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Compatibility
Applies to SKD Menu 1.0.0 for Minecraft 1.21.1, and to 1.2.5 for 26.2.
| Loader | Supported |
|---|---|
| NeoForge | Yes |
| Fabric | No |
| Forge | No |
Java 21 or newer.
Do not put this on a server. There is no server-side behaviour, so on a dedicated server it does nothing. In a modpack manifest, mark it client-side — otherwise every player downloads a JAR that does nothing for them.
None. SKD Menu works on a bare NeoForge installation with nothing else installed.
It is also not affected by other mods that touch the title screen, beyond the general caveat below about mods that replace the screen wholesale.
The 1.21.1 build is an API port of the stable 26.2 line (1.2.4) to the 1.21.1 client render API, not a backport of the 26.2 architecture.
| 1.21.1 | 26.2 | |
|---|---|---|
| Main menu | Yes | Yes |
| Background, logos, title, buttons, overlays | Yes | Yes |
| Loading screen | No — removed in beta.4 |
Yes |
The loading screen was cut on 1.21.1 because it did not render reliably during server resource-pack reloads on large modpacks — precisely the situation SKD Menu is most likely to be used in. 26.2 keeps it.
A button narrower than its own text can crash the game — but only when the entrance animation is also active.
The mechanism: Minecraft scrolls text that does not fit its button. A minimum width of 20px is
therefore always enforced. Set a width below the width of your longest label and you get text
scrolling; if that button is also being animated across the screen by buttonAnimation, the result is
a crash.
This is why custom buttons are worth sizing generously rather than tightly.
SKD Menu identifies vanilla buttons by widget type rather than by text, which makes it robust against translation and most layout mods. But a mod that replaces the title screen wholesale — with its own screen class rather than by restyling the existing one — will conflict, because there is no longer a set of vanilla widgets to reposition.
If the menu looks entirely unmodified, check whether another mod is replacing the screen. If the buttons are there but misplaced, it is a coordinate problem in your JSON instead.
Cost is a handful of texture draws on a screen that is otherwise static, so it is negligible in normal play. Two things worth knowing:
- URL images download once in the background and are cached in memory for the session, so they cost nothing per frame after the first load. If the download fails you get the black fallback, not an error.
- Very large source images are uploaded to the GPU at full resolution regardless of the size you draw them at. Downscaling your image to roughly your window size avoids wasting VRAM.
Set enableMod = false in config/skd_menu/menu-common.toml and the title screen returns to fully
vanilla with your configuration preserved. Useful for recovering from a broken layout. See
Configuration.
Remove the JAR and, optionally, config/skd_menu/. Nothing is written to saves, so no world is
touched.
SKD Menu is by Stalking Dragons, released under All Rights Reserved. Client-side only, with no dependency on any other mod.