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The Entities menu can paint a custom image over the whole chest window — the usual “custom GUI” trick. NMEntities does it by baking your image into the generated resource pack as a font glyph and carrying it as the first character of the menu’s title. A default ships with the plugin and is baked in automatically, so a plain install already has one. Nothing to set up unless you want your own.

Using your own image

Drop a .png into plugins/NMEntities/gui/ and reload.
  • Name it category.png to replace the bundled default.
  • Name it anything else to add one, then point menu-texture at it.
Each image in that folder becomes a character in the font nmentities:gui.

Options

All under gui-overlay in config.yml:

Getting the position right

Two numbers do the work, and both have a meaningful zero:
  • ascent: 13 lines the glyph’s top edge up with the chest window’s. The bundled art sits 5px above that, which is where 18 comes from.
  • offset-x: -8 sits flush with the window’s left edge, because the title starts 8px inside the GUI. The bundled art has 3px of its own margin, hence -11.
height: 140 is the bundled category.png’s own height, so it draws one texture pixel per GUI pixel. Once you add images of different sizes, -1 is usually what you want. The label never drifts with the image: the rewind space is derived from offset-x, so the two always cancel out.

Button textures

With item-icons: true, the menu’s buttons are repainted from plugins/NMEntities/gui/items/<name>.png. createnew.png is bundled, for the New entity button. Each button is a vanilla item carrying custom model data 777, so binding a texture to one means the pack must ship an item definition for that vanilla item — for example assets/minecraft/items/nether_star.json for the New entity button.
That file replaces vanilla’s own. A second pack writing the same path wins over this one. Plain nether stars still render normally either way — only the custom-model-data variant is affected.
Turn item-icons off to leave the buttons as plain items and bind the textures in your own pack instead.

Players without the pack

A client that has not received the resource pack cannot see the glyph and renders a missing-character box in front of the title. The title text itself stays perfectly readable either way. If your players do not receive a pack at all, set enabled: false and the menu is plain text with no stray box.