Take full control of Minecraft’s day–night cycle through a simple configuration file.
You can choose between two modes:
- Set custom daytime and nighttime durations in minutes, independently.
- Synchronize the in-game time with your system clock.
The mod is designed to be lightweight and non-invasive. It does not modify base classes, use ASM or mixin transformations on Forge, or alter the game tick length.
For years, vanilla Minecraft days always felt too short to me. I tried several mods that offered similar features, but none of them felt right: some caused compatibility issues with other mods, while others included too many unnecessary features.
Time Control is a simple solution that relies on the vanilla doDaylightCycle gamerule being disabled. The mod automatically sets this gamerule to false when the world starts.
Vanilla /time commands continue to work, and sleeping is mostly handled by vanilla behavior.
The mod also supports day sleeping from Comforts and Vampirism.
Configuration
The configuration is stored separately for each world as a server-side config:
.minecraft/saves/{world}/serverconfig/timecontrol-server.toml
Example configuration:
[system_time]
# Synchronize the game world time with the system clock
sync_to_system_time = true
# Synchronize time every N ticks
# Range: 1 ~ 864000
sync_to_system_time_rate = 20
[arbitrary_time]
# How long daytime lasts, from 0 to 12000
# Range: 1 ~ 178956
day_length_minutes = 30
# How long nighttime lasts, from 12000 to 24000
# Range: 1 ~ 178956
night_length_minutes = 25
[miscellaneous]
debug = true
Commands
The mod also provides in-game commands.
/timecontrol day_length_minutes [<value>]
/timecontrol night_length_minutes [<value>]
/timecontrol sync_to_system_time_rate [<value>]
/timecontrol sync_to_system_time [<value>]
Multiplayer
Time Control works in both singleplayer and multiplayer, but it must be installed on both the client and the server.
On dedicated servers, slight skybox jitter may occasionally be visible because of ping differences or tick-rate inconsistencies between the client and server.