• • 12/30/24 10:12 pm • 5 logs
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- Game Version
- Minecraft 1.21.8
- Resolution
- 16x
- Progress
- 100% complete
- Changes include
- GUI
- Items
7
The clock face is also currently in an alternate version where the two last digits are made smaller to fit all five digits. Not sure if I want it to become the default.
The eyeblossom will as of the first snapshot of the year close on tick 23 401 and open up again on tick 12 600. This pack covers those gameticks.
*Updated at 04:08 on 31.12.2024, to work in the new system for items introduced in 1.21.4.
I think one should be able to know what time of day it is. Just as one can see the coordinates, block stage or biome in F3, I also think that one should not be prevented from seeing the current Daytime/Gametick. But since it isn't in F3, I made this simple texture pack that shows on the clock what the daytime/gameticks is when the clock changes state. Because it is not always possible or allowed to use the command: "/ time query daytime" or "/ time add 0".
If thou want a specific amount of gameticks to be shown, just let me know. Do not hesitate. It is very easy to make a special amount of gametick appear, but it is very time-consuming to do that work for all the 24 000 gameticks. I may later work on an even better way to show all digits of the Daytime.
One important thing to know is how the numbers appear on the clock. The fact is that the clock is only 14 pixels wide. And I couldn't find a better way to write the numbers, so each of the digits needs 4 pixels. This means that there is only room for 3 digits without overriding the vanilla design. The maximum gametick is 24 000. To show all the numbers, I have included only the first three digits at all stages in the original design. In the current alternative version, all digits are shown. Here are some examples:
I don't know how to fit all digits aesthetic good to make the clock count evenly yet. So in this pack the clock skips between the numbers since I have only added 10 times the amount of the vanilla 64 amounts of clock stages. 559 more in fact. That means it will jump from 267, to 300, and thereafter to 350 etc. But I do know how to find all the codetime to show all 24 000 digits, by using some manual means. But finding the codetime manually means it will take some time to find every codetime. 2 338 more hours for the old system and 1 169 more hours for the new system. Meaning 3 507 more hours to go.
If I just could find a tool that could generate the codetime numbers needed to link the JSON-files for the gameticks to be chosen at the right time, that would alleviate that. Right now, I am stuck with manually test which exact digits I need to use for the codetime to get the right timing. I have tried to calculate the codetime for the gametime in Excel, but it has not generated correct numbers yet. It seems like the correct codetime needed for each linearly increasing 24 000 gameticks is unlineal. It seems like the codetime needs to increase in a slight curve, but I am dealing with a needed accuracy of 1/20 of a second, so that is pretty detrimental. Can't just do Codetime=Gametick*(1/24000)+6000.
The json file I used was originally from 1.14.4, and I have used the pack in all versions since then, but I have not tested it in earlier versions. But the file system has not changed since 1.9, except for in 1.21.4 as said, so I am confident it will work in every version since 1.9.
Just let me know if there are problems, faults, errors. The clock. JASON-file is relying on correct writing in the code to be able to do many combinations of a few textures into one item, so there could easily be some misspelling in the working.
The eyeblossom will as of the first snapshot of the year close on tick 23 401 and open up again on tick 12 600. This pack covers those gameticks.
*Updated at 04:08 on 31.12.2024, to work in the new system for items introduced in 1.21.4.
*More clock faces added at 20:43 in 01.10.2025, containing 623 of the 24 000 gameticks. Meaning I am 2,6% of the way.
*I will also not stop supporting versions before 1.21.4 anytime soon when adding content, even if it takes 3 times more time adding gameticks in the old system than in the new.
— Every 10 000th, 1 000th, and 100th gametick is now covered. Next is every 10th gametick. But first, I have started on every 50th gametick. Then I will do every 25th.
I think one should be able to know what time of day it is. Just as one can see the coordinates, block stage or biome in F3, I also think that one should not be prevented from seeing the current Daytime/Gametick. But since it isn't in F3, I made this simple texture pack that shows on the clock what the daytime/gameticks is when the clock changes state. Because it is not always possible or allowed to use the command: "/ time query daytime" or "/ time add 0".
If thou want a specific amount of gameticks to be shown, just let me know. Do not hesitate. It is very easy to make a special amount of gametick appear, but it is very time-consuming to do that work for all the 24 000 gameticks. I may later work on an even better way to show all digits of the Daytime.
One important thing to know is how the numbers appear on the clock. The fact is that the clock is only 14 pixels wide. And I couldn't find a better way to write the numbers, so each of the digits needs 4 pixels. This means that there is only room for 3 digits without overriding the vanilla design. The maximum gametick is 24 000. To show all the numbers, I have included only the first three digits at all stages in the original design. In the current alternative version, all digits are shown. Here are some examples:
Number on clock | Number on clock in current alternative design | Actual daytime/gametick | Old codetime I use to time the clock correctly | New codetime I use to time the clock correctly |
008 | 835 | 835 | 0,8198233 | 19676 |
024 | 2 445 | 2 445 | 0,8834901 | 21200 |
126 | 12 636 | 12 636 | 0,2433127 | 5840 |
230 | 23 051 | 23 051 | 0,7426013 | 17823 |
240 | 24 000 | 24 000 | 0,7844747 | 18828 |
I don't know how to fit all digits aesthetic good to make the clock count evenly yet. So in this pack the clock skips between the numbers since I have only added 10 times the amount of the vanilla 64 amounts of clock stages. 559 more in fact. That means it will jump from 267, to 300, and thereafter to 350 etc. But I do know how to find all the codetime to show all 24 000 digits, by using some manual means. But finding the codetime manually means it will take some time to find every codetime. 2 338 more hours for the old system and 1 169 more hours for the new system. Meaning 3 507 more hours to go.
If I just could find a tool that could generate the codetime numbers needed to link the JSON-files for the gameticks to be chosen at the right time, that would alleviate that. Right now, I am stuck with manually test which exact digits I need to use for the codetime to get the right timing. I have tried to calculate the codetime for the gametime in Excel, but it has not generated correct numbers yet. It seems like the correct codetime needed for each linearly increasing 24 000 gameticks is unlineal. It seems like the codetime needs to increase in a slight curve, but I am dealing with a needed accuracy of 1/20 of a second, so that is pretty detrimental. Can't just do Codetime=Gametick*(1/24000)+6000.
The json file I used was originally from 1.14.4, and I have used the pack in all versions since then, but I have not tested it in earlier versions. But the file system has not changed since 1.9, except for in 1.21.4 as said, so I am confident it will work in every version since 1.9.
Just let me know if there are problems, faults, errors. The clock. JASON-file is relying on correct writing in the code to be able to do many combinations of a few textures into one item, so there could easily be some misspelling in the working.
But what is Codetime, and Gameticks/Daytime then?
It is simple, and complicated at the same time. And I think all this is implemented in a difficult way for us that want to use time in resource packs. There are three types of times available in-game; Day, Daytime and Gametime.

A chart showing the approximations of Minecraft time to real time.
The smaller numbers on the inside of the large numbers are Gameticks/Daytime.
Day and Codetime belongs together into one number. Day is the whole digits and Codetime is the decimals. All this means that 23,6015625233436 is Codetime 0,6015625233436 in the 23rd day of the world. That is also after Daytime/Gameticks 20 059, but before 20 060. That is when villagers stop sleeping and starts to work and trade. The time schedules of villagers.
This pack can also be useful to know when these things happen.
| Day | Codetime | Gameticks/Daytime | Gametime |
| Just the numbers of days gone by. | This is how much of the day has gone by. When thou start a new world, the day and the sun is at Day, meaning 7 o'clock. But the cycle of codetime starts at gametick 6 000. So 12 o'clock is therefore 0. | This is separate from every thing else. At Day, when a world is started, is 0 gameticks. That means that the middle of the day at noon is 6 000 gameticks. | This is something that starts counting when a world starts. And it will continue to count as long as the game runs the world, even if the day cycle is stopped. |
| Useful to tell the age of a world | Never used in the game. Only used for resource packs being able to be provided with the current time of the game. | Very often used to tell when everything happen in-game and in information and conversations about the game. | Never seen it be used. It is completely separate from what day or time of the day it is. It only tells how long the game has run a world. Not how much time has passed in the world. |
| Counts from 0 | 12 o'clock is Codetime 0. It counts from 0 to 1. We can choose how big the range is since 1.21.4, but the rest is the same. | Counts from 0 to 24 000, meaning 1 second is 20 gameticks. 6 o'clock is gametick 0 | Counts from 0. |

A chart showing the approximations of Minecraft time to real time.
The smaller numbers on the inside of the large numbers are Gameticks/Daytime.
Day and Codetime belongs together into one number. Day is the whole digits and Codetime is the decimals. All this means that 23,6015625233436 is Codetime 0,6015625233436 in the 23rd day of the world. That is also after Daytime/Gameticks 20 059, but before 20 060. That is when villagers stop sleeping and starts to work and trade. The time schedules of villagers.
This pack can also be useful to know when these things happen.
5 Update Logs
Update #5 : by maralnor 12/30/2024 10:12:35 pmDecember 31, 2024 @ 3:12 am UTC
An update to manly make the pack work again by using the new system for items, and to make use of some of the new features.
After a lot of work, This pack works for versions above 1.21.4. But seen from the outside, nothing has changed except for disabled wobble and vanilla emissive indicators.
I literally had to figure out the codetime for all the gameticks again to use the new system.
An important part of the new system is that we can decide on the scale. That decides how much is from 0 to the set scale. Meaning how big of a range the codetime goes for.
One could say that the previous scale was 1, meaning every 24 000 codetime would be between 0 to and with 1. Meaning I ended up with numbers like 0,13561564 and 0,765321246.
Now I can set it to 24 000, meaning I can almost just use the gametick as codetime + 18 828 to compensate for the misalignment.
But unfortunately, the codetime can still not be linear. It needs to curve slightly, but I am dealing with a needed accuracy of 1/20 of a second, so that is pretty detrimental.
In some places, there is 104 of codetime between 100 gameticks, and another place, there are 118 of codetime between 100 gameticks.
I have also made use of the new feature from 1.21.2 where emissivnes is vanilla supported. Every digit and indicator, including the sun and the moon will be emissive vanilla.
One positive thing at least is that we can choose to disable the wobble on the clock, which I have done in this pack. I can easily change it back to wobble again.
And the second positive thing is that we can decide how big the range of the codetime is, so it makes it far easier to continue to develop this pack.
I will also not stop supporting versions before 1.21.4 anytime soon when adding content, even if it takes more time adding gameticks in the old system than the new.
-Additions-
After a lot of work, This pack works for versions above 1.21.4. But seen from the outside, nothing has changed except for disabled wobble and vanilla emissive indicators.
I literally had to figure out the codetime for all the gameticks again to use the new system.
An important part of the new system is that we can decide on the scale. That decides how much is from 0 to the set scale. Meaning how big of a range the codetime goes for.
One could say that the previous scale was 1, meaning every 24 000 codetime would be between 0 to and with 1. Meaning I ended up with numbers like 0,13561564 and 0,765321246.
Now I can set it to 24 000, meaning I can almost just use the gametick as codetime + 18 828 to compensate for the misalignment.
But unfortunately, the codetime can still not be linear. It needs to curve slightly, but I am dealing with a needed accuracy of 1/20 of a second, so that is pretty detrimental.
In some places, there is 104 of codetime between 100 gameticks, and another place, there are 118 of codetime between 100 gameticks.
I have also made use of the new feature from 1.21.2 where emissivnes is vanilla supported. Every digit and indicator, including the sun and the moon will be emissive vanilla.
One positive thing at least is that we can choose to disable the wobble on the clock, which I have done in this pack. I can easily change it back to wobble again.
And the second positive thing is that we can decide how big the range of the codetime is, so it makes it far easier to continue to develop this pack.
I will also not stop supporting versions before 1.21.4 anytime soon when adding content, even if it takes more time adding gameticks in the old system than the new.
-Additions-
- Made use of the new item system.
- Disabled the wobble.
- Made use of the new possibility of vanilla emissivnes.
- Added many more gameticks.
- Every 10 000th, 1 000th, and 100th gametick is now covered. Next is every 10th gametick.
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In fact, I have always thought to do that, and then with all five digits with all 24 000 ticks. I also want to add in some sort of signalling system for villager schedule.
Because that was the whole reason why I made this one. One day, I wanted to understand the villager schedule down to a single tick without typing "/ time query daytime" or "/ time add 0", so I made this texture pack. And here we are, after two minor updates and a plan to make possible to see all numbers with signal of their schedule embedded into the texture.
well. hopfully, i fugure it out soon. :-)
You can create a clock resource pack that can tell you the current codetime with automation. Using it raises the speed by 200 times.
Hope this helps making the clock. Good luck!
And there is probably a way to use some automation to find all the codetimes, but I have not found a way yet. I at least doesn't have the skills to make such a program to calculate that for me. I have seen others do it with phyton. But it is not simply that there are a codetime of 0,000041666666666667 between each daytime. According to what I have found out in a spreadsheet, the codetime doesn't raise consistently linearly for each gametick, but swings a bit.