumpus
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @bachwumpus | Starda Title: My first slack bot! by @bachwumpus | Stardance...
|
1792810105.9204483
|
1793414905.9204483
|
|
1694
|
My awesome macropad! by @atharvmandawkar31 | Stard My awesome macropad! by @atharvmandawkar31 | Stardance...
|
atharvmandawkar31
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @atharvmandawkar31 Title: My awesome macropad! by @atharvmandawkar31 | Stardance...
|
1792587206.8955913
|
1793192006.8955913
|
|
1695
|
My first slack bot! by @bloomingfury | Stardance
|
bloomingfury
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @bloomingfury | Star Title: My first slack bot! by @bloomingfury | Stardance...
|
1792572778.0322633
|
1793177578.0322633
|
|
1696
|
My awesome macropad! by @manishtula | Stardance
|
manishtula
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @manishtula | Stard Title: My awesome macropad! by @manishtula | Stardance...
|
1792637323.9750485
|
1793242123.9750485
|
|
1697
|
The Solar System Catalogue by @Dhrupad | Stardance
|
Dhrupad
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: The Solar System Catalogue by @Dhrupad | St Title: The Solar System Catalogue by @Dhrupad | Stardance...
|
1792597756.2975469
|
1793202556.2975469
|
|
1698
|
game by @Rishi | Stardance
|
Rishi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: game by @Rishi | Stardance
|
1792547313.5773325
|
1793152113.5773325
|
|
1699
|
My awesome macropad! by @keteaonksmith2009 | Stard My awesome macropad! by @keteaonksmith2009 | Stardance...
|
keteaonksmith2009
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @keteaonksmith2009 Title: My awesome macropad! by @keteaonksmith2009 | Stardance...
|
1792695131.2412844
|
1793299931.2412844
|
|
1700
|
My awesome macropad! by @dvy | Stardance
|
dvy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @dvy | Stardance
|
1792554629.6083694
|
1793159429.6083694
|