#Code inserting

1 messages · Page 1 of 1 (latest)

sleek gobletBOT
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You don’t edit layout files by hand—FancyMenu layouts are edited inside the in-game editor. Here’s how to wire up your custom assets:

  1. Put the assets in the right folders. Keep your files under config/fancymenu/assets/ (same structure you listed is fine). See the Resources page for how FancyMenu loads local assets.

  2. Edit the layout in FancyMenu.

    • Open the screen you want to customize, press CTRL+ALT+C, enable “Current Screen Customization”, and create/ open your layout (“Layouts → New/Select”).
    • To style the button, add a custom Button element (or edit an existing one), right‑click it, go to Button Textures, and set the Normal/Hover/Inactive textures to your start_*.png files. You can also change its label, sounds, etc. (See the Elements page for button customization basics.)
  3. Use the font in text elements/labels.

    • To use cute_font.ttf, you already have it in assets/fonts/. When you edit a Text element (or a button’s JSON label), wrap your text with %!!fontname%…%!!% using the font name from the file. For example: %!!cute_font%Welcome!%!!%.
    • The Text Formatting page explains how to reference custom fonts and format your strings.
  4. Save and test. Hit CTRL+S in the editor, close it, and reopen the screen to make sure the textures and font appear as expected.

If you want a button label to use custom fonts, give it a raw JSON component (e.g. {"text":"Start","font":"cute_font"}) via the label field—also covered on the Text Formatting page.

vale flax
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so the code i sent is supposed to be where i add into the buttons?

sleek gobletBOT
# vale flax so the code i sent is supposed to be where i add into the buttons?

The “code” you showed is really just the folder layout where your assets live—it’s not something you paste into a file. Instead:

  • Button textures are linked inside the layout editor. Right-click the button, go to Button Textures, and pick your start_normal.png, start_hover.png, and start_pressed.png from config/fancymenu/assets/buttons/. That’s the way FancyMenu knows to use those images instead of editing a file manually. (See the Elements page for button options.)

  • The font file lives in assets/fonts/, and you reference its name in any text input. For text elements you can wrap content with %!!cute_font%Your text%!!%, or use a JSON label like {"text":"Start","font":"cute_font"} for buttons. The Text Formatting guide covers how to reference your custom font.

So you don’t insert a code snippet—just load the textures and font through the editor UI and use them where needed.

vale flax
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is there a moderator that may help me? im not doing well on learning this way

sleek gobletBOT
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Ticket Summary

Popo wants to apply custom button textures and a special font to their FancyMenu layout but doesn’t know where or how to insert the asset references; they’re struggling with using the in-game editor and would prefer moderator/human help.

vale flax
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I would perfer a female please if thats okay. if not then anything helps

sleek gobletBOT
vale flax
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whats a cute font thats available for fancy menu?

sleek gobletBOT
# vale flax whats a cute font thats available for fancy menu?

FancyMenu doesn’t ship with a “cute” font by default, but you can drop any .ttf into config/fancymenu/assets/fonts/ and then reference it in your elements using %!!fontname%…%!!% or JSON components (see the Text Formatting guide). If you want pre-made options, try browsing sites like Google Fonts and download a font you like, then place it in that folder—just make sure it’s a .ttf file.

vale flax
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config/fancymenu/assets/fonts/ is this in my folder?

sleek gobletBOT
# vale flax config/fancymenu/assets/fonts/ is this in my folder?

Yes, config/fancymenu/assets/fonts/ is the folder inside your Minecraft instance’s config/fancymenu/assets/ directory. If it doesn’t exist yet, just create the assets/fonts/ folders manually, then drop your .ttf file inside. FancyMenu will automatically pick it up from that location.

vale flax
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should this "minecraft instances" show up by searching just that in the folder tab

sleek gobletBOT
# vale flax should this "minecraft instances" show up by searching just that in the folder ...

If you’re looking for your Minecraft instance folder, searching for “Minecraft Instances” in your file explorer usually works only if your launcher (CurseForge/Modrinth) names the folder that way. The easiest way is to open your launcher, find the instance, click the three dots (or right-click) and choose “Open Folder”. That opens the correct instance directory where you can then navigate to config/fancymenu/assets/fonts/. The Modpacks page shows the exact steps with screenshots if you need more help.

vale flax
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so do I just creat another folder titled "Fonts" in the assests folder to use more fonts fancymenu can provide?

sleek gobletBOT
vale flax
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so find a text font file and drop it into the assets folder?

sleek gobletBOT
# vale flax so find a text font file and drop it into the assets folder?

Exactly—grab a .ttf font file (for example from Google Fonts), then paste it into config/fancymenu/assets/fonts/ inside your instance. FancyMenu automatically loads every font in that folder. After that, reference it in any text input with %!!fontname%Your text%!!% or by using a JSON label like {"text":"Start","font":"fontname"}. The Text Formatting guide explains the syntax if you need more detail.

vale flax
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whats best to search for fonts to insert into the assets file

sleek gobletBOT
vale flax
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is a zip file like a .ttf file?

sleek gobletBOT
# vale flax is a zip file like a .ttf file?

That one’s not really covered in the docs—my answers have to stay tied to the FancyMenu documentation. If you have a question that’s directly about how FancyMenu works (font handling, assets, layouts, etc.), I’ll happily help!

vale flax
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can i insert a zip file to use the fonts in the assets folder?

sleek gobletBOT
vale flax
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why does the text show up as boxes when i try to use %!!uniform%this is a custom font%!!% format

sleek gobletBOT
# vale flax why does the text show up as boxes when i try to use %!!uniform%this is a custom...

If it just shows boxes, FancyMenu wasn’t able to find the font name you put between the %!! … %!!% markers. A few checks:

  1. Font name must match the .ttf filename (without .ttf) that you dropped into config/fancymenu/assets/fonts/. For example, if the file is cute_font.ttf, the format is %!!cute_font%Your text%!!%.
  2. Make sure the font file is actually in the assets/fonts folder and that you restarted/reloaded FancyMenu after adding it so the font gets registered.
  3. Only Text elements support that syntax—button labels require JSON components like {"text":"Start","font":"cute_font"} (see the Text Formatting guide for details).
  4. If you use %!!uniform%, it references the in-game “uniform” font; if you want a custom font, use the name of the .ttf you added instead.

The Text Formatting page explains how to add custom fonts and how to reference them correctly.

vale flax
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Is this the proper file?

sleek gobletBOT
# vale flax Is this the proper file?

That screenshot shows you inside config → fancymenu → assets, which is the right area, but FancyMenu only loads actual .ttf font files. If Girly Stuff is still just a folder or a shortcut with no .ttf extension, FancyMenu won’t see it.

Make sure of two things:

  1. The font file ends in .ttf (like girly_stuff.ttf). If you downloaded a ZIP, extract it and grab the actual .ttf file.
  2. Windows shows file extensions so you can confirm the name. If you don’t see .ttf, go to the View menu and enable “File name extensions” before copying it into assets/fonts/.

Once the .ttf is in config/fancymenu/assets/fonts/, reference it with %!!fontname%…%!!% (or {"text":"Start","font":"fontname"} for buttons). The Text Formatting docs explain that syntax in detail.

vale flax
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how to View menu and enable “File name extensions

sleek gobletBOT
# vale flax how to View menu and enable “File name extensions

In Windows Explorer, go to the View tab (or ribbon) and tick “File name extensions” so every file shows its extension. You can also press Alt + V and check the box there. Once that’s on, you’ll see .ttf at the end of your font files before copying them into config/fancymenu/assets/fonts/.
The docs remind you to enable extensions when working with FMA/animations and slideshows—see the FMA Animations guide for that note.

vale flax
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im using the newest windows

sleek gobletBOT
# vale flax im using the newest windows

I’m only able to answer questions that relate to the FancyMenu documentation. For Windows-specific help, please check Microsoft’s support or a general Windows tutorial—thanks!

vale flax
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Is the font file in the correct format?

sleek gobletBOT
# vale flax Is the font file in the correct format?

Yes, that looks correct—the Girly Stuff.ttf file is exactly what FancyMenu expects. As long as it lives inside config/fancymenu/assets/fonts/, FancyMenu will load it automatically. Just make sure:

  • The file actually ends with .ttf (you already can see it does, so you’re good).
  • You restarted or reloaded FancyMenu after adding it so it registers the new font.
  • You reference it by its name inside %!!…% (for Text elements) or through JSON labels like {"text":"Start","font":"Girly Stuff"} (buttons need JSON, text elements can use %!!Girly Stuff%Your text%!!%).
    The Text Formatting guide explains those formats.

If you still see boxes, double-check that the font name between %!! markers matches the .ttf filename exactly (spaces and capitalization matter).

vale flax
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Its just saying the whole text what did i do wrong?

sleek gobletBOT
# vale flax Its just saying the whole text what did i do wrong?

It’s showing the literal string because the %!!fontname% syntax needs to stand alone. In your screenshot you wrapped it in /%!!…%!!%/, so FancyMenu can’t detect the font placeholder and just prints everything. Remove the extra characters so it looks exactly like this:

%!!Girly Stuff%TESTING%!!%

(Only Text elements support that syntax—button labels need a JSON component like {"text":"TESTING","font":"Girly Stuff"}.)

Also make sure Markdown is enabled for the Text element so it parses placeholders; the Text Formatting guide explains both %!!…%!!% usage and how to reference custom fonts.

vale flax
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I inserted this input %!!Girly Stuff%TESTING%!!% and it still shows the same thing

sleek gobletBOT
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vale flax
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It just uses the whole text