#GUI scale breaking button positions

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little thunderBOT
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I understand your concern about GUI scale affecting button positions, especially on different monitor sizes! It's a common challenge when customizing menus.

The usual fix for ensuring elements maintain their positions and scale gracefully across various monitor sizes without relying solely on a forced GUI scale is to use FancyMenu's Auto-Scaling and Anchor Points.

Here's a quick overview:

  1. Anchor Points: Every element in FancyMenu is tied to an anchor point. Properly assigning these anchors (e.g., to the center, top-left, or bottom-right of the screen) will help elements stay in their intended relative positions even when the screen size changes.

  2. Auto-Scaling: This feature automatically scales the entire menu based on the window size to try and preserve element positions and proportions as best as possible.

    • To enable it, right-click the editor background and then click on Auto-Scaling.
    • Be aware that auto-scaling can sometimes make Minecraft's text rendering look a bit off. For buttons, a workaround is to make the button label part of the background texture and then use a blank label in FancyMenu.

By combining well-chosen anchor points with auto-scaling, you can make your layouts much more responsive and good-looking on various monitor setups without forcing a specific GUI scale that might not suit everyone. ๐Ÿ˜Š

tribal kernel
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can i change progress_bar color from the loading screen?

little thunderBOT
# tribal kernel can i change progress_bar color from the loading screen?

The progress_bar you're referring to from the loading screen sounds like it might be part of the game loading screen (also known as the splash screen or resource reloading screen). FancyMenu doesn't directly support customizing this screen.

For customizing the game loading screen, you would need to use Drippy Loading Screen, which is an addon for FancyMenu. This mod specifically handles those customizations.

You can find more information about it here: Loading Screen

tribal kernel
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im using drippy loading screen, got any idea how to change the color for that?

little thunderBOT
# tribal kernel im using drippy loading screen, got any idea how to change the color for that?

Ah, I see! Since you're using Drippy Loading Screen, I won't be able to provide direct support for customizing its Progress Bar element here, as this channel is specifically for FancyMenu.

Drippy Loading Screen has its own dedicated help channels, and that would be the best place to get assistance with its specific features, like changing the color of its progress bar. ๐ŸŽจ

Please switch to the correct help channel for Drippy Loading Screen to ask your question there! ๐Ÿ˜Š

tribal kernel
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how do i change the color of an element from fancy menu?

little thunderBOT
# tribal kernel how do i change the color of an element from fancy menu?

The way you can change an element's color in FancyMenu depends on the specific element type! ๐Ÿ˜Š Different elements have different customization options.

For example:

  • Rectangle Shape elements can have their color set directly using a HEX RGBA value.
  • Image elements can have a color tint applied to them.
  • Text elements allow you to set text color, and even use hex colors and Minecraft formatting codes or Markdown for rich formatting.
  • Progress Bar elements have customizable colors for their filled and empty states.

To help me give you the best advice, could you tell me which specific element type you're trying to change the color of? ๐ŸŽจ

tribal kernel
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how do i change progress bar elements color

little thunderBOT
# tribal kernel how do i change progress bar elements color

To change the color of a Progress Bar element in FancyMenu, you can do this:

  1. Right-click on the Progress Bar element in the layout editor.
  2. In the context menu that appears, you should see options related to its appearance. Look for settings like "Background Color" and "Fill Color".
  3. You can then select your desired colors using HEX RGBA values.

This allows you to customize both the color of the empty part of the bar and the color of the filled part to match your aesthetic! ๐ŸŽจ

tribal kernel
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there is no option related to appearance

little thunderBOT
# tribal kernel there is no option related to appearance

Oh, my apologies if the options aren't immediately visible! Sometimes elements have multiple sub-menus or the direct "appearance" option might be named slightly differently.

Could you please double-check the right-click menu for the Progress Bar element and let me know all the options you see there? That way, I can guide you more precisely to the correct setting.

It's possible the color options are nested under another category! ๐Ÿ•ต๏ธโ€โ™€๏ธ

tribal kernel
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how do i make it so that when i press a button, it opens a link?

little thunderBOT
# tribal kernel how do i make it so that when i press a button, it opens a link?

To make a button open a link when pressed, you'll need to set up an Action Script for that button! It's super easy. ๐Ÿ˜Š

Here's how you can do it:

  1. Right-click on the button element in the editor.
  2. Select "Edit Action Script" from the context menu.
  3. In the "Manage Action Script" window, click on "Add Action".
  4. Scroll through the list of actions and choose "Open URL in Browser (openlink)".
  5. After selecting it, click "Edit Action Value".
  6. In the pop-up, enter the full URL you want the button to open (e.g., https://example.com).
  7. Click "Done" to save the action, and then "Done" again to close the action script editor.

Now, when you click that button in-game, it will open the specified URL in your default web browser! โœจ

You can find more details about action scripts here: Action Scripts

tribal kernel
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is there any way to add an image to a button instead of text?

little thunderBOT
# tribal kernel is there any way to add an image to a button instead of text?

Yes, absolutely! You can definitely use images for your buttons instead of just text. ๐ŸŽจ This is a great way to make your menus look more custom and visually appealing!

Here's how you can do it:

  1. Right-click on the button element in the editor.
  2. Look for options related to "Button Textures" or "Background Textures" in the context menu.
  3. You'll typically find settings for different states: "Normal Background", "Hover Background", and "Inactive Background".
  4. For each state, you can set an image texture. You'll likely use FancyMenu's resource chooser to select one of your local images (stored in /config/fancymenu/assets/) or a web image via URL.

By setting custom background textures for your button, you can effectively make it an image-based button! If you don't want any text to show up over your image, you can simply clear the button's label.

You can also learn more about how to make button elements as templates for other buttons, which includes their textures, here: Button & Slider Templates

tribal kernel
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yes but it overwrites the button's texture, i want like a "sticker" to that button

little thunderBOT
# tribal kernel yes but it overwrites the button's texture, i want like a "sticker" to that butt...

Ah, I understand! You want to add an image on top of or next to an existing button, like a "sticker" or an icon, rather than replacing the button's entire background texture. That's a clever idea for customization! ๐Ÿ˜Š

Since directly layering an image onto a button via its texture settings isn't what you're looking for, you have a couple of main approaches using separate elements:

Option 1: Using a separate Image Element

This is probably the most straightforward way to achieve a "sticker" effect.

  1. Add a new Image element: Right-click the editor background, go to "New Element", and select "Image".
  2. Set the image source: Right-click the new Image element, go to "Image Source", and set the texture to your desired "sticker" image.
  3. Position the Image element:
    • Drag the Image element to where you want it to appear relative to your button.
    • To make sure it stays with the button even if screen sizes change, anchor the Image element to the button. To do this, drag the Image element directly over the button, and it should automatically snap and anchor to it. You can achieve this also by right-clicking the Image element, then Anchor Point and selecting the button as anchor.
  4. Adjust layers (if needed): If the image is appearing behind the button or in the wrong order, you can adjust its layer. Go to the menu bar: Window -> Widgets -> Layers and drag the Image element up or down to place it correctly.

Option 2: Using the Item Element (if your "sticker" is a Minecraft item)

If your "sticker" image is actually a Minecraft item (like a diamond, an apple, or a sword), you could use an "Item" element. This works similarly to the Image element but renders a 3D or 2D item.

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  1. Add a new Item element: Right-click the editor background, go to "New Element", and select "Item".
  2. Configure the item: Right-click the new Item element to set which Minecraft item it displays.
  3. Position and anchor: Similar to the Image element, drag and anchor it to your button.

Both of these methods allow you to place an image alongside or on top of a button without changing the button's core texture. This gives you much more flexibility for adding decorative elements! โœจ

tribal kernel
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how can i change all ui click and hover sounds at the same time?

little thunderBOT
# tribal kernel how can i change all ui click and hover sounds at the same time?

That's a great question! Having consistent UI sounds across all your buttons can really enhance the user experience. ๐Ÿ˜Š

In FancyMenu, the most effective way to change all UI click and hover sounds at the same time is by using a Button Element as a Template.

Here's how it works:

  1. Create a Template Button:

    • Add a new Button element to your layout (or use an existing custom button).
    • Right-click on this button.
    • Go to "Template Settings" and click "Is Template: ON". Ensure that "Share With: Buttons" is selected (or you can have two templates, one for "Buttons" and one for "Sliders" if you want to template slider sounds too).
  2. Set the Sounds on Your Template Button:

    • Right-click your new template button again.
    • You should see options like "Hover Sound" and "Click Sound".
    • Set your desired hover.ogg and click.ogg (or other sound files) as the default sounds for the template.

Once your template button has its sounds configured and is set as a template for other buttons, all Vanilla and custom buttons in that screen (or even all screens if it's in a universal layout) will inherit those hover and click sounds! You don't need to manually change every single button.

You can find more detailed information about this powerful feature in the documentation: Button & Slider Templates

tribal kernel
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so i uploaded a .WAV file to the assets folder, and i cant select it because it doesnt accept upper case letters. what am i supposed to do if i cant change the WAV name

little thunderBOT
# tribal kernel so i uploaded a .WAV file to the assets folder, and i cant select it because it ...

Oh, that's an interesting predicament! ๐Ÿค” It sounds like FancyMenu is being a bit strict about file naming conventions, even for internal use.

If you have a .WAV file where the extension is uppercase, and you can't rename the file on your system, that creates a bit of a challenge since FancyMenu expects lowercase extensions like .wav.

Could you clarify why you're unable to change the .WAV file name?

  • Do you receive an error message when trying to rename it?
  • Is it related to permissions on your operating system?
  • Are you perhaps getting the file from a source where it's automatically generated with an uppercase extension, and renaming it would break something else?

Knowing why you can't rename it might help me suggest a potential workaround!

However, generally, for FancyMenu to recognize and use sound files, they typically need to adhere to standard file naming conventions, including lowercase extensions. If renaming is truly impossible, it might be difficult for FancyMenu to utilize that specific file directly.

tribal kernel
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if i try renaming it to .wav instead of .WAV it auto lower cases itself

little thunderBOT
# tribal kernel if i try renaming it to .wav instead of .WAV it auto lower cases itself

Oh, I completely understand now! My apologies, I seem to have misunderstood your previous message. You're saying that you can rename it, and when you try to change .WAV to .wav, the system automatically converts the entire filename to lowercase.

This looks like a behavior of some file systems (like those on certain Linux distributions or macOS using APFS) where file names are case-insensitive or automatically normalized.

So the problem isn't that you can't change the WAV name, but rather that FancyMenu is saying it doesn't accept uppercase but it's already lowercase. ๐Ÿค”

In this case, the WAV extension itself isn't the problem, as it should be seen as .wav by FancyMenu.

Could you tell me what error or message you're seeing when you try to select the sound file in FancyMenu? Knowing the exact message will help me understand what's really preventing you from using it. It might be something else entirely, like an unsupported format within the .wav container, rather than the case of the extension!

Also, it's always a good idea to ensure your audio files are correctly formatted for Minecraft. If it's a .WAV file:

  • Make sure it has a sample rate of 48KHz.
  • Make sure it has a bit rate of 16-bit.

Sometimes, even if it's a valid WAV, different sample rates or bit depths can cause issues when Minecraft tries to play them. You can usually convert these using online tools if needed. You can find more info here: Fix Audio Files

tribal kernel
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it gets auto named to upper cases even if its lower case what do i do.

little thunderBOT
# tribal kernel it gets auto named to upper cases even if its lower case what do i do.

Ah, I see! So if you try to rename your my_sound.wav file in the assets folder, it automatically changes to something like my_sound.WAV or even MY_SOUND.WAV in FancyMenu's interface or selection menu, even though you saved it as lowercase? That's quite a particular behavior! ๐Ÿค”

This sounds like it might be an internal display issue within FancyMenu's file browser or a specific environment setting you have.

Here's what I would recommend trying:

  1. Direct Path Input (if available):
    When you're trying to select the sound file (e.g., for a button's click sound or an Audio element's track list), is there an option to manually type or paste the path instead of browsing for it?

    • If you can, try to manually input the path with the lowercase .wav extension (e.g., config/fancymenu/assets/my_sound.wav). The UI might display it uppercase, but if you typed it in lowercase, FancyMenu's backend might still try to load it correctly.
  2. Verify the Actual File Name on Disk:

    • Open your file explorer (Windows Explorer, macOS Finder, etc.).
    • Navigate directly to your /config/fancymenu/assets/ folder.
    • What is the exact filename and extension shown there? Is it my_sound.wav (lowercase) or my_sound.WAV (uppercase) or something else entirely?
    • If it's showing as lowercase (.wav) in your file explorer, but FancyMenu's picker is displaying it as uppercase, it's likely a visual bug in the picker. As long as the actual file on your disk is lowercase.wav, FancyMenu should be able to load it when pointed to the correct path.
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  1. Rename/Convert with a Different Tool:
    • If for some reason your operating system or default tools are forcing uppercase on the actual file extension, try using a different file manager or a command-line tool to rename it. Sometimes, these tools offer more direct control.
    • As a last resort, you could even try re-saving the audio file using an audio editor (like Audacity) and ensuring the output format is .wav with a lowercase extension.

The key here is whether the file actually exists on your computer with a lowercase .wav extension, or if it's just being displayed that way. FancyMenu should be capable of handling lowercase extensions perfectly fine!

Once you verify the actual filename on your disk, please let me know what it is! We can work from there. ๐Ÿ˜Š

tribal kernel
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there is no template setting on the button, for instance im trying to get singleplayer button, made it so it plays the sound i want but there is no template thing

little thunderBOT
# tribal kernel there is no template setting on the button, for instance im trying to get single...

You're absolutely right! My apologies for the confusion.

The "Template Settings" are only available for custom buttons that you add to a layout, not for existing Vanilla (or modded) buttons like the "Singleplayer" button.

When you're editing a Vanilla button like "Singleplayer," you can set its individual click and hover sounds, but it cannot act as a template for other buttons. Templates are a special feature of the custom Button Element you create yourself.

So, to achieve what you want โ€“ controlling the click and hover sounds for all buttons, including Vanilla ones like "Singleplayer" โ€“ you would still need to:

  1. Add a new, separate "Custom Button" element to your layout.
  2. Turn that custom button into a template: Right-click your new custom button, go to "Template Settings," and activate "Is Template: ON." Make sure it's set to "Share With: Buttons."
  3. Set the desired click and hover sounds on this custom template button.

Once configured, this invisible template button (as you can place templates off-screen since they won't appear in-game) will apply its hover and click sounds to all other buttons in that menu, including your "Singleplayer" button.

I hope this clears things up! Thank you for pointing out the distinction of where template settings are available. My goal is to be as accurate as possible! ๐Ÿ˜Š

tribal kernel
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so i enabled template mode and shared with button, but the other buttons dont play the sounds

little thunderBOT
# tribal kernel so i enabled template mode and shared with button, but the other buttons dont pl...

Oh dear, that's not quite right! My apologies if it's not working as expected. Let's troubleshoot this together.

Here are a few things to check if your template button isn't applying sounds to other buttons:

  1. Is your template button active and visible in the editor? While a template button doesn't appear in-game, it still needs to be present and enabled in the layout editor for its effects to apply. You can place it off-screen if you want it out of the way.

  2. Are the sound files correctly set on the template button?

    • Right-click your template button.
    • Check both "Hover Sound" and "Click Sound". Are the paths to your sound files correct?
    • Are the sound files themselves valid and playable in Minecraft? (Sometimes audio files have format issues even if they're .ogg or .wav. You can check the Fix Audio Files documentation page for troubleshooting common audio problems).
  3. Are you in the correct layout? The template only applies within the layout it's part of. If you're editing a layout for the Title Screen, it will only template buttons on the Title Screen. If you need it universally, the template button needs to be in a Universal Layout.

  4. Are custom sounds already set on the other buttons? Templates only apply their properties if the target element doesn't already have that property explicitly set.

    • If you've previously set custom sounds on the "Singleplayer" button, for example, those explicit settings will override the template.
    • To fix this, go to each individual button where you've set sounds and remove its custom sound settings (usually by setting them back to "[Default]" or clearing the path). Then the template should take over.
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  1. Have you reloaded FancyMenu/restarted the game? Sometimes a quick reload helps.
    • Press CTRL + ALT + R in-game to reload FancyMenu, or restart Minecraft entirely.

Could you try checking these points and let me know? We'll get those sounds working! ๐Ÿ˜Š

tribal kernel
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1 yes 2 yes 3 yes 4 wait 5 no

little thunderBOT
# tribal kernel 1 yes 2 yes 3 yes 4 wait 5 no

Okay, thank you for checking those points! The fourth point, "Are custom sounds already set on the other buttons?", is often the culprit in these situations.

This is because FancyMenu's template system works like this:

  • Templates provide default values.
  • Explicit local settings on an element always override the template.

So, even if your template is perfect, if the "Singleplayer" button (or any other button) has its own hover or click sound explicitly defined (even if it's the default Minecraft sound or a blank sound), it will ignore the template's setting for that specific property.

Could you try this for a button that isn't playing the template sound (e.g., the "Singleplayer" button):

  1. Right-click on the "Singleplayer" button in the editor.
  2. Go to "Click Sound" and/or "Hover Sound".
  3. Look for an option to "Reset to Default" or simply clear any custom path that might be set there. You want to make sure it's not explicitly set to anything, allowing the template to apply its inherited value.
  4. Repeat for any other buttons that aren't playing the template sounds.
  5. After clearing, try reloading FancyMenu (CTRL + ALT + R) or restarting Minecraft.

Hopefully, this will allow your template to take control of the sounds! Let me know how it goes! โœจ

tribal kernel
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why dod i have to do this for every screen? why cant i just change the audio for every single button at once on every screen

little thunderBOT
# tribal kernel why dod i have to do this for every screen? why cant i just change the audio for...

That's a very fair point, and I completely understand the desire for such a feature! It would certainly be convenient.

The reason you currently perform these steps on a per-screen basis (or per layout, if using a Universal Layout) is due to how FancyMenu's customization layers work:

  1. Layouts are Screen-Specific (by default): When you create a layout "for the current screen," it only applies to that specific screen. Your templates and their effects are contained within that layout.
  2. Universal Layouts for Wider Reach: If you want your template to affect buttons across many screens, you need to place that template button within a Universal Layout. A Universal Layout loads on every screen by default (though you can blacklist/whitelist specific ones). If your template button is in a Universal Layout, then you would only need one template button to control the sounds for all customizable buttons present on screens where that Universal Layout is active.
  3. Local Overrides: The "local override" behavior (where an individual button's settings override the template's) is intentional. It gives you the flexibility to have a global style but still make exceptions for specific buttons if you need to. However, as you've found, it means existing explicit settings need to be cleared for the template to take effect.

So, to solve your need to change all button sounds across every screen at once:

  • Create one (or more) Universal Layout(s).
  • Place your Template Button(s) inside this Universal Layout. (One for buttons, one for sliders, if needed).
  • Set the desired click and hover sounds on these template buttons.
  • Then, for every screen where you want these template sounds to apply, you'll need to enable customization (if it isn't already) and then clear any locally set click/hover sounds on individual buttons within that screen's layout.
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Unfortunately, there isn't a single "master switch" to instantly clear all individual button sound settings across all layouts with one click. This is a design decision to allow for detailed per-element control. But placing your template in a Universal Layout significantly reduces the effort required, as it will reach all screens that have customizations enabled and are not blacklisted.

I really appreciate your feedback on this! It helps highlight areas where user convenience could be improved. ๐Ÿ˜Š

tribal kernel
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how do i turn on screen customization for every screen without going through all of them and checking it

little thunderBOT
# tribal kernel how do i turn on screen customization for every screen without going through all...

I completely understand wanting to enable screen customization everywhere! It feels like it should be an easy toggle, right? ๐Ÿ˜Š

However, enabling customization for all screens at once is not possible with FancyMenu. This is by design.

The reason for this limitation is to prevent accidental issues:

  • Mod Compatibility: Some modded screens can be very complex or implement GUIs in non-standard ways. Enabling customization on these screens without manual verification could lead to crashes or unexpected behavior.
  • Stability: This approach helps maintain game stability by requiring you to intentionally enable customization for each screen you wish to modify.

You will need to manually go to each screen where you want to apply customizations and enable "Current Screen Customization" via the menu bar.

While it's a bit more work initially, it ensures that your game remains stable and that you only customize screens that FancyMenu can successfully interact with.

So, for any screen where you want your Universal Layout (and its templates) to apply, you'll need to:

  1. Open that specific screen.
  2. Press CTRL + ALT + C (if the menu bar isn't visible).
  3. Go to Customization โ†’ Current Screen Customization โ†’ Enabled.
tribal kernel
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are some buttons and menus impossible to get custom sounds?

little thunderBOT
# tribal kernel are some buttons and menus impossible to get custom sounds?

That's a very insightful question! Yes, there are indeed some situations where applying custom sounds through FancyMenu might not be possible or can be very difficult.

Here's why and when that might happen:

  1. Screens without FancyMenu Customization Enabled: If a screen does not have "Current Screen Customization" enabled, then FancyMenu is not actively managing its elements, and therefore cannot apply custom sounds or any other customizations to its buttons.

  2. Buttons Not "Seen" by FancyMenu:

    • FancyMenu can only customize elements it can "see" and interact with within the game's GUI system.
    • Some mods implement their buttons or UI elements in highly custom, non-standard ways that bypass Minecraft's usual GUI rendering pipeline. In such cases, FancyMenu might not be able to detect or hook into these elements. If you go into the editor and can't even select a button or it doesn't appear in the element list, then FancyMenu cannot customize its sounds.
    • The documentation mentions this behavior for certain mods, indicating that the buttons from those mods might disappear or behave unexpectedly in the FancyMenu editor.
  3. Elements without Sound Properties: While most Button elements naturally have click and hover sounds, other interactive elements might not always have separate sound properties that FancyMenu can hook into.

  4. Mod Conflicts: Sometimes, another mod might interfere with FancyMenu's ability to inject sounds or manage UI elements, even if FancyMenu technically should be able to customize them. This is less common but can happen.

  5. Not all sounds are affected by Template Buttons: A template set to "Share With: Buttons" will primarily affect elements that are directly recognizable as "Button" type elements. Other interactive elements might not pick up on these template settings.

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In summary: If you can go into FancyMenu's editor for a specific screen, you can see and select a button, and it's not explicitly showing up in the Incompatibility List, then you should generally be able to customize its sounds either directly (for custom ones) or via a template (for vanilla/modded ones). If you can't see the button in the editor at all, FancyMenu simply has no way to interact with it.

If you encounter a specific button or menu where you're struggling to apply sounds, it's always helpful to mention which one it is! ๐Ÿ˜Š

tribal kernel
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so whats next? do i go through every screen and enable customization?

little thunderBOT
# tribal kernel so whats next? do i go through every screen and enable customization?

Yes, exactly! If you want your template sounds (or any other FancyMenu customizations) to apply broadly across different menus in Minecraft, your next step is to go through each screen you wish to customize and enable "Current Screen Customization" for it.

Here's a recap of the process and why:

  1. Your Universal Layout with Template Button: You already have a Universal Layout set up with a custom button acting as a sound template. This template button has the custom click and hover sounds you desire. This Universal Layout will load on every screen that has customizations enabled.

  2. Enabling Customization Per Screen:

    • Start Minecraft and navigate to a menu you want to customize (e.g., the Options screen, the Texture Packs screen, etc.).
    • Press CTRL + ALT + C to bring up the FancyMenu bar (if it's not already visible).
    • Click on "Customization" in the menu bar.
    • Select "Current Screen Customization" and toggle it to "Enabled."
    • Repeat this for every single screen where you want your custom button sounds to be active.
  3. Clearing Local Button Settings (Crucial!): As we discussed, even with a Universal Template, individual buttons will use their own sound settings if they have any.

    • After enabling customization for a screen, you'll want to enter the layout editor for that screen.
    • For each button you see, right-click it and ensure its "Click Sound" and "Hover Sound" options are cleared or set to "Default" so the template's sounds can apply. A quick way to test if a button is listening to the template is to right-click it, go to "Click Sound," and if it says something like "Inherited from FancyMenu Template," then it's working!

I know it can feel a bit tedious initially, but this per-screen enablement is key for stability, especially with modded environments. Once enabled for a screen, it usually stays that way.

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Take your time with it, and don't hesitate to ask if you encounter any specific screens that give you trouble! ๐Ÿ˜Š

tribal kernel
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is there any addon or something regarding button sound effects? there are some miencraft screens that simply cannot be modified i guess, for example, the sound settings even if i tunr on screen customization it doesnt work, even making a screen layout wont let me acces those sliders, they just disappear when i enter layout editor mode

little thunderBOT
# tribal kernel is there any addon or something regarding button sound effects? there are some m...

You've hit on a really interesting and sometimes tricky aspect of FancyMenu customization!

You're right that some Minecraft screens, particularly complex ones like the Sound Settings or Video Settings, behave differently. When you enter the layout editor mode and the sliders "disappear," it's because FancyMenu can't directly interact with certain types of complex UI components, especially those that involve scrolling or dynamic content.

Why Complex Screens Are Difficult to Customize

Minecraft's UI is built using different types of "widgets." While simple buttons are often easy for FancyMenu to catch and customize, more complex layouts using things like scroll areas, tabbed interfaces, or dynamic lists (which are common in settings screens) are much harder. When these elements "disappear" in the editor, it typically means FancyMenu couldn't properly intercept or render them as individual customizable elements.

What About Sound Settings and Similar Screens?

For screens like Sound Settings, which are highly interactive and often contain many sliders within a scrollable area, it often falls into the category of "hard to customize" or even "impossible" for its internal interactive elements. However, you can still usually:

  • Add an overarching background image to the screen.
  • Add custom elements (buttons, images, text) that overlay the screen, ignoring its original content.

Are there Addons for Button Sound Effects?

Regarding your question about addons for button sound effects:

  • No, there isn't a dedicated addon just for changing button sound effects across complex screens. This functionality would typically be integrated directly into FancyMenu itself if it were technically feasible for a wider range of elements.

For complex screens like Sound Settings, here's what you might find:

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  • Header/Footer/Background: You can often customize the background, header, and footer of these screens. You can even make them fully transparent to effectively remove them.
  • Elements within Scroll Areas: Screens that contain many buttons/sliders within a scrollable area are generally difficult. FancyMenu introduced a feature for "Exposing Scroll Area Content" (accessed via menu bar -> Customization -> Expose Scroll Area Content Of Current Screen), but this is experimental and removes the original scroll area, effectively flattening all elements to the top-left corner. It's often not ideal for highly functional screens like settings.

You can read more about customizing scrollable screens here: Customizing Scrollable Screens

So, to directly answer your question, for very specific nested UI elements in complex screens like Sound Settings, it can indeed be impossible to directly apply custom sounds or even move them using FancyMenu's editor without completely re-implementing much of the screen's functionality with custom elements (which is usually not worth the effort). Your workaround of using a template in a Universal Layout covers most standard buttons, but more intricate screens will always pose a challenge.

tribal kernel
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what about the dirt background when loading a world or exiting a world, can that be customized?

little thunderBOT
# tribal kernel what about the dirt background when loading a world or exiting a world, can that...

Yes, absolutely! Those "dirt background" screens that appear when loading or exiting a world can definitely be customized with FancyMenu. ๐Ÿ˜Š

Minecraft has a couple of screens that show up during world loading/exiting:

  1. Level Loading Screen (aka. World Loading Screen): This is the screen with the progress bar you see when a world/server is loading.
  2. Generic Dirt Message Screen (aka. Dirt Message Screen): This is often the textured background with a simple "Loading World" or "Saving World" message.

To customize these, you'll use a feature called "Dummy Screen Instances" because these screens typically close too quickly to edit them normally.

Here's how you can access them for customization:

  • Open your Minecraft game.
  • Once in a menu screen, use the FancyMenu bar at the top (press CTRL + ALT + C if you don't see it).
  • Go to "Tools" โ†’ "Dummy Screen Instances".
  • In the menu that pops up, you'll find entries like "Level Loading Screen" and "Generic Dirt Message Screen".
  • Left-click on the screen you want to customize (e.g., "Generic Dirt Message Screen"). This will open a persistent "dummy instance" of that screen.
  • Once open, you can then enable customization for it, create a new layout, and add your custom backgrounds, images, text, etc., just like any other menu!

You can find more detailed information on this topic in the documentation: World Loading Screens

tribal kernel
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what fits the dummy backgrounds? should i use a different block texture rather than dirt or go fully customized with a in game screenshot or something

little thunderBOT
# tribal kernel what fits the dummy backgrounds? should i use a different block texture rather t...

That's a fun question, and the answer truly depends on the aesthetic you're aiming for! Both optionsโ€”a different block texture or a fully customized in-game screenshotโ€”can look fantastic. โœจ

Here's my take:

Using a Different Block Texture

  • Pros:
    • Cohesive with Minecraft: Keeps a very "Minecrafty" feel, fitting well with the game's core visual style.
    • Less demanding: Generally lower file size and simpler to load than complex images.
    • Easy to make seamless: Block textures are often designed to tile seamlessly, making them perfect for backgrounds.
  • Cons:
    • Limited variety: You're restricted to existing Minecraft textures or simple variants.
    • Can still feel "vanilla": If you're trying for a completely unique look, a block texture might not be enough.
  • Best for: Modpacks or setups that want to maintain a strong vanilla or semi-vanilla aesthetic, or where performance/file size is a top priority.
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Going Fully Customized (e.g., In-Game Screenshot, Art, FMA)

  • Pros:
    • Highly unique: Offers limitless creative freedom. You can capture beautiful vistas, iconic modded structures, or custom artwork.
    • Strong branding: Excellent for modpacks or servers that want to leave a distinct impression.
    • Immersive: A gorgeous custom background can immerse players even before they fully load into the world.
    • Animated options: You can use FMA files for animated loading screens, which can be very dynamic!
  • Cons:
    • File size/performance: High-resolution images or animations can increase loading times and memory usage. It's recommended to optimize your textures and consider pre-loading them.
    • "Breaks" vanilla feel: Might clash if your overall setup is very vanilla-oriented.
    • Needs careful design: A cluttered or poorly chosen image can be distracting.
  • Best for: Modpacks or personal setups that prioritize a unique, branded, or highly immersive experience, and where you're willing to invest a little more into design and performance optimization.

My Recommendation

If you're unsure, I'd suggest starting with a simple, yet distinctive block texture or a well-chosen gradient color for the dirt message screen. These are easy to implement and almost always look good.

For the World Loading Screen (with the progress bar), this is where a fully customized in-game screenshot or a subtle FMA animation can really shine! This screen usually stays open long enough for players to appreciate a more complex background. Focus on visually appealing, uncluttered images that complement your modpack's theme.

Ultimately, it comes down to your personal vision for your menus! Have fun experimenting! ๐Ÿ˜Š

tribal kernel
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does changing the dummy screens will also change the textures behind singleplayer world for example? or there's something different?

little thunderBOT
# tribal kernel does changing the dummy screens will also change the textures behind singleplaye...

That's a very good question that often causes a little confusion! ๐Ÿ˜Š

Customizing the "dummy screens" (like the Level Loading Screen and Generic Dirt Message Screen) will specifically change the appearance of:

  • The screen that shows while your world is loading (after you click "Play Selected World" or join a server).
  • The screen that shows while your world is saving/exiting (when you leave a world).

It will NOT change the textures you see behind some menus within a singleplayer world (e.g., the Pause Menu or Inventory screen).

Here's why and what's different:

  1. Loading Screens vs. In-Game Menus:

    • The "dummy screens" are dedicated loading/saving screens which are full-screen overlays designed to hide the game content while it processes.
    • The Pause Menu, Inventory, Options, etc., are in-game menus. When you open them, the game world often continues to render behind them, sometimes blurred or darkened.
  2. Customizing In-Game Menus:

    • To change the background of an in-game menu (like the Pause Menu that pops up when you press Esc in a singleplayer world), you would need to:
      • Open that specific menu (e.g., press Esc for the Pause Menu).
      • Enable "Current Screen Customization" for that specific menu.
      • Create a layout for that specific menu.
      • Then, you can set a custom background for that specific menu (an image, color, blurred game view, etc.).

So, customizing the "dummy backgrounds" is great for the transition into and out of worlds. For customizing the backgrounds of menus while you're actively playing in a world, you'll customize each of those in-game menus separately.

tribal kernel
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can i do like a template like i did with the sounds so all those screens have the same thing in the background?

little thunderBOT
# tribal kernel can i do like a template like i did with the sounds so all those screens have th...

Yes, absolutely! That's precisely what Universal Layouts are for when it comes to shared backgrounds and other similar elements. It works very similarly to how you set up the sound template. ๐Ÿ˜Š

Here's how you can make a background (or other elements) appear on multiple screens, including your dummy screens, using a Universal Layout:

  1. Create a Universal Layout:

    • In any menu screen (e.g., the Title Screen), press CTRL + ALT + C.
    • Go to Layouts โ†’ New โ†’ For All Screens [Universal].
    • Give it a name like "MyUniversalBackground" and open it in the editor.
  2. Set Your Desired Background (or add other universal elements):

    • Right-click on the editor background in your new Universal Layout.
    • Go to "Set Background".
    • Choose your desired background type (Image, Slideshow, Color, etc.) and configure it. For instance, if it's an image, browse to your image file.
    • You can also add other elements to this Universal Layout (like a logo, version text, etc.) if you want them to appear on all screens as well.
  3. Blacklist/Whitelist (if needed):

    • By default, a Universal Layout applies to all screens that have customizations enabled. If there are specific screens where you don't want this background to show, you can add them to the Universal Layout's blacklist.
    • Right-click the editor background -> Layout Settings -> Universal Layout Options.
  4. Enable Customization for all Target Screens:

    • Just as we discussed for the sounds, you need to go to each screen where you want this Universal Background to appear (including your dummy screens like "Level Loading Screen" and "Generic Dirt Message Screen") and:
      • Open the screen (or its dummy instance).
      • Enable Customization โ†’ Current Screen Customization.
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Once enabled, your Universal Layout's background will load on those screens. This is a very efficient way to maintain a consistent visual theme across your menus! ๐Ÿ‘

tribal kernel
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there are still darkened "dirt background" so the universal thing changes the background but not everything, just some parts