Unlucky Launcher v0.2.1
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# Unlucky Launcher {{VERSION}}
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Rust-native **single-file** Minecraft launcher: iced 0.14 + Material 3 Expressive UI, built-in AI agent
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(chat / setting edits / crash diagnosis) and an MCP server other agent tools can attach to.
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No WebView, no bundled runtime, no JRE download needed to start the launcher itself.
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## Downloads
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Asset names are `<name>_<version>_<platform>_<arch>`, underscore separated — the rule
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`packaging/make_artifacts.py::asset_stem()` applies:
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| Platform | Asset | Notes |
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| --- | --- | --- |
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| Windows 10/11 x64 | `unlucky-launcher_{{VERSION}}_windows_x64.exe` | single exe, double-click to run; this is also what you run on ARM64 Windows (x64 emulation) |
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**Windows ARM64 is not part of this release.** CI still builds it on a native `windows-11-arm` runner for
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evidence, but that slot's toolchain check has not gone green yet, so
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`unlucky-launcher_{{VERSION}}_windows_arm64.exe` is deliberately kept out of the download list and out of
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`SHA256SUMS.txt` instead of handing out a build nobody has verified. `windows-x64` is the only published
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slot; ARM64 rejoins this table as soon as its build is green (one line in the workflow's `PUBLISH_SLOTS`).
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**This release ships Windows only, and CI builds Windows only.** The Linux (x64 / arm64) and macOS
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(Apple Silicon / Intel) slots are not built by the release workflow at all — they have not been verified
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on real machines yet, so nothing unverified is handed out and no build minutes are spent on them. They
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stay out of the download list and out of `SHA256SUMS.txt` until that verification happens; a manual
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workflow run can build all six slots for that purpose, but the four extra slots are never published. The
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support matrix below marks those slots accordingly.
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The Windows asset is a bare `.exe`, so `LICENSE`, `NOTICE` and `README.md` are attached to this release
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next to it: the license terms travel with every download. Slots that ship an archive (Linux / macOS, once
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published) unpack to one top-level directory of the same name holding the binary plus those three
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documents.
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## Command line
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Each published slot also ships the command line as its own small bare asset,
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`ull_{{VERSION}}_<platform>_<arch>` (`.exe` on Windows):
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```powershell
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.\ull_{{VERSION}}_windows_x64.exe instances list # servers and CI: no graphics stack needed
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```
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`ull` runs `instances`, `install`, `pack import`, `launch`, `accounts`, `sessions`, `logs`, `diag`,
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`config`, `java` and `agent`, and links no graphics library at all. The GUI binary accepts the same set
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before it ever opens a window, so a desktop machine does not need `ull`.
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## Support matrix
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Published = shipped as a download of **this** release, listed in `SHA256SUMS.txt`.
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| Platform | Status in this release | Level | Runtime requirements |
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| --- | --- | --- | --- |
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| Windows 10/11 x64 | **published** | first class | nothing beyond the OS (UCRT is part of Win10+) |
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| Windows 11 ARM64 | not published (build chasing, unverified) | first class (launcher artifact) | nothing extra; the launcher runs natively, the game itself runs through the OS x64 emulation layer with an x64 JDK |
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| macOS 12+ Apple Silicon | not built (unverified) | first class (unverified) | nothing; unsigned build, needs the Gatekeeper workaround |
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| macOS 12+ Intel | not built (unverified) | first class (unverified) | same as above |
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| Linux x64, X11 | not built (unverified) | first class (unverified) | `libxkbcommon`, `fontconfig`, `libGL` (or software renderer), `libxcb` |
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| Linux x64, Wayland | not built (unverified) | supported (unverified) | `wayland-client`, `libxkbcommon`, plus the X11 set for XWayland apps |
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| Linux arm64, X11 | not built (unverified) | first class (unverified) | glibc 2.35+, `libxkbcommon`, `fontconfig`, `libGL`, `libxcb` |
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| Linux arm64, Wayland | not built (unverified) | supported (unverified) | the above plus `wayland-client` |
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| Windows 8.1/8/7 | not built | unsupported | the baseline is Windows 10 |
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| Android — Termux + X11 | not built (no CI slot) | experimental, not promised | CLI only and only when built from source; GUI unverified |
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`windows-x64` is the only published slot this release; Windows ARM64 is kept out until its build is green
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(see Downloads above). Both arm64 rows are formal matrix slots, not the experimental Termux path, and
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Linux arm64 is not built by default — someone has to run it on real hardware (via a manual all-slots run)
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before it joins this list. The rows above and the matrix table in `packaging/README.md` §9 are the same
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list — change one, change the other.
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## Install
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**Windows** — put the `.exe` anywhere and run it. `_windows_x64.exe` is the only Windows asset in this
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release, and it is also what you run on ARM64 Windows (the OS runs it through its x64 emulation layer).
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The first run creates `.ULL/` and `.minecraft/` next to the exe (portable is the default data mode); the
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per-user `%APPDATA%\ULL` plus `%APPDATA%\.minecraft`, or a custom root, are selectable instead.
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Linux / macOS are not part of this release; their asset names are already fixed by the same rule
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(`unlucky-launcher_{{VERSION}}_linux_x64.tar.gz`, `_linux_arm64`, `_macos_arm64`, `_macos_x64`) so the
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links will not change shape when those slots open.
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## No GPU? Software renderer
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The UI renders through `wgpu` (GPU) and falls back to the `tiny-skia` CPU rasteriser when no usable
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adapter is present; `--software-renderer` (or its equivalent `--renderer=cpu`) forces that path.
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## Verify the download
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`SHA256SUMS.txt` lists exactly the assets attached to this release (Windows only), and `sha256sum -c`
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checks the ones you actually downloaded:
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```bash
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sha256sum -c SHA256SUMS.txt --ignore-missing # Linux / WSL
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shasum -a 256 -c SHA256SUMS.txt # macOS (sha256sum is not bundled)
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Get-FileHash .\unlucky-launcher_{{VERSION}}_windows_x64.exe -Algorithm SHA256 # Windows PowerShell
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```
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```
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{{SUMS}}
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```
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## Known limitations of this build
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- Microsoft (MSA) sign-in needs an Azure public client id, and release binaries do not carry one: set
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`ULL_MSA_CLIENT_ID=<id>` before launching, or build with that variable set. Without it sign-in stops
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before any network call, and the GUI banner says so plainly: the title "Microsoft sign-in is not
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configured", a body naming `ULL_MSA_CLIENT_ID=<id>` (set it, or build with it, then restart the
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launcher — a running process does not pick up a new variable) and `Code: msa_not_configured`, with
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no Retry button. Every other sign-in failure keeps the generic banner plus its own `Code:` line,
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with the full reason only in the launcher log. `ull accounts add msa` prints the same fix on the
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command line. Offline profiles and authlib-injector servers need no id.
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- Binaries are not code-signed / notarized yet: Windows SmartScreen and macOS Gatekeeper warn on first
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launch. The checksums above are the integrity reference for now.
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- When the macOS slot ships it is the bare binary (single-file promise), not a `.app` bundle: no Dock
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icon or Finder double-click — launch it from a terminal.
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## License
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Apache-2.0, third-party notices in `NOTICE`. Not affiliated with Mojang or Microsoft; no game files ship.
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## UI framework in this build
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Every asset here is built from the iced UI (`crates/app-iced`, iced 0.14, MIT); no other UI framework is
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linked into it.
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