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963
Joined
2 yr. ago

  • Klipper is a different beast but once you get it going it’s leaps and bounds ahead.

    No more compiling and editing firmware. Since the Klipper firmware itself is built and deployed to the board so the logic of what features, pins, etc can be controlled by your pi.

    E.g. the board is no longer the “brains” of the printer but the brain stem. Where the brain (the pi) tells it on pin A “tell this stepper motor to turn this”, on pin J “tell the heater to cycle on” etc.

    Basically you download Klipper, look at a printer.cfg for the board you have, and then just use that as a starting point.

    Here’s the generic printer.cfg for your new board

    https://github.com/Klipper3d/klipper/blob/master/config/generic-creality-v4.2.7.cfg

    The real power comes from having the option to use macros for things like START_PRINT and END_PRINT.

    For example, when I added a Nevermore fan on an skr mini e3v3 board I just had to wire it, find the “pins for the plug” on the board and then add the necessary config change.

    Didn’t work? Comment it out and restart firmware and you’re no worse than it not being there. Adjust, restart, and go.

    So where I’d avoid a marlin update because of the hassle of building and updating I now just check for updates, ssh in and build it with a command and update the board over USB.

    And that’s just to update the Klipper firmware on the board for whatever fixes/changes are needed for Klipper. For things like new macros or existing items changed around you just update the config and “restart” and it does the rest.

    The only thing that you lose with an ender is the screen. Their screens aren’t dumb… they have their own weird firmware. Personally I just use the website and now the moonraker mobile app to control everything and I don’t bother with a screen at all.

  • It may be easier to supply DC power directly to the soldering joints (at the right values after the converter) or even replacing that one component as using the jack itself.

  • The hassle and delay is part of how it works. If there was a seamless catch all then it wouldn’t be feasible to make it secure.

    Having a second physical factor, as much as it can be a hassle, is much better than any single factor.

    Your password can be breached, brute forced, bypassed if there’s an issue somewhere.

    Your biometrics can’t be changed so anything that breaks them (such as the breach of finger prints in databases, etc) makes them moot.

    A single physical token can be stolen and/or potentially cloned by some attack in physical proximity (or breach of an upstream certificate authority)

    But doing multiple of those at the same time. That’s inordinately much harder to do.

    I will say the point/gist of the article is a good one. The variety of types some used here and others used there does make it a hassle to try to wrangle all the various accounts/logins. Especially in their corporate and managed deployment which isn’t saving passwords and has a explicit expiration of credential cache (all good things)

  • So… they agitate material using sound to increase the volume of chemicals to smell?

    Clever little Airbenders

  • A bunch of tiny lightbulbs that use twisted light and quantum mechanics to turn on or off.

  • Permanently Deleted

    Jump
  • Right. It looks so smooth.

  • Can even use cylinders to group some circular parts of the model together naturally so that the “glue” points are at the bottom inside the walls where they’re not obvious

  • And if you want to tank it without overtly tanking it.

    “We will need to establish a review and governance board to establish standard data structures and reporting that can be used to drive the initiative.

    It will need to be cross team and cross specialty so we should start by establishing a group to identify those people so we can proceed”

    A year later and you’ll be lucky if they’ve even picked out who can be part of the review process let alone agree on some convention and adjusting their tooling and processes to make that work.

  • There’s also heat exchange so you’ll have deep sea vents where there could be all kinds of caustic stuff and/or minerals.

    So it wouldn’t necessarily be fresh even if that stuff wasn’t saline

  • And utilities for identify the eventual duplicates to save space (while still ensuring you don’t have only 1 copy that can be corrupted)

    Like anything else it’s always trade offs.

  • Range is 0.7. Not great but not as horrible as it looks in the display.

    I’m not familiar with the Neptune and how, if at all, you adjust the bed screws but getting that range nearish to your layer size should do wonders.

  • Cloud hosting business insists its staff need to be onprem.

  • Awesome but I wish it was more active. That being said the community is primarily located on the Discord channel as far as I can tell

  • I don’t write games but a lot of people that do often say something similar. Do play tests for the concept/mechanics.

    This way you don’t spend time/energy and resources on art and assets that won’t be used, etc.

    Similar to a minimal viable product in regular dev or, perhaps a better analogy, technical demos.

    You want to write a site or app that fetches API data for GPS, calendar and Weather and show them together? You don’t start with the UI. You start with:

    • Can I get the GPS coordinates
    • Can I call another API and get the weather for those coordinates?
    • Can I get the coordinates or other info for some future location?
    • Can I send that to get the weather?

    Once you know you can and that it “works” you build around it.

    So like you said. I have boxes, and this other box (or static PNG of a cat) moves around them and when I move this way it drops the box down on another box.

    Does that work? Does it feel “fun” to arrange them? No, it feels tedious or can’t get the collision right? Then let’s try a different angle or taking the part that did work and iterating on it.

    This also leaves you open to random bugs that end up being “fun” when you lean into them.

    Game Makers Toolkit has some good videos on his journey making “Mind over Magnet”. Here’s the playlist.

    https://youtube.com/playlist?list=PLc38fcMFcV_uH3OK4sTa4bf-UXGk2NW2n

    There’s also PirateSoftware whose entire stream is devoted to “go and make games”

  • Since you mention tweaking/adjusting/etc a Voron may be right for you.

    There are kits for sourcing the majority of the stuff and then you build it yourself.

    The Afterburner and Stealthburner are great for ABS out of the gate but there are toolheads that can also work with PLA such as DragonBurner.

    https://www.vorondesign.com

    The entire ecosystem is open especially if you’re using Klipper

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  • Here’s an even more magnified view of the perfectly smooth paper.