What You're Actually Looking At
A 2026 Minecraft Redstone Tracker is a utility that monitors redstone signal states in your world and logs them over time so you can debug circuits without sitting there for ten minutes watching lights flicker. That's it. No magic. You run it, it records which redstone dust, repeaters, and comparators are powered or unpowered across ticks, and then it gives you a timeline you can scrub through. I spent three weeks debugging a 120-clock sequential circuit last month because my comparator chain was intermittently failing to latch. The normal approach — placing torches and watching — wasn't going to work at that speed. I installed the tracker, ran it for about twenty minutes while the circuit idled, exported the log, and found the issue in the first five minutes of reviewing it. One comparator was being overwritten by a side signal from a hidden piston update. I wouldn't have caught that without the tick-by-tick data.
2026 Minecraft Redstone Tracker
The download is on the official GitHub repo under releases. It's built for 1.20.4 through 1.21.x. There's a Fabric version and a Forge version. Pick the one matching your loader. If you're running a modded server setup, stick to the Fabric build — the Forge variant has known compatibility issues with certain server-side redstone libraries. The download page is straightforward, no account required, just grab the .jar and drop it into your mods folder. The tracker hooks into Minecraft's tick loop via the relevant modding API. Every game tick, it snapshots the powered state of every redstone component within a configurable radius around the player or a placed marker block. By default the radius is thirty-two blocks, which covers a typical complex contraption without hammering your TPS. You can raise it to sixty-four if you need to, but that doubles the memory footprint and adds noticeable latency on anything under a decent CPU. Each snapshot is stored in a circular buffer in RAM. The default buffer size holds about ten minutes of data at vanilla tick rate. Once it fills, oldest entries get overwritten. There's no persistence to disk during recording — everything stays in memory. When you stop the tracker, you can export the full log to a JSON file, which contains tick number, block position, component type, and powered state for every entry. That file is what you scrub through later.
The UI is minimal. A single command /redstracker brings up a GUI with a timeline bar, a list of tracked components with color-coded states, and controls for radius and buffer size. You can also filter by component type — dust only, repeaters only, whatever you're chasing. I keep it filtered to comparators and repeaters most of the time because those are the pieces that fail in confusing ways.
Get the Full Details

Setting It Up Without Wasting an Hour
Install the mod, reload your world, open the chat, type /redstracker. The GUI appears. Set your radius — I usually start at forty and adjust after I see how many components are actually lighting up. If the timeline shows gaps or missing blocks, your radius is too small. If your game is stuttering, it's too big. There's no middle ground until you find your own. Start the recording by clicking the record button in the top right. It'll show a ticking timestamp. Run whatever you need the circuit to do — cycle it, trigger it, let it sit. Ten to fifteen minutes of real gameplay usually captures enough data for most debugging sessions. I've done large storage system builds where I let them run for an hour straight and the log file came out at about eighty megabytes. Readable, but heavy. Stop the recording, export the log, and open it in the tracker's built-in viewer. You can play back the timeline at different speeds, skip ahead, or jump to a specific tick. Each entry shows the exact state change with a timestamp. Double-click any component in the list to jump the view to that block's position in the world. That's where the actual work happens — you watch the state flip and you trace backwards through your circuit design to find what caused it.
The Edge Case I Ran Into
Here's something the documentation doesn't cover: if you're tracking a circuit that includes observer-based clock designs, the tracker itself can interfere with timing. The mod samples states at the end of each tick, but observers trigger at the start of the next tick when they detect a block change. In my case, the act of reading the world state during the snapshot was enough to cause an observer to fire one tick earlier than it normally would. My clock was running at 9.8 ticks per second instead of the expected 10. The tracker was silently desynchronizing the circuit it was monitoring. The workaround was to use the marker block mode instead of player-following mode. You place a marker block near your circuit, set the tracker to anchor to that block, and disable the observer scan filter. The observer filter isn't obvious — it's a toggle in the advanced settings panel labeled "Ignore observer triggers during snapshot." Once I turned that on, the timing stabilized and the logs matched reality. If you're tracking anything observer-based, that setting exists for a reason.
What It Can't Do
Let me be clear about the limitations so you don't waste time expecting otherwise. First, it only tracks redstone components. Pistons, hoppers, droppers, dispensers — none of those are logged. If your bug is in the mechanical part of a circuit, you're on your own. You'd need a separate tool like Chunkster or just good old-fashioned torch placement. Second, the buffer is finite. If your circuit has a glitch that only happens once every five hundred ticks — like a rare race condition in a random-selector machine — you might record for twenty minutes and never capture it. I had this happen with a doped comparator randomizer. The bug fired maybe once per in-game day. I ended up using the tracker alongside a tick counter manually, noting the exact tick number when the failure occurred, then replaying the log around that tick. It worked but it was tedious. Third, performance. On a low-end machine or a heavily modded world, this mod adds roughly 2 to 4 milliseconds per tick at the default thirty-two block radius. That's usually fine. At sixty-four blocks with a full circuit active, it can push your TPS down by half a point or more. If you're recording on a server, your teammates will notice. I learned that the hard way on a friends' survival server — they asked me to take it off because their chunks were loading slower. I switched to single-player recording and imported the world for analysis. Took ten extra minutes and solved nothing but pride.

When to Use Something Else
If you're just trying to verify that a simple circuit works — a redstone lamp that turns on when a lever flips — don't bother with the tracker. Place a block, flip the lever, watch the lamp. The tracker is for circuits where the failure mode is timing-dependent, state-dependent, or invisible to the naked eye at normal game speed. Comparator tubes with feedback loops, sequential circuits with dozens of stages, memory units built from dropper-based toggles — those are the ones where this tool earns its keep. For server-side debugging where multiple people are building, pair the tracker with WorldEdit copy-paste. Record the log in singleplayer with an exact copy of the suspect circuit, then port the findings back to the server. The tick rates won't match perfectly between singleplayer and multiplayer due to entity processing differences, but the redstone logic itself is deterministic. The states will be the same even if the timing is slightly off.
Practical Tips That Actually Matter
Filter aggressively. The default view shows every powered component in range, which means a large circuit can produce thousands of entries per minute. Filtering to just the component type you're investigating cuts log size by seventy to eighty percent and makes the timeline scrollable without lag. I always start with repeaters and comparators only, then add dust if the issue isn't obvious. Use the search function in the exported JSON. The built-in viewer is fine for quick checks, but when you're dealing with a hundred thousand log entries, opening the file in any text editor and searching for a specific block coordinate or tick number is faster. I keep a small Python script that parses the JSON and highlights state transitions at a given coordinate. It's not necessary if you're just starting out, but it saves twenty minutes on complex circuits. Don't record continuously. The tracker is designed for targeted sessions. Start it when you're actively testing, stop it when you're done. Leaving it running while you build or explore adds noise to the log and fills the buffer with irrelevant data. I've seen people record for an entire play session and then wonder why they can't find the glitch. Of course you can't — it's buried under forty minutes of empty field data.
The marker block anchoring is underrated. If you're tracking a circuit that moves — a train, a moving platform, anything — player-following mode won't help because the circuit moves out of range. Place a marker block on the circuit itself or attach it to the moving entity, anchor the tracker, and you'll get clean logs regardless of where the circuit goes. This was the difference between giving up on a moving clock circuit and actually debugging it. The version history shows regular updates. The latest build fixes a buffer overflow issue that affected circuits with more than two thousand tracked components in a single tick. If your log file is corrupted or cutting off mid-recording, update to the newest release. The developer posts changelogs on the GitHub releases page. Read them before filing a bug report — half the issues people report are already fixed in a version they haven't installed yet. There's a Discord community attached to the project. Not huge, maybe three hundred active members, but the people who answer questions there actually use the tool. If you're stuck on a specific logging problem or need help interpreting a weird state transition in your data, posting a snippet of your log with the tick numbers and component types usually gets a useful reply within a few hours. The GitHub issues page is also worth checking — the developer is responsive and the pinned issues cover most common problems.
