3. The Dashboard
The Dashboard is a live read-out of the server you are connected to and the traffic passing between you and it. Nothing on it changes anything — it only shows you things — except the four buttons in the Quick Actions panel at the bottom.
This is the page Redwire opens on by default. You can change that in Settings → General → Startup Page.
In singleplayer or on the main menu, most of the Dashboard reads
N/A. There is no server to describe. This is normal and not a fault.
3.1 The status boxes across the top
Eight boxes, each with a big value and a smaller second value underneath it.
| Box | Main value | Second value |
|---|---|---|
| SERVER IP | The address you typed to connect, e.g. play.example.com | The numeric IP that address resolved to, e.g. 172.65.0.1 |
| VERSION | The Minecraft version the server reports | Its protocol number |
| SOFTWARE | The server software, e.g. Paper, Spigot, Velocity | The “brand” string the server sends |
| PING | Your round-trip time in milliseconds | A word for how good that is (see below) |
| PLAYERS | How many players are online | Online out of the maximum, e.g. 43 / 100 |
| DIFFICULTY | Peaceful, Easy, Normal or Hard | Your own game mode |
| WORLD | The name of the world you are in | Which dimension it is |
| GAME TIME | The in-world time of day | The world’s current tick count |
What the ping words mean
Redwire uses the same seven bands everywhere it shows a ping — here, in the server list, and in Remote Control — so a word always means the same thing.
| Word | Colour | Roughly |
|---|---|---|
| Excellent | dark green | the best you will see |
| Great | green | very good |
| Good | light green | good |
| Normal | yellow | fine, playable |
| Mediocre | orange | noticeable |
| Bad | red | frustrating |
| Terrible | dark red | barely playable |
IP address versus numeric IP
When you connect to play.example.com, that name is looked up and turned into a number like
172.65.0.1. The Dashboard shows you both. They are useful for different things: the name is what
the server advertises, the number is the machine actually answering — which tells you, for example,
when a server is behind a proxy or a DDoS-protection service.
3.2 Server Information
A plain table repeating and expanding on the boxes above.
| Row | Meaning |
|---|---|
| Current World | The world’s name as the server calls it |
| Dimension | Overworld, the Nether, the End, or a custom dimension |
| View Distance | How many chunks the server is sending you |
| Simulation Distance | How many chunks around you the server is actually running — mobs move, crops grow, redstone ticks |
| Difficulty | The world’s difficulty |
| Version | The Minecraft version the server reports |
| Brand | A short name the server sends about itself. Vanilla says vanilla; most others say something else |
| Software | What Redwire has worked out the server actually runs |
| IP | The address you connected to |
| Numeric IP | What that address resolved to |
| Protocol | The numeric protocol version. Two servers on the same protocol number can be joined by the same client, even if they call themselves different versions |
View Distance and Simulation Distance are not the same thing. You can often see much further than the server is simulating. A farm 12 chunks away may be perfectly visible and completely frozen.
3.3 Custom Resource Pack
When a server pushes a resource pack at you, this panel shows exactly what it sent.
| Row | Meaning |
|---|---|
| Status | Enabled if the server has sent a pack this session, Disabled if not |
| URL | The address the pack is downloaded from |
| Hash | The pack’s SHA-1 fingerprint, which the server supplies so the client can verify it downloaded the right file — and cache it instead of downloading it again next time |
| Name | The pack’s name |
| Required | Yes if the server refuses to let you play without it, No if it is optional |
This is useful for seeing what a server is actually asking your client to download, and from where, before you accept it.
3.4 Current Connection
Two live graphs plus one number.
Last Keep Alive — Minecraft servers send a “keep alive” message every few seconds and expect an
answer. This row shows how long ago the last one was. If this starts climbing, your connection is in
trouble; a large enough gap is what causes a Timed out disconnect.
PING graph — your round-trip time over time. Spikes are visible here that a single number would hide.
TPS graph — how many ticks per second the server is managing. Minecraft runs at 20 ticks per second when healthy. Anything meaningfully below 20 means the server is struggling, and everything on it — mob movement, redstone, growth, item pickups — runs proportionally slower.
Redwire estimates TPS by watching how fast the server’s world time advances. It is an estimate, and a good one, but it is not the same number a server admin would read off their own console.
1m / 10m — the two small buttons in the panel’s header choose how much history the graphs show: the last minute, or the last ten minutes. Ten minutes is better for spotting a pattern; one minute is better for seeing what is happening right now.
3.5 Packet Statistics
A “packet” is a single message sent over the network — your client telling the server you moved, the server telling you a chest opened. The game sends and receives hundreds of them per second.
| Value | Meaning |
|---|---|
| C2S PACKETS/SEC | Client-to-Server: messages your game is sending |
| S2C PACKETS/SEC | Server-to-Client: messages the server is sending you |
| TOTAL PACKETS LOGGED | How many packets are currently held in the Packet Logger |
TRAFFIC OVER TIME below them graphs the same rates.
The two rates and the graph describe the connection, not the capture. They keep moving whether or not the Packet Logger is running, so you can watch traffic without recording any of it.
TOTAL PACKETS LOGGED is the exception. It counts what is actually in the log, so it only rises while the logger runs, and it does not count suppressed types — those still count toward the rates above, but they are not kept.
3.6 Current Queued Packets
A live view of packets the Packet Interceptor is holding back, showing the time each was caught and its name. It is a summary — the full queue, with editing and sending, lives on the Packet Tools page.
This panel is empty unless the interceptor is enabled and has caught something.
3.7 Quick Actions
The only buttons on the Dashboard. Each does exactly what the equivalent button on the Packet Tools page does, put here so you do not have to switch pages for the four most common actions.
| Button | What it does |
|---|---|
| Start Logger / Stop Logger | Begins or stops recording packets |
| Save Log | Writes everything recorded so far to a text file (see below) |
| Enable Interceptor / Disable Interceptor | Begins or stops holding packets back instead of letting them through |
| Flush Queue | Releases every held packet at once |
Save Log writes to:
<Redwire folder>/PacketLogger/RedwirePacketLog_<timestamp>.txt
It is plain text, newest packet first, one line each: time, direction, packet name, category, status. A notification tells you the folder it went to.