Found a bug? Have a feature suggestion? Please use the issue tracker on GitHub (link).
Introduction
Have you ever felt like just ten minutes before nightfall was too short? This mod allows you to make days and nights longer... or shorter. The amount of extra time is configurable and you can adjust days and night independently. It also adds its own clock HUD element.
This is actually not a core mod. That was a goal when developing this mod. Changing time in Minecraft is unfortunately very difficult, basically impossible. This mod uses some tricks to simulate extra time, but there are some mods this does not work well with.
How Does It Work?
At certain times during the day/night cycle, the mod will "freeze" time. The game will continue to run normally and the sun/moon/stars will move as you would expect (if the sky renderer is enabled). After a configurable amount of time, time is "unfrozen". These are called extended periods. You can have as many extended periods as you want. Entering a negative number for the added minutes will skip time ahead (buggy), instead of extending it. By default, there is one extended period at noon (MC time 6000) and one at midnight (18000).
The default config adds 30 minutes at noon and 10 minutes at midnight. This make days a total of 40 minutes long and nights 20 minutes, for a total of 1 hour per day/night cycle. Add, remove, or change extended periods as you see fit.
Any Downsides?
- Mods that also change sky rendering may have issues. Extended Days' sky renderer can be disabled in the config if necessary.
- Some mods that use world time for entity AI may not work during extended periods (such as Millénaire).
- Shortening days/nights with negative periods will cause the sky to jump ahead.
- Vanilla clocks will not be as useful (but not worthless).
- The "/time set" command may not work as you would expect.
- If playing with Tough As Nails, this might make temperature management more difficult, depending on when your extended periods occur (maybe moving them to morning/evening would help?)
Otherwise, everything should function normally. Tile entities will continue ticking at a normal rate. Most entity AIs should be unaffected.
Requirements
Clock Bar
Since you can't just look up at the sun/moon to get an idea of how much time you have left, the mod adds a clock to your HUD. Normally, this is only visible when you have a clear sky above your head, or when you have a clock or pocket watch in your inventory. Or you can configure it to be visible at all times. The sun (or moon during the night) indicates how far into the day you are. So it goes from sunup to sundown.
The clock can be re-positioned through the config file. The mod has a config GUI, so just go into the Mods menu, select Extended Days, then click Config to edit it without restarting the game.
Pocket Watch
The pocket watch is an upgraded clock, crafted with a clock and some type of quartz (nether quartz will work). It is not animated like the vanilla clock, but just having it in your inventory causes the clock bar to render at all times. An exact time will also be displayed next to the clock bar.
Future Plans and Known Issues
The mod is still early in development. Some additional features are planned and some minor issues remain to be fixed. Bug reports and feature suggestions belong on the issue tracker.
- A command to set time accurately. The mod already adds one (/edtime set), but it's not very intuitive at the moment. It's a bit tricky because of how the mod tracks time, but it should be solvable.
- Might try seasons, not sure about that.
- [Added]
A pocket watch item to replace the vanilla clock. It will allow you to see the clock HUD at any time and give you a more accurate time reading. Works from anywhere in your inventory and is Baubles compatible. - [May not do this] Add markers to the clock to indicate when the extended period occur.
- [Fixed]
Version 0.1.0 is not syncing time properly between client and server. The clock HUD won't display correct values when playing on a server. But the mod still works on servers. Singleplayer is unaffected.
guys if someone need have this best of the best simple and work great
https://www.curseforge.com/minecraft/mc-mods/time-control
need mod config menu for forge to turn it much more efficient...
In reply to ashtar084:
Awesome, I haven't heard of that one. I tried Hourglass (https://www.curseforge.com/minecraft/mc-mods/hourglass) a bit myself and it seems to work well.
In reply to SilentChaos512:
yes, this one is great too.
this time-control is very easy to use and it is wonderful too. :D
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when will the mod update again?
In reply to senhorpanela:
Not sure. I have a halfway-functioning 1.16.5 port, but I have so little time to work with right now.
In reply to SilentChaos512:
I hope you do get around to finishing the 1.16.5 port this mod is definitely one of a kind. I've been looking all over the place and cannot find anything that can be used to modify it the day-night cycle day and nights independently like this can. Its also a must for an idea Ive been working on. I don't want to rush o
you. I mean just look at cyberpunk for an example of what happens when a dev is under to much pressure to push somthing out thats not ready. So I will be patent. I just wanted you to know how much your work is opriteated and valued here. 😉
please 1.17.1 :(
In reply to hadron27:
I have a semi-functional 1.16.5 build right now, so... it might happen someday. But I don't believe what I have right now is acceptable for releasing.
Shader compatibility? I love the create modpacks, but wondered if it worked with shaders. I tested three shaders, but when I activated each of them it resulted in a black screen. However, the hud was still visible. I used the shaders: sildures vibrant shader lite, sues v11, and chocapic toaster edition. Is this shader error of is it incompatible?
In reply to FalsifiedKing:
Not surprised. This mod is a hacky mess. There's a reason I never updated it past the ancient versions of Minecraft. Maybe there were better solutions than the ones I chose, but I couldn't find them.
In reply to SilentChaos512:
Ok, thank you. Once my modpack is done I will share it, is that ok with you?
In reply to FalsifiedKing:
Yes, that's fine
It can also be used in the mod pack?
In reply to qmprojects:
I don't mind, but I haven't updated this mod for any modern versions.
In reply to SilentChaos512:
I plan to make a mod pack on 1.12.2. thanks
Do the AI in custom npcs that depend on the world time still work or will that have problems if i extend the time of a day with this mod?
i was wondering would this mod work in a backpack (as i use a backpack) or shulker if thats easyier to make thanks edit:also if possible can you make a 1.16.4 version of this as i use forge 1.16.4 for my mods thanks
pls create for 1.15.2