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What it does
Converts between Minecraft's 20 ticks per second game clock, redstone ticks (2 game ticks each), and real seconds, minutes, and hours. Also covers the day/night cycle: every named /time set marker with its tick value, what /time add lands on from a given starting time, and a server performance converter between TPS and MSPT. A reference table lists common in-game durations, like a furnace smelt or a full day, already converted.
How to use it
Pick a mode and enter the value it asks for: a tick count, a duration in seconds, a redstone tick count, a current day/night tick, or a measured TPS or MSPT figure. Every field converts live and updates the URL, so a link reproduces the exact conversion.
Why this one
Most tick converters online cover one direction and stop. This one keeps game ticks, redstone ticks, day cycle markers, /time add, and server TPS/MSPT together in one tool, since anyone building redstone, writing a datapack, or reading server lag numbers usually needs more than one of them in the same sitting. It runs entirely in your browser: your files and inputs never leave your device.
FAQ
- How many ticks are in a Minecraft day?
- 24000 ticks, which is 20 real minutes at a full, unlagged 20 ticks per second. Noon is tick 6000, sunset is tick 12000, night (full dark) is tick 13000, midnight is tick 18000, and sunrise is tick 23000.
- What is the difference between a game tick and a redstone tick?
- A game tick is the server's base unit, 1/20 of a second. A redstone tick is exactly 2 game ticks, 1/10 of a second, and is the unit repeater delay steps and most redstone timing documentation use, since redstone components update on even tick boundaries.
- What does MSPT tell me about server lag?
- MSPT is the average milliseconds each server tick actually takes to process. A healthy server holds 20 TPS at 50 MSPT per tick; once MSPT climbs past 50 the server can no longer keep up, and TPS drops below 20 in direct proportion, since the server just runs fewer ticks per real second.
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