Kasane Teto Glitter Render
A Glitter Teto render I made.
hello vonnie
I'd rather be in outer space 🛸
Peter Solarz
NASA
will byers stan first human second

roma★
Sweet Seals For You, Always
ojovivo

izzy's playlists!
Keni

titsay
"I'm Dorothy Gale from Kansas"
Claire Keane
DEAR READER
KIROKAZE

❣ Chile in a Photography ❣
almost home
let's talk about Bridgerton tea, my ask is open
Not today Justin
Misplaced Lens Cap

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@candyisntmyname
Kasane Teto Glitter Render
A Glitter Teto render I made.

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the people that made the essentials mod bought modrinth, so I guess I'll have to keep tabs on proverbial lifeboats for when they add modbucks or whatever other dark patterns they deem "moral enough" and I need to jump ship
After watching their Q&A my opinion hasn't changed that much. Spark has already proven, through essential, that they don't understand this hobbyist group's culture. They do not know right from wrong here, and seemingly gleaned nothing from the resulting ire of the community. To run modrinth they not only have to learn from past mistakes and act differently, but also regain all the trust modrinth built up (because it just lost a whole lot of it by announcing they sold to a wildly unpopular company in secret 4 months ago).
I think it's possible. They speak as though spark will be hands off in decision making, and the modrinth team has proven to be largely adequate, but spark does own modrinth. Spark could become hands on if they wanted. How long will it take them to make that step? Will the people at spark be more familiar with java by then? Or will they add modbucks. I'll just keep my bags packed
the people that made the essentials mod bought modrinth, so I guess I'll have to keep tabs on proverbial lifeboats for when they add modbucks or whatever other dark patterns they deem "moral enough" and I need to jump ship
I'll help look, but I seem to have misplaced my glasses

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This sketch is incredible. Perfect moment to capture. 10/10 for the artist.
Link to post
A hearing in Luigi Mangione’s state murder case in the killing of UnitedHealthcare CEO Brian Thompson was postponed until Wednesday after pr
I have been doing what can only be described as "Peak Bullshit" for the past few days. The best way to describe it is "Combing Rust and Java in ways they were meant for, in the wrongest way possible"
I believe I have talked about Java's Project Panama before, but as a quick summery: it allows Java to call and interface with native libraries in a much nicer way than past methods (JNI, Java Native Interface, for example). Combing this with tooling like Jextract, which can read C headers and turn them into basic Classes full of basic helper methods, makes Panama extremely nice to work with as a developer. But with this stated, Panama does not require C, instead it needs programming languages that are compatible with the C ABI; which Rust is! As well, to accelerate workflows, there is a Rust "crate" (package) for auto-magically building C or C++ headers from FFI (Foreign Function Interface) compatible Rust structs/functions (called cbindgen); which works out of the box with Jextract.
Some examples of generated code. Image 1 is Jextract, image 2 is cbindgen
All of this comes together to this, Carbonated Cubes. Which is a Minecraft Mod idea I have had for a while - hyper optimized Multiblock structures that sidestep the standard MC world. Currently it is not much, but it shows a functioning prototype of Java <--> Rust communications! It is a bit of mess currently, but there is a State struct in Rust that will hold the state of a World, found here. Then, there is a FFI compatible wrapper around State called FFIState, this outlines the basic methods of communication to the State from outside of Rust.
Finally, the rising Rust meets the falling Java here (which references classes that only exists when the project's build script is ran). And the StateWrapper is a very simple wrapper around the FFIState, which translates the more esoteric Panama calls into basic Java Methods for easy use! But the abstract is a very comfortable place with no sharp edges - so this is why there are ad-hoc tests located here to test the Rust <--> Java communications.
TLDR:
A pretty cursed system that takes a basic Rust struct, and after some abstractions, converts it into a basic Java Object that doesn't need special treatment too be used.
So I have been working on this some more! And nearly have a working alpha! So far: block placing, world scanning, multiblock registration, and multiblock validation are all implemented!
Block placing is relativity simple, whenever a block is placed, the level checks if the block is registered with "Mappings" (a singleton that keeps track of all Java <--> Rust data). If so, adds the block, or removes the block if it was cleared or replaced. However, this system only tracks additions and removals during run time, meaning if the world was restarted, all data would be lost! Which is... not optimal.
So, what I could do instead is a system of where Rust saves all blocks in the fake Rust world (called the Pseudo World), and write it to a file... which well, works. But if there are any edits to the file out of gameplay, may cause breaks; or if the system goofs up and doesn't add a block to the pseudo world, could cause desyncs. So instead, I haven taken the much saner approach: PARSE THE WHOLE WORLD DIRECTORY. Is this good? Likely not, but it works! Also, the whole system is parallel and multi-threaded. Meaning the only limit is IO speeds and CPU.
Also, testing on a simulated well played world (Hermitcraft season 9; with a few popular building blocks registered as casings) has a max extra loading time of ~25 seconds. And on a smaller, simpler world: only ~25 ms Ignore that middle line for now lol
So with basic loading/parsing, now I needed to implement multiblocks and their checking. I won't go too in detail - since that could be its own whole thing. But there are 4 "types" of multiblocks: Static, Expandable, Upgradable, and Rearrangable; and each type defines how the physical shape is. Currently though, only Static is implemented, and the rest is planned, but not anywhere near done.
As for how one registers a multiblock, it may get changed later; but currently: first it is registered in a normal MC registry, along with stating what its main casing is. This will then automatically register a block/item for the controller. And then attempts to locate a JSON. Within the JSON, is a bunch of fields, each of them are: Processes Type, what recipe type the multiblock will do (once recipes are added), Multiblock Type, the shape of the multibloc (IE: Static,). Axis is unimplemented for now, and may get cut later. But, structure and mapping are the most important ones.
Structure defines the real multiblock, which is an array of array of strings. And mappings defines character -> resource location mappings. Currently Either, and ID are implemented; Either can be either block one or block two, and ID is just a basic ID. Importantly, there are a few predefined characters: "c" is the the controller (there can only be one "c"). "#" (not shown) is just the casing. "@" is an either of casing or the controller. And finally, "_" which represents empty/any space The above JSON produces a multiblock that looks like this!
As well, due to how the system is implemented: Multiblocks sharing walls or ports is explicitly supported, each of those controllers (textured blocks) are valid!
Now for the last (partly) implemented part: data saving. Each multiblock and hatchs (unimplemented) will have a data to save. And they could be saved via Block Entities, but the whole system is meant to be detached from Java, and able to tick outside of normal chunk loading, so that wont work. Instead, a much saner thought I had was to just, write all the data as NBT, into the region folder! This will store: hatch items and multiblock progress. As well as any other random bits and bobs of data. Currently the file holds no data, but it shows promises!
As always, the whole thing is fully FOSS, and licensed under APGL. So if you want to look at it for fun, or see what I have done for the code, feel free to do that here! As well, if you see an issue and want to patch it, I am always open to PRs
I have been doing what can only be described as "Peak Bullshit" for the past few days. The best way to describe it is "Combing Rust and Java in ways they were meant for, in the wrongest way possible"
I believe I have talked about Java's Project Panama before, but as a quick summery: it allows Java to call and interface with native libraries in a much nicer way than past methods (JNI, Java Native Interface, for example). Combing this with tooling like Jextract, which can read C headers and turn them into basic Classes full of basic helper methods, makes Panama extremely nice to work with as a developer. But with this stated, Panama does not require C, instead it needs programming languages that are compatible with the C ABI; which Rust is! As well, to accelerate workflows, there is a Rust "crate" (package) for auto-magically building C or C++ headers from FFI (Foreign Function Interface) compatible Rust structs/functions (called cbindgen); which works out of the box with Jextract.
Some examples of generated code. Image 1 is Jextract, image 2 is cbindgen
All of this comes together to this, Carbonated Cubes. Which is a Minecraft Mod idea I have had for a while - hyper optimized Multiblock structures that sidestep the standard MC world. Currently it is not much, but it shows a functioning prototype of Java <--> Rust communications! It is a bit of mess currently, but there is a State struct in Rust that will hold the state of a World, found here. Then, there is a FFI compatible wrapper around State called FFIState, this outlines the basic methods of communication to the State from outside of Rust.
Finally, the rising Rust meets the falling Java here (which references classes that only exists when the project's build script is ran). And the StateWrapper is a very simple wrapper around the FFIState, which translates the more esoteric Panama calls into basic Java Methods for easy use! But the abstract is a very comfortable place with no sharp edges - so this is why there are ad-hoc tests located here to test the Rust <--> Java communications.
TLDR:
A pretty cursed system that takes a basic Rust struct, and after some abstractions, converts it into a basic Java Object that doesn't need special treatment too be used.
So I have been working on this some more! And nearly have a working alpha! So far: block placing, world scanning, multiblock registration, and multiblock validation are all implemented!
Block placing is relativity simple, whenever a block is placed, the level checks if the block is registered with "Mappings" (a singleton that keeps track of all Java <--> Rust data). If so, adds the block, or removes the block if it was cleared or replaced. However, this system only tracks additions and removals during run time, meaning if the world was restarted, all data would be lost! Which is... not optimal.
So, what I could do instead is a system of where Rust saves all blocks in the fake Rust world (called the Pseudo World), and write it to a file... which well, works. But if there are any edits to the file out of gameplay, may cause breaks; or if the system goofs up and doesn't add a block to the pseudo world, could cause desyncs. So instead, I haven taken the much saner approach: PARSE THE WHOLE WORLD DIRECTORY. Is this good? Likely not, but it works! Also, the whole system is parallel and multi-threaded. Meaning the only limit is IO speeds and CPU.
Also, testing on a simulated well played world (Hermitcraft season 9; with a few popular building blocks registered as casings) has a max extra loading time of ~25 seconds. And on a smaller, simpler world: only ~25 ms Ignore that middle line for now lol
So with basic loading/parsing, now I needed to implement multiblocks and their checking. I won't go too in detail - since that could be its own whole thing. But there are 4 "types" of multiblocks: Static, Expandable, Upgradable, and Rearrangable; and each type defines how the physical shape is. Currently though, only Static is implemented, and the rest is planned, but not anywhere near done.
As for how one registers a multiblock, it may get changed later; but currently: first it is registered in a normal MC registry, along with stating what its main casing is. This will then automatically register a block/item for the controller. And then attempts to locate a JSON. Within the JSON, is a bunch of fields, each of them are: Processes Type, what recipe type the multiblock will do (once recipes are added), Multiblock Type, the shape of the multibloc (IE: Static,). Axis is unimplemented for now, and may get cut later. But, structure and mapping are the most important ones.
Structure defines the real multiblock, which is an array of array of strings. And mappings defines character -> resource location mappings. Currently Either, and ID are implemented; Either can be either block one or block two, and ID is just a basic ID. Importantly, there are a few predefined characters: "c" is the the controller (there can only be one "c"). "#" (not shown) is just the casing. "@" is an either of casing or the controller. And finally, "_" which represents empty/any space The above JSON produces a multiblock that looks like this!
As well, due to how the system is implemented: Multiblocks sharing walls or ports is explicitly supported, each of those controllers (textured blocks) are valid!
Now for the last (partly) implemented part: data saving. Each multiblock and hatchs (unimplemented) will have a data to save. And they could be saved via Block Entities, but the whole system is meant to be detached from Java, and able to tick outside of normal chunk loading, so that wont work. Instead, a much saner thought I had was to just, write all the data as NBT, into the region folder! This will store: hatch items and multiblock progress. As well as any other random bits and bobs of data. Currently the file holds no data, but it shows promises!
As always, the whole thing is fully FOSS, and licensed under APGL. So if you want to look at it for fun, or see what I have done for the code, feel free to do that here! As well, if you see an issue and want to patch it, I am always open to PRs
I've just figured out my next 3 hours and 52 minutes
I've also figured out your next 3 hours and 52 minutes, if you're brave enough to take my hand

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
I've just figured out my next 3 hours and 52 minutes
all I want in life is a fried egg sandwich
I was once like you
Hey guys I made a pride flag for when your gender is nobody else's fucking business! Check it out!
happy one year anniversary to this post getting marked as "potentially mature content" and then never leaving content review when i appealed. tumblr's own default loading graphic is considered by their own tos "potentially sexual" it seems.
@support you got any explanations for how this post got flagged? or why it never got reviewed? or what mature content might potentially be happening? believe me i am ALL ears
it's 2026 and this post is officially no longer "potentially mature" and is just "mature". so: either tumblr's own default loading graphic is now confirmed to be explicitly sexual and pornographic
or the concept of a pride flag is considered to be inappropriate for 13 year olds.
happy pride 2026. here's a pride flag for when corporate interests of a site run by dogshit transphobes, handwringing pearlclutchers, and "powerless" "allies" tell you that pride and your gender is no one else's fucking business:
Oh yeah, at some point I should post about my Fucked Up polyglot Rust-Java mod lmao

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
the wolf tried to snipe me from across the map and lost
all I want in life is a fried egg sandwich