Text & UI
Text and UI command guide: titles, bossbars, scoreboards, teams, sounds, and particles
8 min read
Text and UI commands shape what players see and hear. NBTForge separates title, bossbar, scoreboard, team, sound, and particle workflows so feedback commands are easier to tune.
Goal
A player-facing feedback sequence with readable text and UI commands.
Annotated screenshots
Step-by-step guide
- Start with Text when the command displays a title, subtitle, actionbar, or tellraw message.
- Use Bossbar when the player needs persistent progress feedback.
- Use Scoreboard and Teams for state that other commands will read later.
- Use Playsound and Particles to add feedback after the state-changing command has succeeded.
- Add the sequence to Project when the order matters.
Keep visible feedback close to logic
A good command workflow usually changes state first, then tells the player what happened. Project lets you keep the state command and the feedback command together.
This is especially helpful for adventure maps where scoreboards, bossbars, and title messages must stay in sync.
Text component safety
Text component syntax changes by version. NBTForge uses the selected version to format compatible text output where the module supports it.
If you import an older command, review the generated text component before copying it back into a newer world.
Publish-ready check
Use this text & ui tutorial as a repeatable workflow, not only as a one-time screen tour. After the command works in the workbench, copy the final Output or Project pack into a clean test world and confirm the copied text behaves the same way.
When a command depends on version syntax, selectors, saved project entries, or datapack resources, write those assumptions into the project title or surrounding notes. That makes the tutorial useful when another creator opens the same workflow later.
- Test the copied command, not only the visible builder state.
- Keep the Edition and Version choice attached to the workflow.
- Use Project for multi-command setups and future edits.
- Recheck warnings after importing old commands or switching modules.
FAQ
Can I build a full UI sequence in one screen?
Use separate modules for each command, add them to Project, then copy the ordered pack.
Why should bossbars and scoreboards be separate?
Bossbars display information, while scoreboards store and calculate state. Keeping them separate makes command packs easier to debug.
When is this workflow ready to share?
Share it after the copied output has been tested in a clean world or command block, and after any required version, selector, datapack, or Project assumptions are written down.