- Multi-arch (amd64/arm64) panel image: static musl binary on scratch, cross-compiled with cargo-zigbuild (no QEMU), non-root, healthcheck - docker-compose.yml + .env.example for one-command deployment - CI: fmt, clippy, tests, web type-checks, Windows launcher build, real-network installs of vanilla/Fabric/Quilt/Forge/NeoForge, Docker build - Release: Windows NSIS installer with baked-in panel URL, GHCR image push and GitHub release (tag push or manual dispatch) - README, admin guide, Microsoft auth setup, architecture, development - rustfmt config and formatting pass Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011ARcGWxLx21FwXJ3yfGriS
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Admin guide
Deploying the panel
cp .env.example .env # set ADMIN_PASSWORD
docker compose up -d
docker compose logs -f panel # first start prints the admin account
Everything the panel stores lives in the panel-data volume (/data):
| Path | What |
|---|---|
panel.db |
SQLite database (users, instances, settings, stats) |
files/<instance>/ |
Configs and uploads hosted for launchers |
uploads/ |
Logos, backgrounds, icons |
jwt.secret |
Token signing key (unless JWT_SECRET is set) |
Backups: stop the container (or use sqlite3 panel.db ".backup backup.db") and copy the volume.
Updating: docker compose pull && docker compose up -d. Database migrations run automatically.
HTTPS
Launchers talk to the panel over the internet, so serve it over HTTPS. Example with Caddy:
panel.example.com {
reverse_proxy localhost:8080
}
Large modpack uploads go through the proxy — raise its body-size limit if needed (nginx: client_max_body_size 2g;).
Instances
An instance = one playable profile: a Minecraft version, an optional mod loader, files (mods, configs…) and an optional server.
- Version — choose any Minecraft version and Vanilla / Fabric / Quilt / Forge / NeoForge. Leave the loader version empty for the latest recommended build (it's pinned when you save).
- Modrinth — search, pick a version, Use. Mods are downloaded by players straight from Modrinth's CDN; configs (
overrides/) are hosted by the panel. - CurseForge — needs a free API key from console.curseforge.com (Settings → Integrations, or
CURSEFORGE_API_KEY). Some authors block third-party downloads; those files show up under Files with a link — download them yourself and upload them into the same folder. - Upload .zip — a
.mrpack, a CurseForge export, or any zipped instance folder (withmods/,config/, … or a.minecraft/inside). For plain zips, pick the Minecraft version and loader. - Files — add or remove individual files at any time. Files players add themselves are never touched; files you remove are deleted from players' instances on their next launch.
Every save bumps the instance revision; launchers re-verify files when it changes, otherwise launching is instant.
Built-in server
On the Server tab: name, address, port.
- Add to multiplayer list writes the server into
servers.dat(keeping servers players added). - Join automatically connects on start (Quick Play on 1.20+,
--serveron older versions).
Your server must allow the accounts you use: offline-mode (online-mode=false) for panel/offline accounts, or online-mode for Microsoft accounts. Protect offline-mode servers with a whitelist or an auth plugin.
Access
- Everyone — any launcher, including offline and Microsoft accounts.
- Signed-in players — any panel account.
- Specific groups — members of the selected groups (create groups on the Players page). Admins see everything.
Players
- Sign-ups: Settings → Closed (admins create accounts), Needs approval, or Open.
- Panel accounts play under their username with the offline-mode UUID an offline server computes, so inventories and permissions stay consistent.
- Disabling an account signs it out everywhere on the next request.
- Ten failed logins lock an account for five minutes.
Launcher design
Everything on this page is pushed to launchers when they start or refresh — no reinstall. The Features tab lets you allow or block players from changing the theme or Java settings. Custom CSS is injected last; handy variables are --accent, --accent-2, --surface, --radius.
Releasing the launcher
See the README's Build your branded launcher. Players get updates automatically: the launcher checks GitHub Releases on start and offers the new installer.
Code signing: unsigned installers trigger a Windows SmartScreen warning ("More info → Run anyway"). To avoid it, sign the installer with a code-signing certificate (e.g. Azure Trusted Signing) — Tauri supports this via bundle.windows.signCommand.