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2. Using the Interface

Every page in Redwire is built from the same small set of controls. Learn them once here and every page after this will make sense immediately.


2.1 The three fixed parts

The sidebar (left)

Eight buttons, one per page. The current page is highlighted in red. Click any other to switch.

Switching pages never loses anything: what you typed in a search box, how far you had scrolled, which tool you had selected — all of it is still there when you come back.

The top bar

A strip of small boxes along the top showing values worth having on every page:

BoxShows
GAME VERSIONThe Minecraft version you are running
LOCAL TIMEYour computer’s clock
MEMORYHow much memory the game is using, out of its maximum
FPSYour current frame rate
PINGYour ping to the server, or N/A off one
CONNECTIONCONNECTION OPENED while a Remote Control session is up, CONNECTION CLOSED otherwise
SESSION CODEYour Remote Control session code, or INACTIVE

All of these are read-only except the two small icons on the session code — see Remote Control §6.3.

The content area

The page itself. This is the part that changes.


2.2 The controls

Buttons

Click and release. Redwire buttons arm on press and fire on release, which means: if you press a button and then realise you did not mean to, keep the mouse held down, slide the cursor off the button, and let go. Nothing happens. This applies to every button in the mod, including destructive ones like Delete.

Buttons light up when you hover over them and darken while held, so you always know what you are about to click.

Some buttons are greyed out. That means the action is not available right now, and the reason is usually that something else has to be true first — a Delete button with nothing selected, or a server-only action while you are on the main menu.

Toggle switches

A small sliding switch. Click anywhere on it to flip it. Red and to the right means on; grey and to the left means off. The change takes effect immediately — there is no Apply button anywhere in Redwire.

Sliders

Click and drag the handle. The current value is shown next to it.

Some sliders move smoothly through every value in a range; others snap to fixed steps (the Text Scale slider in Settings, for example, only stops at 0.5×, 0.75×, 1×, 1.25×, 1.5× and 2×). You will feel the difference as you drag.

Clicking anywhere on the track jumps the handle there and starts a drag, so you do not have to grab the handle itself.

Most sliders also have a number box to their left. Type an exact value into it when dragging is too imprecise.

A box showing the current choice. Click it to open a list underneath, then click an entry to pick it. The menu closes on its own.

To close a dropdown without choosing anything, click anywhere outside it. While a menu is open it sits on top of everything else and swallows clicks that land on it, so you cannot accidentally press a button that happens to be underneath.

Multi-selects

These look like dropdowns but let you pick any number of entries at once. They are used wherever a setting is a list of things — the entities Tracers should draw lines to, the sounds Sound Blocker should mute, the items Auto Tool should never use.

  • Click to open the list. Each entry has a checkbox.
  • Click an entry to tick or untick it. The menu stays open, so you can tick several in a row.
  • Click outside to close.

When closed, the box tells you the state at a glance: None, the single entry’s name if you picked exactly one, or a count like 7 selected.

Long lists (every entity type in the game, every sound) have a search box at the top of the menu.

Text boxes

Click one to put your cursor in it, then type.

KeyWhat it does
Arrow keysMove the cursor
Shift + arrowsSelect text
Ctrl + ASelect everything in the box
Ctrl + C / Ctrl + XCopy / cut the selection
Ctrl + VPaste
Backspace / DeleteDelete backwards / forwards
EnterConfirm, where the box has something to confirm
EscapeLeave the box

If your text is longer than the box, the box scrolls to keep the cursor visible as you type.

Number boxes only accept digits. Some have a minimum — typing something below it is corrected when you leave the box. A box that is mid-edit and temporarily invalid (empty, or a single minus sign) simply keeps the last good value until you finish typing.

Keybind fields

Used wherever a key can be assigned. The box shows the currently bound key, or N/A if there is none.

  1. Click the box. It turns red and shows ... — it is now listening.
  2. Press the key you want. It is bound immediately.

While the box is listening:

KeyWhat it does
BackspaceClears the binding — the box goes back to N/A
EscapeCancels, leaving the previous binding untouched

Minecraft’s own Key Binds screen is the exception. There, Escape clears the binding, because that is what vanilla does and it is otherwise impossible to unbind a key at all. Redwire’s own fields keep Escape as a cancel, because they have Backspace for clearing.

Search boxes

Wherever there is a long list, there is a search box above it. Type and the list filters as you go — you never press Enter. Clearing the box brings the whole list back.

Searching is case-insensitive and matches anywhere in the entry, not just the start, so typing arm finds Auto Armor.

Scrollbars and the mouse wheel

Any list too long for its panel gets a thin scrollbar down its right edge.

  • Mouse wheel over the list scrolls it.
  • Drag the scrollbar handle to move faster.
  • Click anywhere on the track to jump the handle there. It then behaves as though you had grabbed it by its middle, so you can carry straight on dragging.

The scrollbar handle’s size tells you roughly how much of the list you are seeing.

Kebab menus ( ⋮ )

Three vertical dots at the right-hand end of a row, used on file-like lists (scripts, text files, profiles). Click it for that row’s actions — usually Rename, Delete and similar.

The dots stay highlighted while their menu is open, so you can see which row you are acting on. Click anywhere else to dismiss the menu without choosing.

Pop-ups

Anything that cannot be undone asks first. A small panel appears in the middle of the screen, dimming everything behind it, with the question and two buttons — typically Delete and Cancel.

While a pop-up is open the page behind it does not respond. Escape cancels.

Tooltips

Hovering over a control that has a caveat shows a short line of text explaining it. For example, the Delay box on the Packet Interceptor is greyed out when Send Mode is set to Instant, and hovering it tells you exactly that.


2.3 Notifications

When Redwire does something in the background — the logger starts, a packet queue is flushed, a scan finishes, a log file is written — it tells you.

Where that message appears is your choice, in Settings → General:

Notification TypeWhere the message appears
ChatAs a line in your in-game chat
Action BarThe small text above your hotbar
TitleLarge text across the middle of the screen

You can turn notifications off entirely with Show Notifications, and each Client Tool has its own Show Notifications switch so you can silence one noisy tool without silencing everything.

Nothing is ever sent to the server. A “chat” notification is inserted into your own chat display only. No other player sees it and no message leaves your client.


2.4 Making the interface fit your screen

Three settings in Settings → Appearance control how Redwire looks:

  • Theme — the accent colour used throughout: red, blue or purple.
  • Text Scale — makes all text larger or smaller, from 0.5× to 2×. Useful on very large or very small displays.
  • Transparency — how much of the game shows through the interface, from 0% (solid) to 90%.

All three apply the moment you change them.