#✅ | world creation screen

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tawdry forge
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how do i make a custom world screen name field the default widget has no custamizations

kind hazelBOT
# tawdry forge how do i make a custom world screen name field the default widget has no custami...

The World Creation screen is one of the hardest menus to tweak because its buttons/widgets are stacked and managed in ways FancyMenu can’t easily reconfigure. The doc even says that beyond swapping the background it’s not recommended to customize it—especially not to edit default widgets like the name field, since FancyMenu can’t reliably touch those elements there anymore.

So unfortunately there isn’t a supported way to replace that vanilla name widget with one of your own; you’d need to keep the default or try a very small tweak (like a background) instead. Check the World Creation Screen guide for more info. ❤️

tawdry forge
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i wanna atleast change the texture of the b\world naming button

kind hazelBOT
# tawdry forge i wanna atleast change the texture of the b\world naming button

The World Creation screen really is one of the “too complex to touch” menus right now—fancy stacking of widgets makes most of its buttons invisible to FancyMenu, so you can’t directly edit the default “World Name” button’s textures or swap it for a custom widget.

If you need a visual change you could try putting a textured image behind/around the button (maybe anchored to the same spot) so it looks different without touching the actual widget. Beyond that the doc discourages editing this screen at all because FancyMenu can’t safely reach those vanilla widgets anymore. You can read the note in the World Creation Screen guide for the full explanation. 💛

tawdry forge
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can i use link to variable to mimic a funtion of a button?

kind hazelBOT
# tawdry forge can i use link to variable to mimic a funtion of a button?

Yes! Instead of trying to “link” a variable to a button, you give the button an action script that updates a FancyMenu variable, then use that variable in requirements/placeholders for other elements to make them react like the button was “doing” something.

A typical setup is:

  1. Create a variable via Customization → Variables → Manage Variables.
  2. On your button, add a Set Variable Value action (variable_name:some_value) so the button changes the variable when clicked.
  3. Use that variable elsewhere (via the Get Stored Variable placeholder or an Is Variable Value requirement) to show/hide elements, change text, etc.

That’s exactly what the “Toggle Parts of Layouts” guide shows, and the Variables doc explains how to set/get them.

If you meant mimicking a vanilla button’s functionality, you’d need to use a custom action (Set Variable, Open GUI, etc.) because FancyMenu can’t intercept the hidden vanilla widgets on the world creation screen.

tawdry forge
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how do i change the colour of a text in a button?

kind hazelBOT
# tawdry forge how do i change the colour of a text in a button?

Buttons use Minecraft text components for their labels. To change the text color, set the button label to a valid JSON component that includes the color field.

Example:

{"text":"Press me","color":"#FF5555"}

Right-click the button → Label (or text field) → paste that JSON. You can also combine other formatting (bold, italics, etc.) inside the same object.
If you want to inject placeholders or more complex styling, just keep building the JSON component and use placeholders inside the text value.

More info: Text Formatting

tawdry forge
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its a custom button

kind hazelBOT
# tawdry forge its a custom button

For a custom button, the label still uses Minecraft text components. Right‑click the button, edit its label text, and enter something like:

{"text":"Click me","color":"#77fc03"}

That sets the label color to your HEX value. You can also add formatting (bold/italic) and placeholders inside that JSON.
If you want to keep it simple, you can also use Minecraft’s & codes (e.g. &aClick me), but JSON gives you full control.

More details in the Text Formatting guide: Text Formatting 💚

tawdry forge
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AND ALSO A FONT

kind hazelBOT
# tawdry forge AND ALSO A FONT

You can change both the color and font of a custom button label by feeding it a Minecraft text component JSON.

Example label:

{"text":"Stylish Button","color":"#77fc03","font":"uniform"}
  • color accepts any HEX value.
  • font must match a font that’s available (like uniform or one added via resource pack).
  • You can also include placeholders inside the text field if you need dynamic text.

Just right-click the button, edit the label, and paste your JSON.
More info: Text Formatting

tawdry forge
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how do i upload a font and use that font/

kind hazelBOT
# tawdry forge how do i upload a font and use that font/

You import a font the same way Minecraft does it: via a resource pack, then tell your button to use it.

  1. Make a resource pack (pack.mcmeta with pack_format matching your Minecraft version).
  2. Add your font files under assets/<your_namespace>/font/ and create a JSON definition for it (see Minecraft’s resource pack docs on fonts). Each font JSON points to the .ttf/.otf file you added.
  3. Drop the pack in your resourcepacks folder and enable it in Minecraft (or use Resource Pack Overrides so it’s always active).
  4. Use the font in your button label by editing the label text and pasting a component like:
    {"text":"Stylish Button","color":"#77fc03","font":"<your_namespace>:<font_name>"}
    
    Or wrap it inside the %!!font%...%!!% tags described in the Text Formatting guide when you’re using a Text element.

More info on formatting + the %!!font% trick is in the Text Formatting doc: Text Formatting. ✨

tawdry forge
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how do i change tge size of the text?

kind hazelBOT
# tawdry forge how do i change tge size of the text?

Button labels always render with the chosen Minecraft font at its default size—there’s no scale property inside the JSON component. To make the text look bigger/smaller, you need to adjust the button itself (resizing or using the element’s Scale setting) so the label has more space, or swap the label for a custom texture that already contains larger text.

If you want perfectly sized text, add a Text element instead and enable Set Scale on that element (you can also use %!!font% tags there). That way you fully control color, font, and size.
More info: Text Formatting

tawdry forge
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is there no alternative?

kind hazelBOT
# tawdry forge is there no alternative?

There’s sadly no way to directly change the font size of a button label—the text always renders at the font’s default size. The usual workarounds are:

  • Resize the button (or use the button’s Scale setting) so the label looks larger within the same font.
  • Use a custom texture for the button that already embeds the bigger/smaller text art you want.
  • If you really need full control over text size, switch to a Text element (which supports scaling) and overlay it on top of the button, or use it instead of the button altogether.

The Text Formatting guide explains how to style text elements with fonts/colors, and they let you set a custom scale.

tawdry forge
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a way to remove the text shadow frim the button?

kind hazelBOT
# tawdry forge a way to remove the text shadow frim the button?

Buttons always render their label text through Minecraft’s built-in text renderer, which draws that familiar drop shadow by default. There’s no documented flag or JSON field to disable it on the button itself. If you need text without the shadow, the usual workaround is to hide the button label (set it to a blank component) and overlay a Text element instead—Text elements support %!!font%/scaling and can draw without shadows.
See the formatting guide for how to use text components and custom fonts: Text Formatting.

tawdry forge
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{"text":"MODS","color":"#5e231c","font":"uniform" how do i scale the text to be lets say 2x the size

kind hazelBOT
# tawdry forge {"text":"MODS","color":"#5e231c","font":"uniform" how do i scale the text to be ...

That JSON is perfect for color/font, but button labels don’t support a “scale” value, so you can’t make the text itself render twice as big there. To get a larger label, you have two options:

  1. Resize/scale the button (right-click it → “Scale”) so the default text appears bigger by comparison.
  2. Hide the button label and place a Text element on top of the button. Text elements let you set a custom scale (Set Scale) and still use the same JSON/component styling ({"text":"MODS","color":"#5e231c","font":"uniform"}). That also lets you drop the shadow if you disable it.

For more detail on text styling, see the Text Formatting guide.

tawdry forge
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how do i change a font of the text component

kind hazelBOT
# tawdry forge how do i change a font of the text component

To change the font of a text component (e.g., a button label or Text element), you either:

  1. Use a JSON component with the font field:

    {"text":"Hello","color":"#77fc03","font":"uniform"}
    

    Replace uniform with any font that exists (vanilla or from your resource pack).

  2. Wrap your text with %!!font% tags when editing a Text element:

    %!!uniform%Hello%!!%
    

    This is handy for longer text blocks and follows the same formatting guidance in the Text Formatting doc.

If you need new fonts, add them via a resource pack (assets/<namespace>/font/ + JSON definition), enable the pack, and reference it by namespace/name in the font field. See the Text Formatting guide for the %!!font% trick and more detail: Text Formatting.

tawdry forge
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what do i put in text.json?

kind hazelBOT
# tawdry forge what do i put in text.json?

The provided documentation doesn’t explain how to edit text.json for Minecraft font packs, so I can’t give you a precise template from it. You’ll need to consult Minecraft’s resource pack/font documentation or a general font pack guide to see what the JSON should contain (e.g., providers, type, file, etc.). If you’d like, you can ask for human help to walk through the official resource pack docs.

kind hazelBOT
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