FancyMenu guide for All the Mods 10 4.11 to 5.1
FancyMenu guide for All the Mods 10
Last verified for All the Mods 10 v5.1 on Oct 16, 2026 · text last changed Oct 5, 2026
A newer release (8.3) is out Guide for the current version
Also applies to:All the Mods 10: To the Sky 1.6 to 2.1.0All the Mods 11 0.1.0 to 0.12.0-betaAll the Mons 0.3.0-beta to 1.0.1FTB Skies 2 1.8.0 to 1.10.2FTB StoneBlock 4 1.1.1 to 1.1.2
- Sections
- 7
6 sections are written for this pack; 1 is shared from another pack's guide.
Every recipe and number here was checked against All the Mods 10 5.1's own files.
What is FancyMenu?
2 parts
FancyMenu is all about the screens you see before and around the game itself. It lets you personalize Minecraft's menus in a user-friendly way, whether you want a clean, simple look or something with animated and dynamic elements.[1]
In All the Mods 10 5.1 you get FancyMenu 3.7.0, the NeoForge build for Minecraft 1.21.1. It's been part of the pack since All the Mods 10 4.11 or earlier.[2]
What it can do
- A built-in editor lets you tweak layouts and customize menus visually, and it's designed to work for both beginners and experienced users.[1]
- Animated image formats like GIF and APNG are supported, so your menus don't have to be static.[1]
- For more complex designs, advanced users can use loading requirements (conditional statements), variables and placeholders to build menus that change dynamically.[1]
- It works as a purely client-side mod. Installing it on a server is optional and only adds features like letting admins remotely open GUIs for players who have FancyMenu on their client.[1]
- For the really technical crowd, FancyMenu's in-game guide documents a JavaScript API that web pages loaded in a FancyMenu MCEF browser can use to run FancyMenu actions, such as opening a screen or setting a variable.[3]
Who it's for
If you just want to play the pack, you don't need to touch FancyMenu at all. It's aimed at anyone who wants to give their menus a personal look, from people making small tweaks in the editor to advanced users building complex, dynamic layouts.[1]
How do you get started with FancyMenu?
1 part
FancyMenu works differently from most mods in All the Mods 10. It isn't about machines or magic: it lets you personalize Minecraft's menus, from a clean modern look to animated and dynamic elements. Your first steps here are about learning its tools, not crafting a progression chain.[1]
The mod can run purely client-side, so it doesn't need to be installed on a server to work for you. It can also be installed as an optional server-side mod, which lets admins remotely open GUIs for players who have FancyMenu on their client.[1]
Your first steps
- Get familiar with the built-in editor. It's designed so both beginners and experienced users can tweak layouts and customize menus without hassle.[1]
- Pick a background first, since it sets the mood for the whole screen. You can use a simple color background, which is part of the base mod, an image, an image slideshow, or a moving panorama cube like the Title Screen's.[4]
- For image backgrounds, you can use JPEG, PNG or APNG files, local or from the web. You can also set an optional fallback image that shows if the main image fails to load.[4]
- Image backgrounds can use a parallax effect. Its intensity is a value between 0.0 (no movement) and 1.0 (maximum movement), and you can invert it so it follows the mouse instead of moving against it.[4]
- Want motion? FancyMenu supports animated formats like GIF and APNG. A video background is also an option, but it needs the MCEF mod to work.[1][4]
- Try a custom cursor element next. Use a PNG RGBA texture that isn't too large, since 32x32 or 64x64 pixels should be enough. Set its hotspot, the pixel where clicks register, which would be the tip on a normal arrow cursor.[4]
- Once you're comfortable, move on to the advanced tools: loading requirements (conditional statements), variables and placeholders let you build complex, dynamic menus.[1]
- Text input fields tie into those variables, because players can type values into them to set variables. You can restrict a field's type, for example to only allow numbers.[4]
Unverified The exact button or keybind that opens the FancyMenu editor in this pack, and whether add-ons like Drippy Loading Screen or SpiffyHUD are included in All the Mods 10 5.1, could not be confirmed.
How does FancyMenu work?
7 parts
FancyMenu doesn't add machines, multiblocks, power or pipes. It's a menu customization mod: its "machinery" is a built-in editor that lets you redesign Minecraft's menus, plus a system of elements, actions, variables and conditions that make those menus interactive. Here's how those pieces fit together.[1]
The editor and its elements
Everything starts in the built-in layout editor, where you tweak menu layouts visually. You build a layout by placing elements on a screen. Some elements just display things, and others take input or run logic in the background.[1][4]
- Text elements render a text body with multi-line support and optional Markdown parsing. Their content can be typed in directly, loaded from a local TXT file, or pulled from the plain text of a website. Changing the source mode resets the text content, but you can undo that with CTRL + Z.[4]
- Input fields and sliders both set variable values from user input. You link each one to a variable by name, and it can be a new or an existing variable. Input fields have a type that limits which characters the user can enter, such as only numbers.[4]
- Sliders come in two types. A list slider switches through text values you enter one per line. A range slider switches through numbers between a min and a max you set.[4]
- The cursor element replaces the default mouse cursor. The texture should be a PNG RGBA image that isn't too large, and 32x32 or 64x64 pixels should be enough. You also set a hotspot, which is the pixel where clicks register, measured from the texture's top-left corner. Cursor behaviour can vary between operating systems.[4]
- The ticker element runs actions every tick. It supports tick delays in milliseconds and can run asynchronously on a separate thread. Its modes are Normal (every tick), Session (once per game session) and On Load Screen (once each time the screen loads). The ticker is only visible in the editor.[4]
Actions: making menus do things
Actions are FancyMenu's automation layer: they are the things your buttons, tickers and scripts actually do. Some need no value, like returning to the previous screen or quitting the game. Others take a value, like opening a specific screen, opening a link, sending a chat message, setting a variable or joining a server.[3][4]
- Update Screen rebuilds the current screen and its elements. It's handy after changing the GUI scale or other options that need a refresh, and it works basically like resizing the window.[4]
- Edit Minecraft Option lets you change Minecraft's own config options from a menu.[4]
- Send HTTP Request sends data to REST APIs, webhooks or any HTTP endpoint. It supports authentication methods, custom headers and different request types, and it can write the response into a FancyMenu variable.[4]
- Audio actions control an Audio element by its identifier. You can skip to the next or previous track in its playlist, toggle play and pause, or set its volume to a value between 0.0 and 1.0, written as identifier and volume separated by a colon.[4]
- Video actions toggle the paused state and set the volume of Video elements and Video menu backgrounds, also with volumes between 0.0 and 1.0. To get a background's identifier, right-click the editor background and choose Copy Background Identifier.[4]
Variables, conditions and placeholders
For dynamic menus, FancyMenu gives you variables, placeholders and conditional statements, which it calls loading requirements. Variables are the glue: sliders and input fields write to them, and actions can set them directly using the format variable_name:variable_value.[1][3][4]
Backgrounds
- Image backgrounds work with JPEG, PNG, APNG and more, from local files or the web. Web images can have an optional fallback image in case the main one fails to load.[4]
- Image backgrounds support a parallax effect. Its intensity goes from 0.0 (no movement) to 1.0 (maximum movement), and an invert option makes it follow the mouse instead of moving the opposite way.[4]
- Other background types are an animation, a moving panorama cube similar to the title screen's, an image slideshow, and a simple color background that is part of the base mod.[4]
- The video background plays a video file behind your menu but needs the MCEF mod to work.[4]
Animated formats like GIF and APNG are supported, so you can bring your menus to life without any extra tools.[1]
Web pages and the JavaScript API
When a web page is loaded in a FancyMenu MCEF browser, FancyMenu automatically injects a JavaScript API into it. That lets the page run FancyMenu actions, for example quitting the game, opening the title screen or setting a variable. Actions run with the same permissions as if you triggered them from the game UI.[3]
- The API is available as the global object fancymenu, with FancyMenu as an alias.[3]
- fancymenu.execute runs an action with an optional value and no callbacks.[3]
- fancymenu.executeWithCallback also takes success and failure callbacks. For actions without a value, you can pass the callbacks as the second and third arguments.[3]
- The page receives a fancymenu-ready event once the API is fully loaded.[3]
Client side and server side
FancyMenu works as a pure client-side mod. You can also install it on a server as an optional extra, which lets admins remotely open GUIs for players who have FancyMenu on their client.[1]
How this pack sets it up
All the Mods 10 5.1 ships two UI themes for FancyMenu's own interface, with the identifiers dark and light. They control the colours of the editor itself, such as the layout editor grid, element borders, slider handles and text editor syntax colours. For example, in the dark theme element_background_color_hover.hex is #539CD4FF, while in the light theme element_background_color_hover.hex is #AFAFAFFF.[5][6]
The pack also lists Embeddium's video options screen in the normalized scroll screens config, with org.embeddedt.embeddium.impl.gui.EmbeddiumVideoOptionsScreen set to false.[7]
Unverified The sources don't confirm whether the MCEF mod is included in All the Mods 10 5.1. They also don't show what the normalized scroll screens setting does in detail, or whether the pack ships any custom FancyMenu layouts of its own. Video backgrounds and the JavaScript API may not be usable here if MCEF isn't installed.
How do you progress through FancyMenu?
Heads up: FancyMenu's in-game guides don't describe any tiers, upgrades or progression path, so there's nothing here to grind through. The guides cover the mod's credits and a JavaScript API for web pages loaded in its MCEF browser.[3][8]
The closest thing to "using" FancyMenu is running actions. These include opening a specific GUI screen, going back to the last screen, quitting the game, sending a chat message, joining a server, disconnecting from a server or world, and setting FancyMenu variables. A web page in its MCEF browser can also trigger them.[3]
Unverified The sources don't show any quests or recipes in All the Mods 10 5.1 that involve FancyMenu, so there's no in-pack tier breakdown to follow for this mod.
How does FancyMenu work with other mods?
2 parts
FancyMenu is a menu customization mod, so it doesn't plug into other mods through items at all. There are no cross-mod recipes and no quests in this pack that involve it. Its connections to other mods are about menus and screens, not crafting.[1]
Addons built on FancyMenu
FancyMenu has its own family of addons that extend what you can customize. Drippy Loading Screen lets you customize the Mojang game loading screen, and SpiffyHUD lets you customize the in-game HUD, like the hotbar.[1]
Unverified It isn't confirmed whether Drippy Loading Screen or SpiffyHUD is included in this pack, so check your mod list before relying on them.
Web pages in the MCEF browser
FancyMenu also works with web content. When a web page is loaded in a FancyMenu MCEF browser, FancyMenu automatically injects a JavaScript API that lets the page run FancyMenu actions. You reach it through window.fancymenu, or the alias window.FancyMenu.[3]
- Use fancymenu.execute with an action type and an optional value to trigger things like quitgame, opengui, sendmessage, set_variable or joinserver.[3]
- Use fancymenu.executeWithCallback when you want success and failure callbacks for important actions.[3]
- Listen for the fancymenu-ready event to know when the API has fully loaded.[3]
Unverified Whether the MCEF browser mod is installed in this pack isn't confirmed by the available sources.
Which FancyMenu config options matter?
2 parts
Same as in the All the Mods 10 8.1 guide
FancyMenu is mostly something you set up through its built-in editor, so the config values this pack sets are few. Here is what the pack actually ships.[1][9][10][11]
Normalized scroll screens
The normalized scroll screens file has one entry: org.embeddedt.embeddium.impl.gui.EmbeddiumVideoOptionsScreen is set to false in this pack.[9]
UI themes
The pack ships a dark theme and a light theme for FancyMenu's interface. They are identified by identifier (set to dark) and identifier (set to light). The sources here only show the pack's values, not the mod defaults, so these are simply what the pack uses.[10][11]
- Dark theme: screen_background_color.hex is #3C3F41FF, and element_background_color_hover.hex is #539CD4FF.[10]
- Light theme: screen_background_color.hex is #B2B2B2FF, and element_background_color_hover.hex is #AFAFAFFF.[11]
- Text colors differ too. Dark uses #FFFFFFFF for generic_text_base_color.hex, while light uses #252525FF for generic_text_base_color.hex.[10][11]
- The layout editor element border color is the same in both themes: layout_editor_element_border_color_normal.hex and layout_editor_element_border_color_normal.hex are both #0394FCFF.[10][11]
What changed in FancyMenu between versions?
FancyMenu hasn't had a dramatic history in All the Mods 10, which is good news if you like a stable setup! The pack changelog shows that All the Mods 10 4.11 added FancyMenu at version 3.7.0.[12]
In All the Mods 10 5.1 the pack still ships FancyMenu 3.7.0, as the NeoForge build for Minecraft 1.21.1. That means the version you get in 5.1 is the same one that first showed up in 4.11. There's no mod update between those two pack releases to catch up on.[2][12]
Unverified No changelogs from the mod itself were available for this version, so this section can't list any changes inside FancyMenu 3.7.0 or any changes to its configs in the pack.
Sources
- FancyMenu project page (modrinth) · official mod data
- All the Mods 10 5.1 mod list · pack file
- In-game guide: JavaScript API (fancymenu) · official docs
- fancymenu tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 5.1 config: config/fancymenu/ui_themes/dark.json · pack file
- All the Mods 10 5.1 config: config/fancymenu/ui_themes/light.json · pack file
- All the Mods 10 5.1 config: config/fancymenu/normalized_scroll_screens.json · pack file
- In-game guide: # _In Memory Of UwUCookies._ (fancymenu) · official docs
- All the Mods 10 8.1 config: config/fancymenu/normalized_scroll_screens.json · pack file
- All the Mods 10 8.1 config: config/fancymenu/ui_themes/dark.json · pack file
- All the Mods 10 8.1 config: config/fancymenu/ui_themes/light.json · pack file
- All the Mods 10 changelog (All the Mods 10 4.11) · changelog
Where this guide comes from
Written from what All the Mods 10 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Oct 16, 2026.
Guides for other versions: 5.2 to 8.3