Hello there!

This is a site for stuff I write that doesn’t fit in 280 characters or simple images.

My wobbly VHS pipeline

I wanted to recover some VHS tapes. Somehow this turned into tapping a signal inside a Sony VCR, putting capture cards in a computer from the junk pile at work, spreading the processing across three machines, and asking Codex to help redesign an amplifier PCB.

There is a reason I went this way. The usual way to digitize VHS is to connect a VCR’s video and audio outputs to a capture device and record them on a computer. The VCR reads the tape and turns its signal into a picture before the computer ever sees it.

For better results, you can look for a nicer VCR with a built-in time base corrector, or TBC, which helps correct playback timing errors that make the picture wobble. Unfortunately, the decks I was looking at were $$$. With ancient media having a moment again, it feels like everybody wants the same aging hardware. The expensive stuff is, well, expensive.

VHS-Decode offers a more hardcore route. You still need a working VCR, but you tap the RF signal inside it, near the tape-head amplifier, before the machine turns it into ordinary video. This is not the antenna connector on the back. Suitable capture hardware records that earlier signal, and the computer reconstructs the picture, including time base correction, in software.

[... 3,297 words]

10:34 am / Vhs , Preservation , Codex , Automation

Weftan, a backup plan that became a Rust rabbit hole

Weftan started as a fun backup plan. If TALA died hard, could I still have the layout engine around in some usable form?

TALA arranges diagrams for D2. Recovering its behavior and rebuilding it in Rust seemed like an interesting thing to try. That eventually became Weftan, and then a larger work-in-progress project called d2-rs.

Weftan was faster than the Go version of TALA when that was an external proprietary binary. The slightly annoying part is that TALA built into D2 was faster still. So naturally I started thinking about rewriting more of the surrounding thing too.

Recovering the behavior

The early work used TALA release artifacts: symbols, debugging information, disassembly, and comparisons with the executable. Reconstructed Go code informed the Rust implementation. This was recovery work, and the provenance matters; I did not independently invent the same layout engine by looking at a few pictures.

Then TALA’s source became available in D2 v0.9.0. That changed the situation quite a bit. There was now an upstream source implementation to follow and compare against, instead of relying entirely on recovered behavior.

There is a lot hidden inside “put the boxes somewhere sensible.” Containers, labels, edge routes, and the order in which equally reasonable choices get considered can all affect the final result. Two diagrams can look basically the same while disagreeing on a lot of coordinates.

So the useful comparison was to give both implementations the same measured graph and seed, then compare the actual geometry. When something differed, there was a smaller question to investigate than “why is this picture weird?”

Matching a corpus

The recorded Weftan baseline reached exact matches on all 120 successful single-seed comparisons in the checked-in corpus. That included 2,964 boxes and 974 routes, along with their corresponding labels and node icons. One large-grid case hit the work limit in both engines and was recorded separately.

I was happy with that. I also want to keep the size of the claim attached to it: those are the cases in that corpus, with that reference version and comparison setup. It does not mean every possible D2 input will behave identically.

Being able to reproduce a mismatch is useful even before it is fixed. It gives the next round of work an actual target. Otherwise it is very easy to keep improving the appearance of one example without knowing whether another example got worse.

The comparison machinery ended up being a useful result of the experiment in its own right.

The plugin tax

Weftan plugs into D2 as an external layout process. D2 has to pass a graph across that boundary and get the result back. Built-in TALA does not pay that same process and protocol cost.

There are two different comparisons here. Against the old external proprietary Go TALA binary, Weftan was faster in my testing. Against TALA built into D2, the end-to-end measurements went the other way. The baseline changed, and that distinction matters.

Plugin overhead is a plausible explanation for at least some of the gap with built-in TALA, but I have not isolated it well enough to say it accounts for the entire difference. “Rust” on the box does not make the complete workflow faster by itself.

That leaves Weftan in a perfectly reasonable place as a fun experiment. The backup-plan motivation got me started, and I got a recovered engine, comparisons, and a much closer look at the behavior out of it.

It also left me curious about removing that boundary altogether.

Following upstream in Rust

The next rabbit hole is d2-rs: a pure-Rust implementation targeting native execution and WebAssembly, with the layout engines running in the same process. The TALA work from Weftan has moved into that effort.

I am interested in following upstream behavior and exploring parallel execution where it makes sense. Having the surrounding pipeline in Rust should also make it easier to investigate costs without the external plugin boundary sitting in the middle of every layout.

This is still under construction. There are working source-processing and rendering paths, but plenty of compatibility work remains. A working SVG example is a nice milestone; it does not establish that the renderer, all the diagram features, or the other engines are interchangeable with D2.

I also do not have a speedup to announce for the rewrite. That is something to measure as it develops.

For now, Weftan is public. It was a fun backup plan, it taught me things, and it apparently gave me another project to work on.

10:34 am / Rust , D2 , Reverse engineering , Wasm

Keeping comma hardware repair answers somewhere findable

One of the things I keep working on is the unofficial comma hardware documentation. Somebody has a broken device, people help investigate, and eventually there is an answer somewhere in Discord.

Then somebody else has the same problem.

Discord is an annoying place for the answer to live. Finding the right conversation is work, the useful detail might be several messages away from the original question, and a person searching the web may never find it at all.

So I keep trying to get those cases into a public document that search engines and AI assistants can read. Especially AI assistants, because people already ask them how to fix things. I want the actual repair knowledge to be available when somebody asks about their broken comma.

That is a big part of why I do it this way. An answer buried in Discord is not much help if the tool somebody is asking cannot get to it. A public document gives it something to find, read, and point back to. It does not guarantee a correct answer, but at least the specific cases and their limitations are there to work from.

The useful part is the follow-up

The document is organized around cases: what the person sees, what might be wrong, and what has helped other people with that particular problem. It has grown quite a bit. I do not expect anybody to sit down and read the whole thing in order.

Recent additions and updates include more fuse repair reports, a fastboot-only recovery case, and another cable gotcha. These are the small details that can save somebody a lot of time if they are findable at the right moment.

Fuse cases are a good example of why the reports matter. A suspected fault and a confirmed repair are different pieces of information. Somebody coming back with “that fixed it” makes the original discussion much more useful. An unsuccessful repair is worth recording too, especially if the symptoms seemed to fit.

The repair work belongs to the community members doing it and reporting their results. My contribution here is collecting the cases, keeping the references, and updating the guidance as more information comes in.

Similar-looking problems need different answers

The fastboot-only case covers a specific recovery situation on the comma three and comma 3X. A device can still show up in fastboot while being unable to enter the EDL mode used by the current flasher. Seeing a USB device on the computer does not establish that the flasher can talk to it in the mode it needs.

That distinction needs to stay attached to the recovery notes. Otherwise a workaround for a particular failure starts looking like a general recommendation for everybody.

The comma four cable case is another good one. The included OBD-C cable does its intended installation job, but lacks the USB data lines needed for computer flashing. That is a pretty frustrating detail to discover while you are already trying to recover something.

Neither case needs a second set of instructions here that will drift out of date. The maintained document has the details and references.

Constant little updates

This work is mostly incremental. Another symptom, another result, a clearer explanation of which device a case applies to. Sometimes the useful update is just making it harder to confuse two similar situations.

I like having a place where those answers can accumulate. Whether somebody finds it through a search engine or asks an AI to help, I want them to end up at the relevant case, with the references and pictures available to check. The answer should have somewhere to point back to.

The docs are here. If you try a remedy from them, please report back whether it worked. That follow-up is part of what makes the next version of the document better.

I might need these docs myself soon. My own comma 3X did not boot when I tried powering it over USB. I have not figured out why yet, so I may get to find out how useful my own documentation is from the other side.

10:34 am / Comma ai , Openpilot , Hardware , Documentation

Could the Crazy Taxi Arcade TAS use one fewer passenger?

I got curious about whether a Crazy Taxi tool-assisted speedrun could be slightly faster with one fewer passenger.

I do not really have TAS skills. This was a “could that work?” rabbit hole that led to looking at passenger tables, destination selection, and the game clock. I have not made a faster run.

The tips are where the real TAS money is. Chaining Crazy Throughs and drifts can pile up money while carrying a single passenger. SJ’s run aims for the Crazy License, reaches $20,000 with four passengers, and uses the long Police Station trip for a huge combo chain. The run ends when the clock reaches zero. So the idea is to earn enough money from tips with fewer fares, then have less clock left to burn off.

The specific idea starts after the first drop-off at Cable Car Stop TOP, the plaza at the top of the hill. In SJ’s four-passenger route, the next pickup there goes to West Side Beach, followed by a passenger going to Popcorn Mania, and then one going to the Police Station.

My idea was to leave the plaza and grab the side-street passenger going to FILA instead of taking the nearby passenger to the beach. FILA puts me near the next Police Station pickup, so I could go from that drop-off to the final passenger without doing the beach-to-Popcorn Mania fare in between. FILA appears as “Shoe Rack” in the Android data I used for the investigation.

That is why three passengers seemed promising: skip a whole fare and its extra pickup and drop-off, while keeping the long Police Station trip for earning tips. The side-street detour and the changed route could affect traffic and combo opportunities, so I would still need to show that three passengers can earn enough. Fewer stops only help if the money works out too.

The clock is part of the problem

Picking up a passenger adds time to the Arcade clock. A successful delivery can add more. So changing the passenger route also changes how much time the game hands back to you.

The symbol-rich Android release was useful for investigating this. Its code shows a distance-based time allowance at pickup, with a multiplier that changes as play goes on, plus a delivery-rank bonus at drop-off.

In the calculation in my notes, a proposed three-passenger route adds about 12.56 fewer seconds than the four-passenger reference route. That comparison assumes the early-game multiplier and the best delivery judgement for each passenger.

That is less added game time, which made the idea interesting enough to investigate further. It is not a measured 12.56-second improvement in a TAS. Driving, passenger animations, and when the clock actually advances still have to be accounted for.

Which destination do you get?

The Android investigation also showed that passenger destination selection follows a counter. It cycles through three destination slots, with each slot lasting 600 passenger-manager updates, roughly ten seconds at 60 updates per second.

The choice is latched when the passenger event activates. Waiting until boarding finishes to reason about it would put the timing at the wrong point.

That makes route planning more interesting. Reaching a passenger at a different time can select a different destination, which changes the trip and the clock allowance. Picking three convenient dots on a map is not enough.

To look at this spatially, I forked the noclip.website viewer and loaded the GameCube Arcade city map with the extracted pedestrian pickup locations overlaid on it. Credit to noclip.website for the viewer; my additions turned it into a research map for this passenger-routing rabbit hole. It is much easier to reason about a side-street pickup when I can actually see where it sits in the city.

The extracted passenger records match the Android reference records, which is useful evidence for understanding the data. It does not prove that every timing behavior carries over to the GameCube executable.

Maybe later

The next step would be to verify the relevant behavior in the GameCube version and try the route in an actual TAS workflow. There is still a gap between a promising calculation and inputs that produce a faster run.

For now this is a curiosity with some code and notes behind it. I need to sit down with it when things are a bit less crazy and I have time to learn the TAS side properly. I might revisit it then. One fewer passenger sounded like a small question. Apparently it came with homework.

10:34 am / Crazy taxi , Reverse engineering , Games , Tas

Agent-assisted bilingual subtitles for group watches

I made some agent-assisted subtitle tools for group watches.

The short version is that I wanted one subtitle track with English and Chinese at the same time. Some people read one language faster, some read the other faster, and switching subtitle tracks is not a group activity.

No repo link for this one. The subtitle files are not mine to redistribute, and the interesting part is the workflow anyway.

The group watch problem

The simple version sounds extremely simple:

  1. Take an English subtitle file.
  2. Take a Chinese subtitle file.
  3. Put both lines into one subtitle cue.
  4. Watch the thing.

Unfortunately, subtitle files are not just text. They are text, cue numbers, timestamps, line breaks, release-specific offsets, missing cues, extra signage cues, and sometimes a drift that slowly changes across the whole movie.

The first version I tried was basically a mux. If the English and Chinese files had matching cue numbers, use the English timestamp and stack the text together.

That worked well enough for one case. It was also obviously fragile.

The annoying version

The more interesting case had two subtitle tracks that did not line up with one fixed offset.

If it were just “add 12 seconds to every Chinese cue,” this would not be worth writing about. But the offset changed over time. It started around one value and gradually moved toward another.

So the script got more specific:

  • parse both subtitle files
  • treat the English track as the timing source
  • search for the best Chinese offset in local windows
  • smooth those offsets
  • remap Chinese cues onto the English timeline
  • merge Chinese text into the nearest overlapping English cue
  • preserve Chinese-only cues as their own events
  • write an alignment report for things that looked suspicious

The report was the important part. I did not need the script to pretend everything was perfect. I needed it to tell me where to look.

The useful output was not just the merged .srt. It was also a short review list:

  • low-confidence merges
  • Chinese-only cues
  • English cues with no matching Chinese text
  • local offset anchors

That made the workflow tolerable. Generate, skim the report, spot-check the weird timestamps, adjust the heuristics if needed, and regenerate.

Where agents helped

This is exactly the kind of small, specific tool where agents are useful.

I did not need a general subtitle product. I did not need a GUI. I did not need a library that handles every movie ever made. I needed one script for one group watch, and then a slightly better script for a different subtitle mess.

An agent can help make that cheap enough to bother with.

The first pass can be dumb:

same cue number -> same timestamp -> Chinese line + English line

Then the next pass can be less dumb:

local timing windows -> estimated offset -> remapped cues -> overlap match -> review report

The agent also made it easier to keep the code disposable. I did not have to lovingly design a subtitle framework. I could just ask for the thing I needed, run it, look at the bad spots, and ask for a better report.

If you want to do the same thing, point Codex, Claude Code, or Google Antigravity at this post and your own subtitle files. The post is basically the spec: one timing source, one translated track, local offset search, merged output, and a review report. That is enough for an agent to build the throwaway script for your specific case.

Anyway, it worked for the group watch. We had a very good time, nobody was lost or left behind!

3:35 pm / Subtitles , Python , Agents , Localization , Tooling

codex-status-json

I made a small Rust CLI that prints Codex status as JSON.

The short version is that I wanted Codex conversations to know my account, model, and quota state without opening the interactive TUI and reading /status like a person.

This is mostly useful with Codex goals. I am on the Pro 20x plan, which is the $200/month tier, so sometimes I really do have quota to burn. If I can read the remaining quota first, I can make a goal with an actual target instead of guessing how ambitious I should be.

The missing command

Codex has /status in the interactive CLI. It shows useful stuff: account, model, context, writable roots, and rate limits.

That is fine when I am sitting in the TUI. It is less fine when I want another Codex conversation to ask the same question.

There is an upstream issue asking for this exact kind of thing: a non-interactive JSON/headless replacement for /status. The issue is still open as I write this. There is also codex doctor --json, which is useful, but that is a diagnostic report. It is not the same as “tell me my account/model/quota status right now.”

So I made codex-status-json.

The first version was worse

The first version did what you would expect from a tool born out of impatience: it opened Codex in a PTY, sent /status, waited for the panel to settle, captured the terminal output, stripped ANSI escapes, and parsed the text.

It worked. It was also clearly a bad long-term place to live.

Terminal scraping is annoying because every little UI change can break you. The parser has to care about box drawing, timing, update notices, trust prompts, terminal width, and whatever else the TUI happens to render that day.

Still, it was useful. It gave me JSON like this:

{
  "schema_version": 1,
  "account": {
    "email": "user@example.com",
    "plan": "Pro",
    "raw": "user@example.com (Pro)"
  },
  "model": {
    "name": "gpt-5.5",
    "details": "reasoning high",
    "raw": "gpt-5.5 (reasoning high)"
  },
  "buckets": [
    {
      "name": "default",
      "limits": [
        {
          "kind": "5h",
          "remaining_percent": 99,
          "resets": "14:44",
          "reset_at_unix": 1780350290
        },
        {
          "kind": "weekly",
          "remaining_percent": 70,
          "resets": "08:23 on 7 Jun",
          "reset_at_unix": 1780845815
        }
      ]
    }
  ]
}

That was enough to unblock the thing I wanted.

The less cursed version

A few days later, I switched the default backend to Codex’s app-server.

That is a much better source than scraping the TUI. The tool starts:

codex app-server --listen stdio://

Then it sends JSON-RPC calls for:

  • account/read
  • account/rateLimits/read
  • config/read

That gives it the same kind of account, model, and quota information without pretending a terminal status panel is an API.

Important caveat: Codex app-server is documented, but it is also described as experimental and may change. So this is still not a supported codex status --json. It is just a more sensible workaround than screen scraping.

The PTY backend is still there as a fallback:

codex-status-json --backend pty

But the default is now:

codex-status-json --backend app-server

This is a bridge

I do not expect this to be the forever answer.

Codex’s usage and billing surface is still moving. OpenAI has already introduced things like banked rate-limit resets, so the status shape is not just “two counters and call it done.” There are plans, windows, reset times, secondary buckets, and whatever else comes next.

So I can see why OpenAI might not want to commit to a stable status JSON contract yet. That is fine. I still wanted something local that worked now.

This is the same kind of bridge as a lot of these small tools: use the available pieces, make the annoying gap tolerable, and be happy if the official thing eventually replaces it.

The repo

The project is here:

https://github.com/nelsonjchen/codex-status-command

Install it locally with:

cargo install --path .

The README has the options and limitations. The tests include a captured /status fixture so the text parser can at least fail loudly when Codex changes its display.

I would still rather have an official codex status --json. Until then, this is small, local, and useful enough.

3:03 pm / Codex , Rust , CLI , JSON , Automation

Moving Gmail Send mail as to Cloudflare SMTP

I just finished moving my Gmail “Send mail as” setup completely to Cloudflare Email Service’s native SMTP submission. I can send out emails under my mindflakes.com domain.

The short version is that I had built a small Rust SMTP-to-Cloudflare REST API relay in April. Today I noticed Cloudflare had shipped native SMTP submission.

Part of the appeal here is minimizing vendors. Cloudflare already hosts the domain, handles incoming mail through Email Routing, and now can handle outgoing mail through Email Service too. For a personal domain, that can be cheap or free, and it is a nice alternative to paying for Google Workspace when a personal Gmail account is otherwise fine.

The April hack

In April, I saw Cloudflare’s public beta announcement for Email Service and got excited about using Cloudflare for both inbound and outbound personal-domain mail.

Then I got sad. I wanted Gmail to send mail for one of my domains through Cloudflare Email Service, but I did not see a native SMTP submission path I could just point Gmail at.

Gmail’s Send mail as feature wants a normal authenticated SMTP server. You give it a hostname, a port, a username, and a password. Gmail talks SMTP. It does not want to be handed a REST API endpoint.

[... 668 words]

2:13 pm / Rust , SMTP , Cloudflare , Gmail , Email

Plainize Clip

I made Plainize Clip, a tiny macOS app that cleans the current clipboard and quits.

The short version is that I still wanted the old Plain Clip shape: copy weird text, launch the app, paste something boring.

Not a clipboard manager. Not a menu bar app. Not a background process sitting around in RAM forever. I launch it through Spotlight, it rewrites the pasteboard as plain text, and then it exits.

The annoying clipboard problem

Copying text on macOS is often not just copying text.

Sometimes it brings formatting. Sometimes it brings weird invisible characters. Sometimes it brings smart quotes, hard-wrapped lines, non-breaking spaces, tabs, and whatever else got dragged along from a PDF, web page, chat app, or ticketing system.

Usually I do not want a whole clipboard workflow. I just want the pasteboard to stop being annoying.

So Plainize Clip does the small version:

  1. Read the general pasteboard.
  2. If there is text, clean it.
  3. Write back plain text only.
  4. Quit.

That is the whole normal launch path.

Launch, clean, quit

The important behavior is that Plainize Clip is faceless.

There is no Dock icon to manage after the cleanup. There is no persistent process. There is no history database. If the current pasteboard has text, it cleans it with the saved preferences and replaces the pasteboard contents with text.

[... 608 words]

11:05 pm / Macos , Swift , Clipboard , Appkit , Reverse engineering , Codex

Blocking spammy caller names with VoIP.ms Call Hunting

I made a small Rust VoIP.ms CNAME blocker.

The short version is that I wanted to block a caller by name instead of by phone number.

This sounds like it should be an option in VoIP.ms. For all the features VoIP.ms has, this is not one of them. So I made one for cheap.

The missing filter

VoIP.ms has a pretty capable CallerID Filtering feature. You can filter on specific caller ID numbers, phone book groups, anonymous callers, calls that do not match the North American number format, STIR/SHAKEN attestation level, and wildcard patterns like area-code-ish blocks.

That is all useful, but these asshole spam callers and scammers do not politely stick to one number. They rotate numbers. Blocking one just means the next call comes from another one. What I wanted to block on was the caller ID name.

VoIP.ms has CNAM support too, but as far as I can tell it is for displaying names, not filtering on them. Their blog post on stopping spam calls talks about filtering numbers, area codes, and anonymous callers, while describing CNAM as a way to identify callers before picking up. The Caller ID wiki page describes incoming Caller ID name lookup as an optional per-DID setting that can display a caller name for US and Canadian callers.

[... 718 words]

7:30 pm / Voip , Sip , Rust , Voip ms , Telephony

Unofficial MakerWorld PMM OpenSCAD Reference

I made an unofficial MakerWorld PMM OpenSCAD reference.

The short version is that I wanted Codex to help me make MakerWorld-customizable OpenSCAD models, and I did not want it guessing from old forum posts, UI behavior, and whatever I happened to remember at 1 AM.

This started because I wanted to use agents on my own OpenSCAD projects without re-teaching the same MakerWorld-specific weirdness every time.

The documentation problem

MakerWorld’s Parametric Model Maker is genuinely useful. OpenSCAD plus a web customizer is a great fit for 3D-printable stuff where the interesting part is “same idea, slightly different dimensions.”

If you have not run into it before, OpenSCAD is CAD by writing code. You write variables, modules, and geometry operations, and it turns that into a model. That makes it very good for customizable prints, and very annoying when a target platform has extra rules.

Unfortunately, the OpenSCAD side of PMM is documented in a very internet way. Some of it is in release posts. Some of it is in support replies. Some of it is in the actual web app. Some of it is people trying things and reporting what happened.

There is a Bambu forum thread literally titled Any Documentation on Parametric Model Maker?. The first post asks where to find the requirements for making customizable models. That felt familiar.

For a human, scattered docs are annoying. For a coding agent, they are a great way to get plausible garbage. It might write OpenSCAD that looks fine locally but misses MakerWorld’s actual rules. It might invent a PMM feature because it saw something sort of similar somewhere else.

I do not want an agent inventing // preview[...] as a PMM feature. I want it to know that // color is a thing, // font is a thing, mw_plate_N() is a thing, and default.svg is not just some random example filename.

So I made a reference.

What I collected

The repo is basically a practical map of the PMM OpenSCAD surface:

  • the PMM OpenSCAD API
  • an agent workflow for converting normal OpenSCAD into PMM-ready OpenSCAD
  • gotchas that agents are likely to mess up
  • compatibility rules
  • public source snapshots
  • patterns and checklists
  • a generated docs site

The small examples are the important ones:

accent = "#FF0000"; // color
font_name = "Roboto"; // font

module mw_plate_1() {
    // printable plate here
}

module mw_assembly_view() {
    // preview-only assembly here
}

svg_file = "default.svg";

None of that is hard once you know it. The problem is making sure the agent knows it before it starts “helping.”

I also made a PMM font index. It has 1881 MakerWorld PMM font families and 8267 exact PMM font strings. This got more elaborate than I expected, but fonts are exactly the kind of thing where an agent can confidently choose something that works on your machine and then does not work where the model actually runs.

Why agent-first

This is not meant to replace the official PMM UI or be a polished tutorial for someone’s first customizable model. It is mostly a pile of receipts and instructions for agents.

Point Codex or another coding agent at the repo, then ask it to adapt a .scad file for MakerWorld. The repo gives it rules to retrieve before it starts editing:

  • flatten local includes when PMM probably will not have them
  • do not remove bundled PMM libraries like BOSL2 just because arbitrary local includes are risky
  • use PMM upload defaults like default.svg and default.stl
  • add // color and // font only where those controls are intended
  • treat multi-plate output as a publishing decision, not just a module name
  • cite whether a claim came from an official app endpoint, official release, employee reply, community report, or inference

That last part matters. I do not want a pile of agent-generated confidence. I want the agent to say why it thinks something is true.

The repo

The project is here:

https://github.com/nelsonjchen/unofficial-makerworld-parametric-model-maker-openscad-docs

The generated docs site is here:

https://nelsonjchen.github.io/unofficial-makerworld-parametric-model-maker-openscad-docs/

This is unofficial, not endorsed by Bambu Lab or MakerWorld, and not a license grant for any font, library, model, or web asset. It is practical documentation from public sources and reverse-engineering.

It is also probably incomplete or wrong in places. PMM keeps changing, and some of this stuff only becomes obvious after someone trips over it.

Anyway, this mostly exists so my agents stop making the same MakerWorld OpenSCAD mistakes. If it saves someone else from digging through forum threads while trying to publish a customizable model, great.

8:15 am / Bambu , Makerworld , Openscad , 3d printing , Codex

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