Making the Create Island menu bigger (more rows)#
Question: "Is it possible to get a bigger Create Island menu — up to 5 or 6 rows instead of the default 3?"
Answer: Yes. The Create Island menu is a fully customizable GUI. You control how many rows it has and how many blueprint bundles appear on each page by editing the island_creation_panel.yml template. This page shows you exactly how.
First decide which of these you actually want, because they need different changes:
- Just want the menu to look taller (more rows of space, e.g. for a framed/roomy look) → use the one-line
force-shownshortcut below. The extra rows will be empty background. - Want more islands visible at once / fewer pages → you need to add more bundle buttons.
force-shownalone will not do this.
Just want a taller menu? (force-shown)#
If all you want is a taller menu — more visible rows, without necessarily fitting more islands on screen — this is a one-line change. Add (or edit) the force-shown line in island_creation_panel.yml:
force-shown: 6
force-shown: 6 forces rows 1 through 6 to always render, giving you a full 6-row (54-slot) panel. Use 5 for 5 rows, and so on.
Important: force-shown controls the panel height only. The extra rows it opens up are filled with your background/border item — they do not contain more island bundles. The bundles still appear only where blueprint_bundle_button entries exist in the content section. So if your goal is to show more islands at once (not just make the box bigger), skip ahead to the 6-row example, which adds the extra bundle buttons too.
Background: how the menu is built#
The Create Island menu (and the identical menu shown when a player resets their island) is generated from a panel template called island_creation_panel.yml. BentoBox ships a default version with 3 rows and up to 7 bundle buttons per page (with a "previous"/"next" arrow pair for paging when there are more bundles than fit).
Two rules decide how many rows the player actually sees:
- The panel grows to fit its content. A row appears if it contains at least one button. Internally the grid is always 6 rows, but empty rows are trimmed away, so the default template only looks like 3 rows because rows 1, 5 and 6 are empty.
force-showncan pin rows open even when they are empty (useful for keeping a fixed layout while your bundle list grows).
So to get a bigger menu you simply add more blueprint_bundle_button entries on more rows. There is a hard maximum of 6 rows (54 slots) because that is the largest a Minecraft chest inventory can be.
Where to put the file#
The menu can be overridden at two levels. BentoBox looks for the file in this order:
- Per game mode (recommended) —
plugins/<GameMode>/panels/island_creation_panel.ymle.g.plugins/AcidIsland/panels/island_creation_panel.yml,plugins/BSkyBlock/panels/island_creation_panel.yml. This only affects that one game mode. - Global fallback —
plugins/BentoBox/panels/island_creation_panel.ymlUsed for any game mode that does not have its own copy.
If neither file exists, the built-in default (inside the BentoBox jar) is used.
Tip: Copy the default file rather than writing one from scratch. Start the server once so BentoBox writes out its defaults, then copy
plugins/BentoBox/panels/island_creation_panel.ymlinto your game mode'spanels/folder and edit it there. Reload with/bentobox reload(or restart) after saving.
Example: a 6-row menu#
This template shows a full 6-row menu with a bordered layout. Rows 2–5 hold blueprint bundle buttons (up to 28 bundles per page), and row 6 holds the paging arrows.
island_creation_panel:
title: panels.island_creation.title
type: INVENTORY
background:
icon: BLACK_STAINED_GLASS_PANE
title: "&b&r"
border:
icon: BLACK_STAINED_GLASS_PANE
title: "&b&r"
# Pin all 6 rows open even if some are empty. Use [] to let the panel
# auto-size to its content instead.
force-shown: 6
content:
2:
2: blueprint_bundle_button
3: blueprint_bundle_button
4: blueprint_bundle_button
5: blueprint_bundle_button
6: blueprint_bundle_button
7: blueprint_bundle_button
8: blueprint_bundle_button
3:
2: blueprint_bundle_button
3: blueprint_bundle_button
4: blueprint_bundle_button
5: blueprint_bundle_button
6: blueprint_bundle_button
7: blueprint_bundle_button
8: blueprint_bundle_button
4:
2: blueprint_bundle_button
3: blueprint_bundle_button
4: blueprint_bundle_button
5: blueprint_bundle_button
6: blueprint_bundle_button
7: blueprint_bundle_button
8: blueprint_bundle_button
5:
2: blueprint_bundle_button
3: blueprint_bundle_button
4: blueprint_bundle_button
5: blueprint_bundle_button
6: blueprint_bundle_button
7: blueprint_bundle_button
8: blueprint_bundle_button
6:
1:
icon: tipped_arrow[potion_contents={custom_color:11546150}]
title: panels.buttons.previous.name
description: panels.buttons.previous.description
data:
type: PREVIOUS
indexing: true
actions:
previous:
click-type: UNKNOWN
tooltip: panels.tips.click-to-previous
9:
icon: tipped_arrow[potion_contents={custom_color:8439583}]
title: panels.buttons.next.name
description: panels.buttons.next.description
data:
type: NEXT
indexing: true
actions:
next:
click-type: UNKNOWN
tooltip: panels.tips.click-to-next
reusable:
blueprint_bundle_button:
# icon: GRASS_BLOCK # Uncomment to force one icon for every bundle;
# otherwise each bundle uses its own configured icon.
title: panels.island_creation.buttons.bundle.name
description: panels.island_creation.buttons.bundle.description
data:
type: BUNDLE
actions:
select:
click-type: UNKNOWN
tooltip: panels.tips.click-to-choose
Want a 5-row menu instead?#
Delete row 5 from content and change force-shown: 6 to force-shown: 5. Move the paging arrows up to row 5 if you like. Any row count from 1 to 6 works the same way — just add or remove rows of blueprint_bundle_button entries.
How the pieces work#
| Setting | What it does |
|---|---|
content rows 1–6 | Each key 1–6 is a row; each nested key 1–9 is a column. A row is only shown if it has content (or is forced). |
blueprint_bundle_button | A reusable button of type: BUNDLE. The number of these buttons in the template = the number of bundles shown per page. Add more to fit more bundles at once. |
force-shown | force-shown: 6 forces rows 1 through 6 to always render (fixed height). force-shown: [2,4] forces only rows 2 and 4. force-shown: [] (or omitting it) lets the panel auto-size to its content. |
type: PREVIOUS / type: NEXT | The paging arrows. They only appear when there are more bundles than fit on one page, so it is safe to always include them. |
unique_id (optional) | Adding unique_id: <bundleId> under a button's data: pins one specific bundle to that exact slot instead of filling slots in order. |
Common questions#
"I added rows but the menu is still small." A row only shows if it has a button in it or it is listed in force-shown. Make sure each new row actually contains blueprint_bundle_button entries, and check the YAML indentation (rows and columns are numeric keys nested under content).
"Can I go bigger than 6 rows?" No. 6 rows / 54 slots is the maximum size of a Minecraft chest GUI, so it is the hard limit for an INVENTORY type panel.
"My changes did nothing." Confirm the file is in the correct folder for the game mode you are testing (per-mode folder wins over the global BentoBox one), the file is named exactly island_creation_panel.yml, and you ran /bentobox reload or restarted the server after editing. A YAML syntax error will make BentoBox fall back to the built-in default — check the server console for warnings on startup.
"Does this also change the menu when players reset their island?" Yes. The reset island menu uses the same island_creation_panel.yml template.
See also#
- Customizable GUIs — the general system these menus are built on, including the full list of item/icon options.
- ItemParser — the syntax for the
icon:field.