11. Client Tool Reference
All 43 client tools, one section each. Read Client Tools first for how to enable them and how settings work.
Every tool also has a Show Notifications toggle and a Keybind field, which are not repeated in each entry below. See Client Tools §10.3.
Jump to: Utility · Player · Render · World · Miscellaneous
11.1 Utility
Better Anvil
Various QOL additions to anvils.
Vanilla caps item names at 50 characters and offers no way to copy an item’s details. This lifts both limits.
| Setting | What it does |
|---|---|
| Rename Mode | Vanilla keeps the 50-character cap. Unlimited removes it |
| Custom Font | Applies one of the Text Vault’s look-alike fonts to what you type, so the item name comes out styled |
It also adds copy buttons under the anvil’s slots, which put the item’s full description on your clipboard.
A server may enforce its own name length regardless of what you type.
Unlimitedremoves your client’s limit, not the server’s.
Better Tab List
Various improvements to the tab list.
Vanilla’s tab list shows at most 80 players in 20 rows, and shrinks text to fit. This lets you change that.
| Setting | What it does |
|---|---|
| Size | Scale of the whole list, 1–500%. Default 100 |
| Height | How many rows tall the list may be, 1–100. Default 20 |
| Highlight Yourself | Marks your own name so you can find it |
| Better Ping | Shows each player’s ping as a number instead of the five-bar icon |
Component Viewer
Lets you view all Component Data of any item.
Modern Minecraft stores everything about an item — its damage, enchantments, custom name, lore, the contents of a shulker box, and anything a server has attached to it — in components. Most of that is invisible.
This prints all of it under the item’s tooltip, in the same id=value form the game uses internally.
No settings. Hover any item to see it.
Extremely useful on servers with custom items: it shows you exactly what data the server has attached, which is often how a server’s own systems identify items.
Display Durability
Shows the durability of the item you are holding, above the hotbar.
Puts the remaining durability of your held item above your hotbar, in green, turning red when it gets low.
| Setting | What it does |
|---|---|
| Low Durability Alert | Warns you when the item is nearly broken |
| Notification Sound | Plays a sound with the warning (needs Low Durability Alert on) |
| Alert Sound | Which of ten sounds to play (needs Notification Sound on) |
You can hear the sounds before you pick one. Open the Alert Sound dropdown and each option has a ▶ play button in front of it. Clicking it plays that sound once and leaves the menu open, so you can work down the list; clicking anywhere else on the row chooses it as usual. The names are deliberately generic — “Notification 7” tells you nothing, which is why the preview is there.
Every option is one fixed sound. Several of them used to name a vanilla sound family — thorns, armour stand hit, parrot, villager hurt — and Minecraft picks a random member of a family each time it plays one. That made the alert a different noise on every repeat and the preview button a lie about what you would get. Those four are now specific sound files the mod ships, so what you hear when you preview is exactly what you hear in game, every time.
It moves down when Held Item Information is on. The two share the space above the hotbar, and the action bar row runs straight through the middle of that tool’s block, so with both on the readout takes the bottom row and the block stacks above it. With Held Item Information off, the readout sits on the action bar row, where it has always been.
It is Redwire’s own text, not an action bar message. It no longer overwrites what the server puts in your action bar, so a server that keeps a status line there keeps it.
Extra Carry
Lets you use your inventory crafting grid for extra inventory space.
Your inventory’s 2×2 crafting grid normally drops whatever is in it when you close the screen. This keeps the contents, giving you four extra slots.
No settings.
How it works, and why that matters: the drop is done by the server, when it is told the inventory closed. So the close message is simply never sent — the screen shuts on your end and the server goes on believing your inventory is open. Your items stay put through closing the inventory, opening chests, and everything short of leaving the world.
Turning the tool off sends the message that was withheld, which is when the grid finally empties. That is intentional: without it, the grid would keep its contents even with the tool disabled, and the next ordinary close would drop them at a completely unexpected moment.
The server also spends the whole time believing you have a screen open. Some anti-cheat plugins notice that.
Enhanced Tooltips
Adds various improvements to tooltips.
Everything this mod does to the tooltip that appears when you hover an item. It was Scrollable Tooltips; that feature is still here as the first setting, and your old settings and keybind carry over automatically.
| Setting | What it does |
|---|---|
| Scrollable Tooltips | Lets you scroll a tooltip that does not fit on screen. On by default |
| Scroll Speed | How far one wheel notch moves it, 1–10. Default 5. Only appears with Scrollable Tooltips on |
| Text Wrapping | Breaks over-long lines onto a new line instead of letting the tooltip run off the side. On by default |
| Jump to Top | A tooltip taller than the screen starts at its top edge rather than the middle, so you read the item’s name first. On by default |
| Center | Puts the tooltip above the item and centred on it, instead of off to one side. On by default |
| Transparency | How see-through the tooltip’s background is, 0–100. 0 is vanilla’s solid look. Default 0 |
| Enchantment Descriptions | A line under each enchantment saying what it does. On by default |
| Potion Effect Descriptions | The same for each of a potion’s effects. On by default |
| Food Information | What eating the item restores, its saturation, and any effect it gives. On by default |
Scrolling: the mouse wheel moves the tooltip up and down, Left Shift + wheel moves it left and right. It is clamped to the tooltip’s own overhang, so you can never scroll past the content into empty space.
Everything Redwire adds is written in the Small Text characters from the Text Vault, so its lines are visibly not part of the item’s own description. Effects are coloured by what they do to you — green for helpful, red for harmful — and a food item’s hunger and saturation are white.
Minecraft ships no descriptions for enchantments or effects — there is simply no such text in the game. Redwire’s are written by hand, so they cover everything vanilla has. A plugin’s or another mod’s custom enchantment gets a short generic line instead, because there is nothing to quote.
Transparency fades the background, not the words. Fading the text with it would make a see-through tooltip unreadable rather than unobtrusive.
Entity Information
Shows information above nearby entities.
Floats a small panel above mobs showing their health as hearts, and the owner’s name for a tamed animal. Players are skipped — Nametags already covers those.
| Setting | What it does |
|---|---|
| Scale | Size of the panel, 0.5–5. Default 1 |
| Entity Type | Which mobs to show it on: Both, Hostile or Passive. Default Both |
| On Attack | Only show it for a few seconds after the mob is hurt. Off by default |
| On Look | Only show it for the mob you are looking at. Off by default |
| Radius | How far away to show it, 20–100 blocks. Default 50 |
The panel shows the kind of mob on top — or its custom name if it has one — then the owner for a tamed animal, then the hearts.
The hearts use Minecraft’s own heart textures, so they match your resource pack and read exactly like your own health bar: green while poisoned, black while withering, yellow for absorption on top of the red, and pulsing while the mob is regenerating.
On Attack and On Look cannot both be on. They are two different answers to the same question — when should this appear — so switching one on switches the other off.
Held Item Information
Shows information about the item you are currently holding.
Adds detail underneath the item name that appears above your hotbar when you switch items.
| Setting | What it does |
|---|---|
| Show Enchantments | Each enchantment and its level. On by default |
| Show Lore | The item’s lore lines. Off by default |
| Show Projectile | What a crossbow is loaded with. On by default |
| Show Potion Effects | A potion’s effects. On by default |
| Show Firework Attributes | Flight duration and how many explosions. On by default |
| Show Bee Amount | How many bees are in a hive or nest. On by default |
| Show Music Title | The track on a music disc or disc fragment. On by default |
| Show Goat Horn Instrument | Which instrument a goat horn plays. On by default |
| Show Banner Pattern | The patterns on a banner, shield or pattern item. On by default |
| Show Fish Type | The variant of fish in a bucket. On by default |
The whole block is lifted clear of the hotbar as it grows, so the name rises rather than the extra lines running down through your hotbar and your health and hunger bars. It fades out on its own the same way vanilla’s item name does.
Show Lore is off by default because lore is already on the item’s tooltip, and a server’s custom item can carry a great many lines of it — enough to fill the screen every time you scroll the hotbar.
Shulker Preview
Lets you preview the contents of a shulker box when hovering over one in a GUI.
Shows what is inside a shulker box as a grid in its tooltip, without placing it.
| Setting | What it does |
|---|---|
| Compact Mode | A denser grid that takes less room on screen |
Alt + Left Click a shulker box to open its contents in a screen of its own — useful when you want to look properly rather than glance.
It works off the item’s contents data rather than the shulker box item specifically, so anything that carries its contents this way is covered.
11.2 Player
Anti Debuff
Disables the effect of status effects.
Removes chosen potion effects from your client’s copy of your player.
| Setting | What it does |
|---|---|
| Blocked Effect | Which effects to drop (multi-select) |
Read this before relying on it. This is client-side, and that splits effects into two groups.
Effects your client alone decides the look of — blindness fog, the nausea warp, darkness — genuinely stop, because nothing else was ever going to draw them.
Effects the server acts on — slowness, mining fatigue, and most things that change how you move — keep applying on the server whatever your client believes. Removing those locally mostly buys you a disagreement with the server about where you are, which is worse than the effect.
Auto Armor
Automatically equips armour for you.
Watches your inventory and wears the best armour it finds, swapping a worn piece out when something better turns up.
| Setting | What it does |
|---|---|
| Preferred Protection | Which protection enchantment to weight highest: Protection, Projectile Protection, Blast Protection or Fire Protection |
| Blacklisted Enchantment | Never equip armour with these enchantments (multi-select) |
| Blacklisted Armour | Never equip these specific pieces (multi-select) |
| Equip Delay | Seconds to wait before swapping, 0–5. Default 0.5 |
| Don’t Replace Elytra | Keeps an equipped elytra rather than swapping a chestplate in over it. On by default |
Pieces are scored in armour points with enchantments weighted against that scale, because armour is a genuine trade-off — four points of Protection really can be worth more than two more armour points.
Auto Eat
Automatically eats for you.
Eats when your hunger drops below a threshold.
| Setting | What it does |
|---|---|
| Blacklist | Foods never to eat (multi-select). Put rotten flesh and pufferfish here |
| Hunger Limit | Eat when hunger falls below this, 0.5–20. Default 15 |
Your originally selected hotbar slot is always restored afterwards, including when the food had to be brought up from your main inventory — the tool never leaves your hotbar rearranged.
Auto Eat and Auto Golden Apple share one mechanism and cannot fight over your hand. If both trigger at once, the golden apple wins: being nearly dead is more urgent than being hungry.
Auto Fish
Automatically fishes for you.
Casts, waits for a bite, reels in and casts again.
| Setting | What it does |
|---|---|
| Switch to Rod | Selects your fishing rod automatically. On by default |
| Cast Delay in Ticks | Wait before casting again, 0–100. Default 10 |
| Catch Delay in Ticks | Wait after a bite before reeling in, 0–20. Default 5 |
The bite is detected from the splash sound landing on your own bobber, not from the bobber’s movement — the “caught” flag is server-side and never reaches your client, but the sound always does.
Automated fishing is against the rules on most public servers.
Auto Golden Apple
Automatically eats a golden apple when your health is too low.
| Setting | What it does |
|---|---|
| Prefer Enchanted | Use an enchanted golden apple when you have one. On by default |
| Health Limit | Eat when health falls below this, 0.5–20. Default 15 |
Health is in half-hearts: 20 is full, 15 is seven and a half hearts.
It waits while Regeneration is running. A golden apple heals you through its own Regeneration effect, which takes about five seconds — for all of which your health is still below the limit. Once the first apple has been eaten, the tool holds off until that effect ends, then checks your health again and eats another only if it is still short.
Auto Respawn
Automatically respawns you when you die.
Presses Respawn for you when the death screen appears.
| Setting | What it does |
|---|---|
| Respawn Delay | Seconds to wait first, 0–5. Default 0.5 |
Driven by the death screen appearing rather than by your health hitting zero, because that is the moment the server will actually accept the request — so the delay starts when you could have clicked, not a moment earlier.
Auto Tool
Automatically switches to the best tool when performing an action.
Picks the best hotbar slot for the block you have just started breaking.
| Setting | What it does |
|---|---|
| Preferred Enchant | Which enchantment to favour when several tools would work: Any, Fortune, Efficiency or Silk Touch |
| Tool Blacklist | Tools never to switch to (multi-select). Keeps a favourite pickaxe out of harm’s way |
The choice is made once per block, not every tick, so it never fights a manual slot change you make part-way through a swing.
Liquid Interact
Lets you interact with liquids.
Makes water and lava behave like any other block for aiming: you can target them, they get the usual block outline, and they hide what is behind them.
| Setting | What it does |
|---|---|
| Water | Target water. On by default |
| Lava | Target lava. On by default |
| Interact While Swimming | Also target liquids while you are submerged. Off by default |
That last one is off for a reason: while you are underwater the crosshair lands on the water directly in front of your face, which would take over every ordinary right-click.
The tool does its own aiming check rather than only filling in when you are pointing at nothing, so standing on a shore and looking through water at the sand below targets the water. A block or entity in front of the liquid still wins.
Nothing here changes collision. A liquid becomes something to aim at, never something to stand on.
Parkour
Automatically jumps when you reach the end of a block.
Jumps by itself the moment you walk off an edge, so you clear gaps without timing anything.
No settings.
The check is a real collision query against where your feet are about to be, not a block lookup — so slabs, stairs, fences and anything else with an unusual shape work without special handling.
Protect Identity
Protects your identity by hiding your name and skin.
For screenshots and recordings.
| Setting | What it does |
|---|---|
| Hide Name | Replaces your username wherever it is drawn |
| Custom Name | What to replace it with. Default Redwire (needs Hide Name on) |
| Hide Skin | Replaces your skin with the default one |
The name is replaced as text is drawn, not as messages arrive. That matters in three ways: it covers chat scrollback, scoreboards, item names, lore, signs and boss bars all at once; it changes text already on screen rather than only new text; and because nothing is stored, switching the tool off puts everything back on the very next frame.
Safe Walk
Prevents you from falling off blocks.
Stops you walking off a ledge, as if you were sneaking, without the sneak.
| Setting | What it does |
|---|---|
| Minimum Fall Distance | Only stop you at drops of at least this many blocks, 1–5. Default 1 |
| Toggle Sneak | On by default |
The stopping itself is vanilla’s own ledge clamp — the same code that keeps you on a block when you sneak. It already knows how to trim your movement to the edge, handle stairs and slabs, and let you still move along an edge or away from it. This tool only changes when that clamp applies.
11.3 Render
Freecam
Allows you to control your camera separately from your player.
Detaches the camera and flies it around. Your player stays exactly where it was.
| Setting | What it does |
|---|---|
| Flight Mode | Default or Creative movement feel |
| Horizontal Speed | 0.1–10. Default 1 |
| Vertical Speed | 0.1–10. Default 1 |
| Ignore Collision | Fly through blocks. On by default |
| Show Player | Draw your body where you left it. On by default |
| Show Hand | Draw your held item. Off by default |
| Full Brightness | Light the world while flying. On by default |
| Disable on Damage | Snap back to your body if something hits you. On by default |
| Control Player | A second keybind: hold it to drive your body while the camera stays put |
Your player genuinely does not move. Nothing is sent to the server. Your movement keys are read and then blanked before your player’s own input sees them, and the camera keeps its position separately. To the server you are standing still.
Fullbright
Lets you see clearly at any light level.
| Setting | What it does |
|---|---|
| Gamma | How bright, 0–100. Default 100 |
| Smoothness | 0 snaps straight to the target brightness; higher values fade into it over a longer ramp. Default 0 |
Your own gamma setting is remembered when the tool is switched on and put back when it is switched
off — or when the game shuts down, so a raised value is never written into your options.txt.
Freecam’s Full Brightness borrows the same setting, and the two share one record of what your brightness really was. Whichever you switch on first is the one that remembers it, and whichever you switch off last is the one that puts it back — so you can turn them on and off in any order and still get your own brightness back.
Night Vision cancels it completely. Not “you will not notice it” — it has no effect at all. The game’s lightmap scales the colour up until one channel is fully saturated, and the brightness step that runs after it divides by that same channel, so it comes out unchanged whatever your Gamma is set to. Every value from 0 to 100 gives an identical picture while the effect is on, in this tool and in Freecam’s Full Brightness alike. If Fullbright appears to do nothing, check your effects first.
Nametags
Displays a customizable nametag above players.
Replaces the vanilla name tag with one that can show more, at any size.
| Setting | What it does |
|---|---|
| Scale | Size, 0.5–5. Default 1 |
| Show Health | Add the player’s health. On by default |
| Show Gamemode | Add their game mode |
| Show Ping | Add their ping |
| Show Held Item | Add what they are holding |
Hide Bots has moved. It is now the Anti-Bot tool, which every tool obeys rather than this one alone. If you had it switched on it stays on — the setting carries over the first time you run this version.
Nametags are drawn on the HUD rather than in the world. That makes them ordinary flat text, always on top of everything, and immune to view bobbing — the HUD does not bob.
Reach Indicator
Shows how far you are able to interact with blocks and entities.
Draws a dome at the edge of your reach.
| Setting | What it does |
|---|---|
| Block Indicator | Show your block reach. On by default |
| Entity Indicator | Show your entity reach. On by default |
| Opacity | Confusingly named: this is transparency, 0–100. 0 is the most solid, 100 is invisible. Default 35 |
The wireframe and the shell do not track the slider equally. The wireframe takes the full value,
so at 0 the lines are solid; the shell takes a tenth of it, so even at 0 you can still see the
world through the dome. That is deliberate — a shell as opaque as the lines would swallow them, and
an indicator you cannot see past is not much of an indicator.
Tracers
Draws lines to specified entities.
Draws a line from you to every entity of the chosen types, visible through walls.
| Setting | What it does |
|---|---|
| Entities | Which entity types to draw lines to (multi-select) |
| Invisible Entities | Also trace entities that are invisible. Off by default |
| Distance | Maximum range in blocks, 1–512. Default 128 |
| Distance Colour | Colour each line by how far away the target is, instead of one flat colour |
A tracer looks the same wherever it goes. The lines are drawn over the finished picture rather than inside the world, the same way Nametags are, so nothing in the scene can tint, darken or hide them — not water they cross, not fog, not the camera going under. A line that faded out exactly when you most needed it would not be much use.
Lines start at your crosshair and stay pinned there, without swaying, even with view bobbing on. A target behind you is not dropped: the line runs off the correct edge of the screen instead.
Trajectories
Displays the trajectory of arrows and throwable items.
Draws where a projectile would land if you released now.
| Setting | What it does |
|---|---|
| Block Highlight | Mark the block it would hit. On by default |
| Entity Highlight | Mark the entity it would hit. On by default |
| Trajectory From Others | Also draw lines for other players’ projectiles. Off by default |
The path is simulated with the game’s real projectile step — position, then drag, then gravity, with a collision sweep between each pair of points — rather than drawn as an idealised curve. Drag alone bends a real path noticeably over any distance, so a simple parabola would land in the wrong place.
A loaded crossbow draws one path per arrow it is carrying, fanned the way the game fires them. Two separate things decide that fan, and Redwire reads both the way the game does. How many lines there are comes from the projectiles actually loaded, not from the enchantment, so a server that loads more than vanilla would still gets a line per arrow. How wide the fan is comes from the Multishot level, at ten degrees a level: Multishot I sends three arrows to −10°, 0° and +10°, and Multishot II sends five to −20°, −10°, 0°, +10° and +20°.
Servers that hand out Multishot II or higher used to be drawn half as wide. The spread was treated as a flat ten degrees whatever the level, which put the outer lines where no arrow went. On a five-arrow volley three lines happened to land on real arrows and two pointed at nothing.
The fan is applied the way the crossbow applies it — as a turn about the axis above your view, not as a change of yaw. The two are the same while you are looking level and drift apart as you aim up or down, where a yaw offset would draw the volley too narrow and put every arrow at your own pitch.
Zoom
Lets you zoom in and out your camera.
| Setting | What it does |
|---|---|
| Zoom Amount | How far in, 1–10×. Default 5 |
| Scroll Sensitivity | How fast the wheel changes the zoom, 0.1–10. Default 1 |
| Smoothness | How gently the zoom eases in, 0–1. Default 1 |
| Spyglass Only | Only zoom while holding a spyglass. Off by default |
| Cinematic Camera | Smooth, damped camera movement while zoomed. Off by default |
Give the tool a keybind and press it to zoom in; press it again to zoom back out. Scroll the wheel while zoomed to adjust how far.
Mouse sensitivity is scaled with the zoom, which is the point of the setting. At 5×, a mouse movement that turned your view a comfortable amount unzoomed would sweep it five times as far across the narrowed picture. Dividing the movement by the zoom factor keeps what you see on screen the same.
The wheel stays yours for as long as the tool is on. Scrolling out has a floor of 1× — you cannot go wider than a normal view — and scrolling down once you are already there does nothing rather than falling through to your hotbar. Cinematic Camera stays on at that point too: the tool is still switched on, it has simply been wound all the way out.
With Spyglass Only set, none of that applies unless a spyglass is actually raised; the wheel is your hotbar’s again the rest of the time.
11.4 World
Air Place
Lets you place blocks in the air.
Gives your crosshair something to aim at when it is pointing at nothing, so you can place a block in mid-air.
No settings.
This only works where the server does not check. A liquid really is there, so Liquid Interact’s placements are ones a server agrees with. Air is not: a vanilla server rejects a placement with nothing to place against, and the block appears for a moment and vanishes.
Anti AFK
Prevents you from getting kicked for being AFK.
Performs small idle actions so the server does not think you have wandered off.
| Setting | What it does |
|---|---|
| Jump | Jump periodically |
| Swing | Swing your arm |
| Sneak | Sneak |
| Action Interval | Seconds between the three actions above, 0–10. Default 1 |
| Strafe | Step side to side. Alternates on a fixed 10-tick beat |
| Spin | Turn continuously |
| Send Message | Say something in chat periodically |
| Message | What to say. Only appears with Send Message on |
| Message Interval | Seconds between messages, 0–10. Default 2. Only appears with Send Message on |
All of these are off by default — pick the ones the server you are on actually watches for.
Anti-AFK is explicitly against the rules on most servers, especially ones with AFK-kick for farm balance. Chat messages in particular are visible to everyone.
Custom Time
Lets you change the time of day.
Changes what time of day looks like, for you only.
| Setting | What it does |
|---|---|
| Time of Day | Dawn, Day, Noon, Sunset or Night |
| Lock Time | Hold it there rather than letting it drift. Off by default |
Purely visual. Mobs still spawn on the server’s schedule, crops grow on the server’s schedule, and your bed still refuses to work in the daytime.
Hidden Blocks
Lets you see invisible blocks.
Draws blocks that are normally invisible — barriers, structure voids, light blocks — as a visible block with an outline.
| Setting | What it does |
|---|---|
| Render Distance in Chunks | How far to scan, 2–32. Default 8 |
| Blacklist | Invisible block types not to show (multi-select) |
Scanned on a timer into a cached list. The check is cheap per block but there are a great many of them, and the answer only changes when the world does. A large render distance costs performance.
Hidden Entities
Lets you see invisible entities.
Makes invisible entities — players with the invisibility effect, invisible armour stands — visible again.
| Setting | What it does |
|---|---|
| Blacklist | Entity types to leave invisible (multi-select) |
No Ghost Blocks
Attempts to prevent ghost blocks.
A ghost block is a block your client shows that the server does not have. Your client creates one by predicting a break or a placement optimistically; normally the server’s acknowledgement settles the difference, and a ghost is what is left when that acknowledgement never arrives.
| Setting | What it does |
|---|---|
| Confirm Timeout in Ticks | How long to wait for the server’s acknowledgement before undoing the change, 1–100. Default 20 (one second) |
| Auto Resync | Put the block back automatically when the timeout passes. On by default |
Every predicted change is recorded together with the block it replaced. Anything still unacknowledged after the timeout is put back. The server acknowledges every such action, so a missing acknowledgement really does mean the change was never processed — which is what makes undoing it safe. In normal play the acknowledgement arrives within a round trip and nothing is ever undone.
This is prevention, not a cure. It cannot fix a ghost block that already existed before you switched the tool on. Only the server knows the truth about that block, and vanilla has no safe way to ask it to re-state one.
11.5 Miscellaneous
Anti-Bot
Stops every other tool from acting on server-side fake players such as shop NPCs and holograms.
A shop NPC, a hologram or a plugin’s stand-in is a player as far as your client is concerned, so anything that acts on players acts on those too — a nametag over a shop sign, a tracer to a decoration, a trajectory line from a statue holding a bow. Switch this on and every tool leaves them alone.
No settings. It is one question with one answer, and a tool that could be on for name tags but off for tracers would only be a way to get them disagreeing.
Right now it is read by Nametags, Tracers and Trajectories. A bot Nametags skips keeps its ordinary Minecraft name, rather than going nameless.
How a bot is recognised. Any one of these is enough: no profile name at all; a version-2 UUID (real accounts are version 4, offline-mode ones version 3, and NPC plugins use version 2 on purpose); no player-list entry; or a player-list entry the server sent with the listed flag cleared. That last one is what catches most shop NPCs — they need an entry so their skin loads, but the cleared flag is what keeps them out of the tab list.
It can misjudge a vanished player. A server that hides staff by clearing the same flag makes them look like bots. That is the right trade for a tool whose whole job is to stop acting on things that are not people, but it is worth knowing if a staff member seems to have no name tag.
Auto Reconnect
Automatically reconnects to a server if you get disconnected.
Counts down on the disconnect screen and rejoins.
| Setting | What it does |
|---|---|
| Delay in Seconds | Wait between attempts, 0–20. Default 5 |
| Max Attempts | How many times to try. 0 means keep trying forever. Default 10 |
| Hide Buttons | Hide the tool’s buttons on the disconnect screen. Off by default |
The disconnect screen gains a Reconnect button, an Auto Reconnect toggle and a line showing attempts used.
The countdown only runs while the disconnect screen is showing. Going back to the server list abandons the attempt. This is deliberate — leaving that screen is you saying you have other plans.
Better Chat
Various improvements for the in-game chat.
| Setting | What it does |
|---|---|
| Custom Font | Draw chat in one of the Text Vault’s look-alike fonts |
| Timestamps | Prefix each message with the time it arrived. Off by default |
| Anti Spam | Fold repeated messages into one line with a counter instead of repeating them. Off by default |
| Messages to Check | How far back Anti Spam looks for the same message, 5–100. Default 20 |
| Infinite Chat Box | Removes the 256-character limit on what you can type. Off by default |
| Chat History Length | How many messages to keep, 100–10000. Default 1000 |
| Persistent Chat | Keeps your chat log when you change server instead of clearing it. Off by default |
It also lets you select and copy text from chat. Drag across the chat log to select any part of any message, then Ctrl + C to copy it. Chat is not a text box, so this is not something vanilla can do at all. Copying confirms itself with a notification, which this tool’s own Show Notifications row silences like everything else it says.
Searching your chat
With the chat open, a search box sits directly above the chat log, as wide as the log is.
Type into it and every match lights up in red. The counter on the right reads which match of how many, and ▲ / ▼ step through them — ▲ further back in time, ▼ forwards — scrolling the log to bring each one into view and marking the one you are on in solid orange.
It searches your whole history, not just what is on screen, so raising Chat History Length gives it more to find. Matches are counted one per occurrence: a message saying “link” three times is three matches, and stepping moves between them individually.
The box behaves like any other text field in Redwire — click to place the caret, drag or Ctrl + A to select, Ctrl + C / X / V to copy, cut and paste. Escape leaves the box; press it again to close the chat.
A word split across two lines will not match. Minecraft wraps chat at spaces where it can, so this only comes up with a word longer than the chat is wide.
Infinite Chat Box removes your client’s limit, not the server’s. Most servers reject an over-length message outright, and some treat sending one as an exploit attempt.
Friendly Endermen
Prevents endermen from becoming hostile when you look at them.
No settings.
Where this works. The “is that player staring at me” check runs on whichever side owns the entity. In singleplayer, and in a world you have opened to LAN, that is this same game, so endermen genuinely stop turning hostile. On a remote server the decision is made there and this cannot reach it.
GUI Move
Lets you move while in a GUI.
Normally opening any screen freezes you in place. This keeps your movement keys live.
| Setting | What it does |
|---|---|
| Inventory Only | Only allow movement in your own inventory, not in chests and other containers. Off by default |
| Rotation Speed | How fast the arrow keys turn you, 1–10. Default 5 |
You walk, jump, sneak and sprint exactly as normal. The arrow keys turn you, because the mouse belongs to the open screen.
Map Preview
Lets you preview maps in GUIs.
Draws a filled map’s actual picture in its tooltip, so you can tell your maps apart without placing each one in a frame.
No settings.
Mob Spawn Detection
Shows where hostile mobs can spawn.
Marks every block face a hostile mob could appear on.
| Setting | What it does |
|---|---|
| Transparency | 0–100. 0 is a solid overlay, 100 is invisible. Default 70 |
| Block Radius | How far around you to check, 10–50. Default 25 |
The test is the game’s real spawning rule, not a light-level readout: a solid top face to stand on, two blocks of clear space above it, and zero block light.
Sky light deliberately does not count. It is block light alone that suppresses spawning — which is exactly why a torch works and daylight through a hole in your roof does not, once night falls.
Portal GUI
Lets you use GUIs while inside a nether portal.
Standing in a portal normally slams every screen shut except chat. This keeps them all open.
No settings.
Vanilla already asks each screen whether it should survive a portal — chat says yes, most say no — so the tool simply answers yes for all of them.
Sound Blocker
Blocks specified sounds from playing.
| Setting | What it does |
|---|---|
| Sounds | Which sounds to mute (multi-select) |
For the ones that get to you: ghast screams, a nearby jukebox, a server’s notification chime.
Text Utilities
Adds various utilities in chat, books and signs.
Was True Text; that feature is now the first setting, and your old on/off state and keybind carry over automatically.
| Setting | What it does |
|---|---|
| Show Formatting | Spells out formatting codes instead of applying them. Off by default |
| Where to show Formatting | Which parts of the screen that applies to: Chat, Scoreboard, Items, Boss Bar, Tab Menu, Other. All ticked by default. Only appears with Show Formatting on |
| Book Tools | The editing panel on the book screen. On by default |
| Sign Tools | The same panel on the sign screen. On by default |
| Chat Tools | The symbol button beside the chat search bar. On by default |
Where to show Formatting covers everything: Other genuinely means every remaining place text is drawn, not a list of leftovers, because each of the named surfaces announces itself as it draws and anything that does not falls through to Other.
Book, Sign and Chat Tools
With Book Tools or Sign Tools on, a panel appears beside the editor:
| Group | Buttons |
|---|---|
| Book / Sign | Export, Import, Copy All, Paste All, Clear All — the whole thing at once |
| Page / Line | Copy, Paste, Clear — just the page or line you are on |
| Colour | Minecraft’s sixteen colour codes |
| Style | Bold, Italic, Underline, Strikethrough, Obfuscated and Reset |
| Insert | Symbol opens the unicode palette |
Colour and Style work either way round. Select some text first and it is wrapped, so the colour or style covers that much and stops. Click with nothing selected and the code goes in at the caret, where it applies to whatever you type next.
Books use §, signs use &. A book carries the code itself and colours as you type. A sign
cannot: the server strips every § out of a sign before placing it, so Redwire writes &c and the
like instead, which servers with a sign-colour plugin turn into real formatting when the sign goes up.
That means the sign editor shows you &c rather than the colour — the sign in the world is where it
takes effect, and only on a server set up for it.
Chat Tools puts the same palette on a button beside the chat search bar. Pick a symbol and it goes in at your caret.
Books export to <Redwire folder>/Books/ and signs to <Redwire folder>/Signs/. Import takes the
most recent file of that kind.
These are separate from the Text Vault, on purpose. A vault file is one run of text; a book is an ordered set of pages and a sign is exactly four lines. Flattening either into one string loses the shape that makes it what it is, so they keep their own files and survive a round trip unchanged.
The colour list is Minecraft’s sixteen, not a colour picker. A book or a sign can only carry those codes, so offering a full picker would look like a choice and then not survive being written.
A sign measures its lines in pixels, not characters, and a hanging sign allows only two thirds the width of an ordinary one. Each
&code spends two characters of that, and wrapping a selection spends four, so a line that looks like it has room can still refuse one. Redwire says No room left on this line rather than letting the click do nothing, which is what vanilla does on its own. Shorten the line and try again.