- check_circle GUI
- check_circle Items
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This works in the latest versions, most likely all versions after 13.3, since the game won't retrieve the textures for the icons in earlier versions as the game does in later versions. I may see what I can do to make this work on those too.
The clock face is also currently in an alternate version where the two last digits are made smaller to fit all five digits.
Updated at 15:05 on 04.05.2024, containing 364 numbers.
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 roughly shows on the clock what the daytime/gameticks is when the clock changes state. Because one is not always available 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 240 gameticks of the 24 000 gamticks. I may later work on a 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. Here are some examples:
number on clock | actual daytime/gametick | codetime I use for time the clock correctly |
008 35 | 835 | 0,8198233 |
024 45 | 2 445 | 0,8834901 |
126 36 | 12 636 | 0,2433127 |
230 51 | 23 051 | 0,7426013 |
240 00 | 24 000 | 0,7844747 |
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 double the amount of the vanilla 64 amounts of clock stages. 107 more in fact. That means it will jump from 194, to 197, and thereafter to 200 etc. But I do know how to find all the codetime to show all 24 000 digits, by using some automatic means. But that means all five digits will not be shown, and it will jump between all the 24 000 stages according to the codetime.
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. Right now, I am stuck with manually test which exact digits I need to use for the codetime to get the timing right. I have tried to calculate the codetime for the gametime in Excel, but it has not generated correct numbers yet.
The json file I used was originally were from 1.14.4, and I have used the pack in all versions since then, but I do not know if it will work in earlier versions. But it works later versions to. I think I can make it so it works in earlier versions than 1.13.2 if someone wants it. Probably not even difficult.
Just ask if so.
Just let me know if there are problems, faults, errors. The clock.json-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 faults 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 together with the large numbers in it is 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 noon. 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 | Almost never used, except for the game to know when to show which clock face. | 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 day it is. It just tells how long the game has run a world. |
Counts from 0 | 12'o clock is Codetime 0. It counts from 0 to 1. | Counts from 0 to 24 000, meaning 1 second is 20 gameticks. | Counts from 0. |
A chart showing the approximations of Minecraft time to real time.
The smaller numbers together with the large numbers in it is 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.
Progress | 100% complete |
Game Version | Minecraft 1.20.5 |
Resolution | 16x |
Tags |
4 Update Logs
Update #4 : by maralnor 04/23/2023 1:58:50 pmApr 23rd, 2023
This is a really minor update, but it solves a really annoying problem. Ever since I remade the clock.json, the item has had a shadow or darkness to it, even if the textures are totally normal. I am not sure what I did, but I managed to solve it by fiddle around in Blockbench. The placement in the screen when held in the hand has also changed. But I do not really know what version had the better placement, so ye can just let me know if any of you have a better placement in mind.
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infact, 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 signaling system for villager schedual.
because that was the whole reason why I made this one. one day, i wanted to understand the villager schedual down to a single tick without typing "/ time query daytime" or "/ time add 0", so i made this texsturepack. And here we are, after two minor updates and a plan to make possible to see alle numbers with signal of their scedual embeded into the texsture.
well. hopfully, i fugure it out soon. :-)