#✅ | Mod loader and stuff in main menu

1 messages · Page 1 of 1 (latest)

unborn oracle
#

Trying to add a smaller version of the "Mods loader, whateverhidfhdfh1.ew, forge 4.7..." to my own custom mod menu

stoic swallowBOT
#

Hi! Please first select which type of question you want to ask:

  • "Normal Question" is enough for most questions. If you are unsure, you should choose this mode. It provides quick and accurate answers to your questions and problems.
  • "Complex Task" is for very complex questions and multi-step tasks. For example, questions involving complex action script, requirement, or placeholder logic. Normal users will almost never need this. Getting answers takes much longer here.

It is not possible for anybody to send messages in this thread before selecting a mode.

Selected mode: 💬 Normal Question

stoic swallowBOT
# unborn oracle Trying to add a smaller version of the "Mods loader, whateverhidfhdfh1.ew, forge...

Yep, you can do that kind of thing in FancyMenu 🙂
If you want to show the mod loader/version text in your own custom menu, the docs say to use the placeholder system.

For mod loader info, you can use placeholders like:

  • {"placeholder":"loadername"} → loader name
  • {"placeholder":"loaderver"} → loader version
  • {"placeholder":"modversion","values":{"modid":"fancymenu"}} → version of a specific mod

So if you want a line like “Forge 47.x” in a Text element or button label, you could make something like:

{"placeholder":"loadername"} {"placeholder":"loaderver"}

If you want the version of a specific mod, swap in that mod’s ID.

Also, if you mean the little mod/update glyph in the title screen, that’s a separate thing. The docs say:

  • Mod Menu icon can be hidden in Mod Menu settings
  • Forge/NeoForge update glyph can be disabled in /config/fml.toml by setting versionCheck = false

If you want, I can help you build the exact text line you want for your custom menu layout 😄

unborn oracle
#

So is the placeholder like a text?

stoic swallowBOT
# unborn oracle So is the placeholder like a text?

Yep, basically, yes 🙂
In FancyMenu, a placeholder is just special text that gets replaced with live info when the menu runs.

For example:

{"placeholder":"loadername"}

That will turn into something like Forge or Fabric.

So you can type it into a Text element, button label, etc., and FancyMenu will swap it out automatically.

A few examples:

  • {"placeholder":"playername"} → your name
  • {"placeholder":"loadername"} → mod loader name
  • {"placeholder":"loaderver"} → loader version

If you want, I can show you exactly how to put it into a Text element or button label in your menu 😊

unborn oracle
#

So i can do the number of mods loaded, the minecraft version, the forge version?

stoic swallowBOT
# unborn oracle So i can do the number of mods loaded, the minecraft version, the forge version?

Yep, totally 😄

From the docs, these placeholders exist:

  • {"placeholder":"totalmods"} → total number of mods installed
  • {"placeholder":"loadedmods"} → number of currently loaded mods
  • {"placeholder":"mcversion"} → Minecraft version
  • {"placeholder":"loaderver"} → mod loader version
  • {"placeholder":"loadername"} → mod loader name

So you could make text like:

Mods loaded: {"placeholder":"loadedmods"}
Minecraft: {"placeholder":"mcversion"}
Loader: {"placeholder":"loadername"} {"placeholder":"loaderver"}

If you want, I can help you write a clean little “system info” line for your custom menu too 🛠️🎮

unborn oracle
#

Basically if you give me a cheatsheet, i'll be good, but just a few more questions

stoic swallowBOT
# unborn oracle Basically if you give me a cheatsheet, i'll be good, but just a few more questio...

Of courseee 😄💛 Ask away, I’ll keep it short and practical.

Here’s a tiny cheat sheet to start with:

  • {"placeholder":"playername"} → player name
  • {"placeholder":"mcversion"} → Minecraft version
  • {"placeholder":"loadername"} → Forge/Fabric/etc. name
  • {"placeholder":"loaderver"} → loader version
  • {"placeholder":"totalmods"} → total mods installed
  • {"placeholder":"loadedmods"} → currently loaded mods
  • {"placeholder":"fps"} → FPS
  • {"placeholder":"current_server_ip"} → server IP
  • {"placeholder":"guiscale"} → GUI scale
  • {"placeholder":"osname"} → operating system

Example line:
MC {"placeholder":"mcversion"} | {"placeholder":"loadername"} {"placeholder":"loaderver"} | Mods: {"placeholder":"loadedmods"}

Hit me with the next questions whenever you’re ready 🙂🎯

unborn oracle
#

How can i have random images for the background everytime the user sees that menu, and also is it possible to have a "Create New World" button off the gate?

stoic swallowBOT
# unborn oracle How can i have random images for the background everytime the user sees that men...

Yep, both are possible 😄

For random background images:
FancyMenu has a “Randomize Layouts” feature. The docs say you can make multiple layouts, set them to Random Mode, give them the same Random Group Identifier, and FancyMenu will pick one of them randomly when the screen opens. If you want it to pick a new one every time the menu opens, don’t enable “Randomize Only First Time”.

A simple way to do it:

  • Make one layout per background image
  • Put only the background in each layout
  • Enable Random Mode on each one
  • Give them the same Random Group Identifier
  • Leave “Randomize Only First Time” off if you want it to reroll every time

For a “Create New World” button right away:
Yes, you can add your own custom button in the layout editor, and use the action Open Screen or Custom GUI to open the Create World screen. The docs say this action opens a screen by identifier, but also mention it may not work for every mod screen. For vanilla screens, it should be the right idea 👍

If the button is meant to open Minecraft’s Create World screen, you’d place a button and set its action to opengui with the Create World screen identifier.

If you want, I can help you figure out the exact setup for:

  • random background images, or
  • the Create World button text/action
unborn oracle
#

Okay, because i plan on making the menus a bit easier to navigate, for example the main menu is going "Load Game"(Select a save you already have) "New Game"(Create a new world right off the bat) "Multiplayer"(opens up the multiplayer) "Settings" "Mods" whatever else

stoic swallowBOT
# unborn oracle Okay, because i plan on making the menus a bit easier to navigate, for example t...

Yep, that’s a totally reasonable menu flow 😄🎮

You can build that kind of “launcher-style” main menu in FancyMenu with custom buttons that open the right screens:

  • “Load Game” → open the Singleplayer world selection screen
  • “New Game” → open the Create World screen
  • “Multiplayer” → open the Multiplayer screen
  • “Settings” → open the Options screen
  • “Mods” → open the Mods screen or mimic the vanilla/mod button if needed

The docs say FancyMenu can open vanilla/mod/custom GUIs with the opengui action, but also warn that some mod screens may not open reliably. For vanilla screens, this is usually the right route.

So the basic idea is:

  1. Make a custom main menu layout
  2. Add buttons with labels like “Load Game”, “New Game”, etc.
  3. Give each button an action script with Open Screen or Custom GUI

A couple of notes:

  • If a screen doesn’t open directly, the docs recommend using Mimic Vanilla/Mod Button instead.
  • If you’re making this for a modpack, you can also use universal layouts or screen-specific layouts depending on how broad you want it.

One important thing though: “Mods” can be a little different depending on the loader/mods installed, so if you want, tell me exactly which menu buttons you want and I can help map each one to the best FancyMenu action from the docs 🛠️🙂

unborn oracle
#

Okay because for my death screen I mimiced the respawn button

stoic swallowBOT
# unborn oracle Okay because for my death screen I mimiced the respawn button

Yep, that’s exactly the kind of thing FancyMenu is good at 🙂
For vanilla/mod buttons, the docs say you can use the Mimic Vanilla/Mod Button action, which is useful when opening a screen directly is messy or unreliable.

So for your death screen, mimicking the Respawn button is a solid approach.

For your main menu idea, you can do the same kind of thing if there’s already a vanilla button that opens the screen you want:

  • mimic the button instead of trying to open the screen directly
  • that’s especially handy for mod screens or tricky menus

If you want, I can help you think through which of your planned buttons should be:

  • opengui
  • mimicbutton
  • or just a normal custom button action

That’ll make the setup way cleaner 😄

unborn oracle
#

What are the opengui's

stoic swallowBOT
# unborn oracle What are the opengui's

opengui is the action FancyMenu uses to open a screen by its identifier 🙂
So it’s not a list of buttons by itself, it’s the action type.

From the docs, examples include opening:

  • vanilla screens
  • mod screens
  • custom GUIs you made in FancyMenu

What you need is the screen identifier of the target screen.

Common examples from the docs / typical use:

  • title_screen
  • multiplayer_screen
  • options_screen
  • your own custom GUI identifier

For the exact identifier of a screen, the docs say you can use FancyMenu’s debug overlay and copy the screen identifier from there.

So the flow is:

  1. Open the screen you want
  2. Check its identifier with the debug overlay
  3. Use that identifier as the value for opengui

Example:

  • action: opengui
  • value: title_screen

If you want, I can help you figure out which screens you probably want for:

  • Load Game
  • New Game
  • Multiplayer
  • Settings
  • Mods

and tell you whether each one is better as opengui or mimicbutton 😊

unborn oracle
#

So going back to how i want to structure my gui, what open screens will i need

stoic swallowBOT
# unborn oracle So going back to how i want to structure my gui, what open screens will i need

Yep, for that kind of main menu setup, you’ll usually want these screens/actions covered 🙂

For your buttons:

  • Load Game → open the Singleplayer screen
  • New Game → open the Create World / World Creation screen
  • Multiplayer → open the Multiplayer screen
  • Settings → open the Options screen
  • Mods → depends on the mod/menu, often best done by mimicking the existing Mods button if it’s a vanilla/mod button

So the main screens you’ll likely need are:

  • Singleplayer menu
  • Create World screen
  • Multiplayer menu
  • Options menu
  • Mods menu/button target

The exact identifiers can vary by Minecraft version and modloader, so the safe way is:

  1. Open the screen you want
  2. Enable FancyMenu’s debug overlay
  3. Copy the screen identifier
  4. Use that identifier in opengui

One important note from the docs: some mod screens can’t be opened directly with opengui, so if one fails, the recommended workaround is mimicbutton instead.

So for your layout, the likely structure is basically:

  • Load Game → Singleplayer screen
  • New Game → Create World screen
  • Multiplayer → Multiplayer screen
  • Settings → Options screen
  • Mods → either mimic the existing button or open its screen if it works

If you want, I can help you make a super clean button map for your whole main menu next 😄🧭

unborn oracle
#

So in my buttons the action so be smt like {"opengui:screenhere"}

stoic swallowBOT
# unborn oracle So in my buttons the action so be smt like {"opengui:screenhere"}

Almost, but not quite 🙂
In FancyMenu, opengui is the action name, and the screen identifier goes in the value field separately.

So it would be:

  • Action: Open Screen or Custom GUI / opengui
  • Value: screen_identifier_here

Not like {"opengui:screenhere"}.

For example:

  • Action: opengui
  • Value: multiplayer_screen

If you’re typing it into the action script editor, you usually just pick the action and then enter the screen ID in its value box.

If you want, I can show you a few exact examples for each of your menu buttons 😄

unborn oracle
#

Thank you, you were very helpful

stoic swallowBOT
#

✅ | Mod loader and stuff in main menu

#
Thread Marked as Solved

This support thread has been marked as solved by @unborn oracle.

The AI helper is now disabled.