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deft stratusBOT
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If you want text baked into the image you’re using, FancyMenu itself doesn’t add that for you—you have to edit the image in an external editor (Photoshop, GIMP, etc.), add your text there, save it as PNG, drop it into config/fancymenu/assets/, and then use it in an Image element or background just like any other texture. That’s the “baked” approach.

If you just need text that can change or use placeholders, use a Text element with Markdown/formatting instead (see the Text Formatting guide). But for fixed text inside the graphic, editing the texture beforehand is the way to go, then point FancyMenu to that asset via the resource chooser—see the Resources page for how resource paths work.

brave acorn
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Then, how do you get rid of the white minecraft format and keep only the baked image?

deft stratusBOT
# brave acorn Then, how do you get rid of the white minecraft format and keep only the baked i...

If you just want the baked artwork and no white “Minecraft” text, delete the vanilla text element instead of trying to re-style it. Open the layout for that screen (make sure customizations are enabled), right-click the white text/widget, and choose Delete—that hides it from the menu so only your Image element (with the text already baked in) remains visible. You can always restore it later via Element → Deleted Vanilla Elements if needed.

For the baked image itself, edit the graphic in an external editor (Photoshop, GIMP, etc.), add your text there, save it to /config/fancymenu/assets/, and then use it as an Image element or background. That way you’re not fighting Minecraft’s default text rendering at all.

See the “Vanilla Elements” guide for more on hiding/restoring built-in widgets: Vanilla Elements.

brave acorn
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I tried to create an image—that worked—but it was an image, not a button.

deft stratusBOT
# brave acorn I tried to create an image—that worked—but it was an image, not a button.

If you want that image to act like a button, you need to use a Button element (not an Image). Add a custom Button, right-click it, then set its textures to your baked image (normal/hover/inactive) so it looks identical to what you created. You can even keep the label empty and/or turn off text so only the texture is visible.

If you want to keep the Image element for aesthetics, you can also place an invisible button on top of it: resize the button to match the image, give it fully transparent textures, and add whatever actions you need. That way the look stays the same but the button is clickable.

For more info on buttons, templates, and sharing textures with sliders too, check the Elements overview and the Button & Slider Templates guide: Elements and Button & Slider Templates.

brave acorn
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Alright, I did it, now how do I get my custom button to actually do something?

deft stratusBOT
# brave acorn Alright, I did it, now how do I get my custom button to actually do something?

Nice, now you just need to give the button an action script so it does something when clicked:

  1. Right-click your custom button and choose Edit Action Script.
  2. In the action script editor, click Add Action (or press A) and pick what you want it to do (e.g., “Join Server”, “Open Screen or Custom GUI”, “Send Chat Message”, “Set Variable Value”, etc.).
  3. Fill in the required value (server IP, screen identifier, message text, …). You can nest statements (IF, ELSE) if you want conditional behavior.
  4. Save the script (click Done or press ESC).

If you need dynamic behavior you can use placeholders (including $$value from sliders) inside action values. See the Action Scripts guide for the full list of actions, requirements, and how to organize scripts: Action Scripts.

brave acorn
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Okay. That's nifty; I think I got this, thanks.

deft stratusBOT
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brave acorn
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Nope, I don't got this.

I made the button, the custom button is there; I assigned its role via the action script.

So why does it disappear when you save and exit the editor?

deft stratusBOT
# brave acorn Nope, I don't got this. I made the button, the custom button is there; I assign...

If your button vanishes the moment you leave the editor, it usually means the layout isn’t actually enabled on that screen anymore. Make sure of two things:

  1. Customizations are enabled for that screen (menu bar → Customization → toggle Current Screen Customization to “Enabled”). If that’s still off, FancyMenu unloads the layout as soon as you exit, so your custom button only lives in the editor.
  2. The layout itself is saved and enabled (check the save indicator and that you’re editing a layout “for the current screen,” not an invisible universal/randomized copy).

Once those are set, the button stays visible outside the editor. You can read more in the Getting Started guide if you need a refresher on how the customization workflow works: Getting Started.

brave acorn
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They are indeed, both are checked, I fail to see the problem.

deft stratusBOT
# brave acorn They are indeed, both are checked, I fail to see the problem.

Okay, let’s dig a little deeper. Since the layout stays saved but the button disappears once you leave the editor, please double-check these things:

  1. Layout status – open the layout editor for that screen again and make sure the layout you edited is still the active one (look at the layout selector in the menu bar). If you accidentally edited a copy or a different layout, the screen might be loading another layout instead.

  2. Layout-wide requirements – right-click the editor background, go to Loading Requirements [Layout-Wide], and see if any requirement is active that could hide the entire layout (e.g., a condition that fails outside the editor). If there’s one you don’t need, disable or remove it.

  3. Random mode – if you enabled Random Mode for that layout, the screen might be picking a different layout when it loads. Check Layout → Random Mode and verify the identifier and “Randomize Only First Time” setting.

If none of that helps, could you tell me:

  • Which screen you’re customizing?
  • Whether the layout is universal or “for current screen”?
  • If any loading requirements are set on the button or layout?

That info will help me narrow down what makes the button vanish.

brave acorn
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So, what's the difference between the current screen and the universal one?

deft stratusBOT
# brave acorn So, what's the difference between the current screen and the universal one?

Universal layout applies to every screen (or to screens you whitelist/blacklist), so it keeps running in the background no matter where you are.
“Current screen” layout only affects the menu you were in when you created it—nothing else. That means if you edit a universal layout but expect the changes to only appear on one screen, or if the layout is somehow not enabled for that screen anymore, the button will disappear as soon as the layout unloads.

If your custom button is vanishing, double-check:

  • You’re editing a “for current screen” layout if the button should only show up there.
  • The layout you saved is the one the screen actually loads (confirm it’s selected via the layout selector in the menu bar).
  • No layout-wide requirements (or Random Mode) are hiding the layout after you leave the editor.

The Universal Layouts guide explains how each mode works and how to control where universal layouts show up vs. single-screen layouts.

brave acorn
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Okay, I deletes the old layout, I created a new universal layout, after saving it still favors the vanilla layout.

deft stratusBOT
# brave acorn Okay, I deletes the old layout, I created a new universal layout, after saving i...

If the vanilla layout still “wins,” try these checks:

  1. Enable the universal layout for that screen:
    • Open the universal layout editor → right-click background → Layout Settings → Universal Layout Options.
    • Use the Blacklist/Whitelist to make sure the screen you’re testing is allowed (whitelist it, or remove it from the blacklist).
    • Save the layout.
  2. Layout order matters. Click the layout in the menu bar → Layouts → Layout Index to ensure your universal layout has a higher priority (lower index) than other layouts affecting the same screen.
  3. Ensure vanilla elements aren’t overriding you: if the original vanilla layout is still enabled, put your elements “on top” by setting Render custom elements in front (right‑click background → Layout Settings → Render Custom Elements Behind Vanilla → disable if you want to draw on top).
  4. Check layout-wide requirements/random mode again—universal layouts still obey requirements, so a condition might hide it after you leave the editor.

If it still doesn’t show, let me know which screen you’re targeting and what your universal layout contains (background only? buttons?) so I can pinpoint the conflict.

brave acorn
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Okay, that works, but now those buttons are there, the ones I don't want.

deft stratusBOT
# brave acorn Okay, that works, but now those buttons are there, the ones I don't want.

If those extra buttons are vanilla ones you don’t want, just hide them in your layout:

  1. Open the layout editor for that screen (make sure it’s the “for current screen” layout) and right-click the unwanted vanilla button.
  2. Choose Delete – it only hides the element; it doesn’t break anything.
  3. If you ever need it back, use Element → Deleted Vanilla Elements and left-click the entry to restore it.

That way your custom buttons stay visible and the default ones stay hidden. The Vanilla Elements guide explains this flow in more detail: Vanilla Elements.

brave acorn
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Oh, it's working.

deft stratusBOT
brave acorn
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Now what action bring up your world select?

deft stratusBOT
# brave acorn Now what action bring up your world select?

To open the world selector, add an action to your button using Open Screen or Custom GUI (opengui) and feed it the identifier of the world-selection screen (e.g. select_world). You can grab that ID in-game by enabling the Debug Overlay (Customization → Debug Overlay) and copying the identifier from the overlay when the world list is open.

If that doesn’t work (some screens can’t be opened directly), you can mimic the vanilla world-select button instead: use the Mimic Vanilla/Mod Button (mimicbutton) action and point it at the existing world-select widget’s locator.

More details are in the Action Scripts guide: Action Scripts.

brave acorn
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I meant the action script.

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I thought that join server was going to literally make you join the server selection.

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So, of the actions I should choose to select my desired world, which action should I choose?

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Is there a way to look the action information of an already created button? That way, I'll know hich action I should choose.

deft stratusBOT
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deft stratusBOT
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