lans.cloud Tools

About lans.cloud

106 free tools, one developer, and a promise about what never appears on your projector.

Who

lans.cloud is built and run by Lans IT, a one-person software studio in the Netherlands. There is no growth team and no investor asking for engagement metrics — just one person who builds tools, and the people who use them and ask for improvements through the feedback button on every tool page.

Why

The site started with a specific moment: a teacher projects a countdown timer for a classroom activity, and a banner ad flashes next to it in front of thirty children. Every free classroom tool seemed to accept that as normal. This site doesn’t — every presentation-style tool here has a one-click fullscreen mode with zero ads, and that will not change. Right now there are no ads at all — not even on the regular pages — and no advertising scripts load. If they come back, because hosting costs money and the tools are free, they stay clearly separated from the tools, never interrupt one, and never appear on a projected screen.

How the tools work (and why that matters)

Every tool computes entirely in your browser. Class lists, word lists, seating rules, participant names for a secret santa draw — none of it is transmitted anywhere, because the site has no server code that could receive it. What you type is stored, at most, in your own browser’s local storage so it’s there when you come back. The noise meter is the clearest example: it reduces microphone input to a single number on your device and discards the audio. What the server counts is deliberately thin: anonymous page views, the bare domain that referred them, and which tool link got clicked. The one thing it stores that is not a counter is what you write in the feedback box, and that only goes anywhere because you pressed send.

How the data stays right

Several tools are built on real game data — the villager trading chart, the potion chart, the pixel-art palette. Their facts are not scraped from a live page or written from memory: each data file records the exact source revisions it was checked against (a wiki “oldid”, pinned so it can never silently change), and each page repeats that list with a plain statement of what those pins vouch for — for the pixel-art palette that is the block list, since its colours are texture averages rather than values the wiki publishes. When a game updates, the data is re-derived against a new pinned revision and the change is treated like code: checked, reviewed, then shipped.

Substantial changes also go through an independent review pass whose whole job is to find errors before you do — it regularly does. Whatever it misses, you can catch: the feedback button on every tool page goes straight to the developer, and data corrections usually ship within days.

The promises, in one list

  • Fullscreen presentation modes never show ads. Ever.
  • No accounts, no sign-ups, no email collection.
  • Your data stays in your browser — there is nowhere else for it to go.
  • Every tool is free, with no premium tier holding features back.
  • Feedback gets read by the person who builds the tools — several features shipped within a day of someone asking.

Contact

The fastest route is the feedback button on any tool page — it goes straight to me, and you can leave your email if you’d like a reply. For school- or district-level questions, see lans.cloud for schools. If a tool saves you time and you feel like it, there’s a coffee button — but the tools are free either way.