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The map screen becomes usable, and a nineteenth game
The save editor's map screen, whose feature work had been landing as plumbing for a week, finally became an editing surface you can actually drive — sortable and searchable, wit...
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The mesh audits what it adopted, and the farms keep producing
The day after the standards wave, every node turned its adoption manifest into a verified result — running a full compliance audit against its own tree and fixing the supply-cha...
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The standards wave lands, and a farm turns one
In a single day the whole mesh pulled the same span of shared standards forward together — every project adopting the 0.20.2→1.6.1 batch, hardening its supply chain, and filling...
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The driver finishes onboarding, and gets a face
Minecraft Automated Driver was the one Minecraft-category member still listed as partial — scaffolded onto the mesh standards but waiting on its themed documentation site. That ...
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A README that carries its own map
A new shared standard: because a project's README travels to GitHub, npm, plugin registries, and mirrors — everywhere the site's header, nav, and footer don't reach — it has to ...
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A new weave, a new wind, and standards adopted in full
The two farms kept producing — the games collection planted its seventeenth game around a brand-new verb, weaving, and the story shelf grew to ten books with a new Salt Road tal...
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A first stable release, and depth reaches the tenth game
fairyfox.io closes its 0.x line and cuts 1.0.0, its first stable release, then spends the same day layering on the hardening a stable release implies — a CI gate, static analysi...
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A wand becomes a command surface, and the dice overrule the queue
A Minecraft plugin deletes the clever item it had added and replaces it with plain commands and an optional client mod that keeps the server in charge. Two games and a story she...
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A first sequel, a first indirect verb, and tests that told the truth
The story farm's weekly sequel roll fires for the first time — and fires twice — putting a second novella into an existing realm under a different author. The games collection g...
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The coins finish their rounds, and a plugin grows up in a day
The reading coin the hub minted reaches the last of the fifteen games and joins the story reader, so the reward is now everywhere it was meant to be. A Minecraft plugin onboarde...
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A coin that travels, and a map that reads the evidence
The hub mints a small shared reading reward and a batch of cross-brand engineering standards — and by the end of the day every project has pulled them in. Pokered Save Editor 2 ...
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One name, one header, one colour table
Pokered Save Editor 2 turns the map's progression blueprints into a live picker, then spends the rest of the day making the map screen speak a single language — one colour table...
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The word was wrong, not the size
Pokered Save Editor 2 ships every map's story stages as data, settles a UI precedence fight by reusing a rule already on the screen, corrects a unit it had been miscalling for m...
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What the console said instead
Pokered Save Editor 2 spends a day putting its own confident claims in front of the real cartridge — a founding crash case refuted, a second one unreproduced, a third of the gam...
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A new verb, a new genre, and the map's last object
Pokered Save Editor 2 puts the last big object type — the edge connections — onto its map screen, catches a byte-order bug while building a wild-encounter panel, and opens its l...
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What it means to finish something
Pokered Save Editor 2 puts doors, signs, and the player onto its map screen — each one researched against the real cartridge before a pixel is drawn — and writes itself a rule a...
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The screenshots had no text in them
Pokered Save Editor 2 spends a day being reviewed — and the review keeps finding that the instrument was broken, not just the code. Its towns fill with people, the sprite panel ...
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A Game Boy inside the editor, and a real phone under the app
Pokered Save Editor 2 stops drawing pictures of maps and starts emulating them — then builds a Game Boy sound chip in C++ and lets the cartridge grade it, frame by frame. Random...
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A keyboard that tells the truth, a new verb, and code that stops repeating itself
Random AI Prompt deletes its duplicated mobile port, finds a build that had been broken on dev for four commits, and discovers it had been quietly capping its own users. Pokered...
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Mobile parity, depth inside the mechanic, and a rebuilt trainer card
Random AI Prompt takes the Android app to feature parity and ships it as 2.52.0. Fairy Fox Games diagnoses why its games go stale after five minutes and builds a fix into Polari...
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The prompt tool goes mobile, and the story farm starts running
Random AI Prompt starts a fifth edition — a native Android app — on a foundation that proves its catalog is byte-identical to the web's. Fairy Fox Stories gets the automation th...
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The prompt engine as ComfyUI nodes, and a sixth game onto varied structure
Random AI Prompt gains a fourth way to run: a ComfyUI custom-node target that drops the prompt engine straight into an image-generation graph, backed by new headless prompt rout...
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A command-line prompt tool, and a fifth game onto varied structure
A quieter day than the one before it. Random AI Prompt gains a full command-line edition — the prompt CLI — that reuses the same engine, providers, and on-disk store as the app,...
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Auto-updating prompts, an eleventh game, and a shelf of stories
A busy day across the mesh. Random AI Prompt reaches 2.49.6 with auto-updating, a gallery composer, a repo restructure, and an interactive prompt-language editor. Fairy Fox Game...
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A tenth game, a desktop app, and a sharper reader
Fairy Fox Games reaches 0.16.3 with Arc, its tenth game, and a shift to varied, progression-first runs under a new AI-managed game-farm framing. Random AI Prompt ships a pre-bui...
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A ninth game, and prompts that scale to 100k
Fairy Fox Games reaches 0.13.1 with Symmetry, a mirror-coordination game, plus a near-miss line on Poise. Random AI Prompt spends a heavy day on scale and correctness — a virtua...
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An eighth game, and a modernized release signature
Fairy Fox Games reaches 0.12.0 with Poise, a balance game built around a ball on a tilting beam, plus a near-miss nudge added to Skyline. Random AI Prompt spends the day on rele...
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A responsive rebuild, a seventh game, and six new standards
Random AI Prompt goes from 2.38.1 to 2.41.0, rebuilding its interface to work across phone, tablet, and desktop, flattening the repository to a single project, and hardening its...
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A theming system, a faster first paint, and a sixth game
Random AI Prompt spends 2.35.2 through 2.38.1 rebuilding its styling from a monolith into a modular, tokenized theming framework — System/Dark/Light with accent presets and impo...
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Legal pages, a seedable engine, and a fifth game
Random AI Prompt spends 2.29.0 through 2.35.1 turning outward — self-hosted legal pages and fonts that end the last third-party data flow, a real release stage for the local edi...
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More providers, a deep refactor, and two new games
Random AI Prompt has its biggest day yet — 2.15.0 through 2.28.18: the interface goes multilingual, the single-image view gains real actions, the provider set roughly doubles an...
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An editor for the catalog, a second dial, and the standards fold in what the nodes reported
Random AI Prompt moves through 2.10.5–2.14.0: an in-app Manage tab that edits the prompt catalog on disk with live hot-apply, a focus dial alongside the intensity one, a fully s...
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A dial for the prompt language, a home for it online, and a phantom force-push laid to rest
Random AI Prompt moves through 2.7.26–2.10.4: CodeMirror DPL editors, keyword tooling, a redesigned provider header, an intensity dial with a content refactor across all five ca...
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A release splits in two, and the standards start learning from the nodes
Random AI Prompt ships 2.7.0 — its repository splits into an active engine and a frozen snapshot — then builds out image generation across many providers with a photo gallery (t...
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Standards harden, and the projects join the mesh for real
A full day across the mesh: nodes learn to check the hub for updates, a docs-site design standard and a full git-flow model are written down, the standards gain a feedback loop ...
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A new design direction, and the site rebuilt warm
A long design session: a reference teardown, a decoupled design direction settled in the notes, and fairyfox.io rebuilt into a warm, static, node-based site (0.4.x).
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A redesign for the site, and a static-analysis gate for the save editor
fairyfox.io gets a full-bleed dark-first layout (0.3.x); Pokered Save Editor 2 adds a clang-tidy/cppcheck gate that catches a real percent bug, plus tests that assert more than ...
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launches, and Random AI Prompt ships 2.6.0
Two threads land in one day: the project hub goes live, and Random AI Prompt closes its revival with a full test suite and a working release path.
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a readable language for dynamic prompts
Designing and building DPL — a Markdown-like language for the generators — and making a new v3 catalog the default.
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untangling the word lists
The lists at the heart of the generator get a deep cleanup — folders, a filename-based SFW model, dictionary-grounded categorisation, and group files.
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a new home for the web app
The React front end is reworked into a proper app — matched to the original's look, then decluttered into a focused workspace.
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a 2026 revival — ES modules, Node 24, and full docs
A dormant 2022 prompt generator is modernised to ES modules on Node 24, reorganised, and documented end to end.
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a redesigned Pokémon editor
The General, DV/EV, and Moves tabs are rebuilt into one visual language — and a long-standing display bug that showed the wrong types is fixed.
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grounding item data in the game's own source
Splitting the shop's item groups using the original game's disassembly as the authority, plus accented names and detailed tooltips.
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rebuilding the Market screen, plus screenshots and releases
The shop screen — long the buggiest in the app — gets a full rework, and the project gains automated screenshots and a release pipeline.
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tightening the docs and notes system
Standing policies for versioning and docs, a structured documentation site, and a deep cleanup of the project's living notes.
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versioning, i18n, a Linux test container, and real GUI tests
A heavy infrastructure day — single-source versioning, translation plumbing, a Dockerised Linux harness, and tests that drive the live app.
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at-a-glance overviews and new badge art
A Pokémon overview drawer, in-game name rendering in the grid, and a pass to make badge artwork render uniformly.
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bag drag-and-drop and careful item handling
The items list gets the same drag interactions as the box grid, plus auto-stacking that never loses an item.
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drag-and-drop box management
Storage boxes get drag-to-reorder and cross-pane transfer — and an intermittent crash gets traced to its real cause.
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chasing 90% coverage
Pushing every library layer past 90% line coverage flushed out a string of real, user-facing bugs.
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a test suite, and the save-corruption bug it caught
An automated QtTest/CTest suite goes in — and immediately turns up an off-by-one that was clobbering a byte on every save.
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recovering a corrupted working tree
A bulk rename truncated dozens of files on disk. Here's how the project was rebuilt and why the fix is a permanent rule.
Updates
Notes on the projects — round-ups of what changed across the repositories.