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Changes or queries the world's game time.

Syntax[]

  • Java Edition
time add <time>
Adds <time> to the in-game daytime.
time query (daytime|gametime|day)
Queries current time.
time set (day|night|noon|midnight)
time set <time>
Sets the internal daytime.
  • Bedrock Edition
time add <amount: int>
Adds <time> to the internal daytime.
time query <daytime|gametime|day>
Queries current time.
time set <amount: int>
time set <time: TimeSpec>
Sets the internal daytime.

Arguments[]

JE<time>: time
BE: amount: int: int

Specifies the time to add or set.
In Java Edition, it must be a single-precision floating point number suffixed with a unit. Units include:
  • d: an in-game day, 24000 gameticks;
  • s: a second, 20 gameticks;
  • t (default and omitable): a single gametick; the default unit.
The time is set to the closest integer tick after unit conversion. For example. .5d is same as 12000 ticks.
In Bedrock Edition it must be a 32-bit integer number.

daytime|gametime|day

Specifies the time to query. Must be daytime, gametime or day.
  • daytime - the number of game ticks since dawn. (the internal daytime modulo 24000)
  • gametime - the age of the world in game ticks. (the game time modulo 2147483647)
  • day - the number of in-game days passed. (the internal daytime divided by 24000, then modulo 2147483647)

JE: day|night|noon|midnight
BE: time: TimeSpec: enum

Specifies the time to set.
Must be day, night, noon, midnight, sunrise[Bedrock Edition only], or sunset[Bedrock Edition only].

Notes[]

/time set ... command in Java Edition always directly sets the "internal daytime" to the specified number. But in Bedrock Edition, when time: TimeSpec is specified, it increases the "internal daytime" to meet the specified time: TimeSpec.

For example:

in Java Edition, when executing /time set day or /time set 1000, the "internal daytime" is set to 1000, so the "day" value returns to 0.
In Bedrock Edition, when executing /time set 1000, the "internal daytime" is also set to 1000. But if now the "internal daytime" is 25001 (1 day + 1001 ticks), after executing /time set day, it won't become 1000 or 25000, since it only increases time when using time: TimeSpec. In fact, it turns into 49000 (2 days + 1000 ticks), and the "day" value becomes 2. If now the "internal daytime" is 25000 (1 day + 1000 ticks), after executing /time set day, it remains unchanged.

Result[]

CommandTriggerJava EditionBedrock Edition
anythe arguments are not specified correctly Unparseable Unparseable
OtherwiseSuccessful

Output[]

CommandEditionSituationSuccess Count/execute store success .../execute store result ...
/time add ...
/time set ...
Java EditionOn success11the time in this day (the in-game daytime modulo 24000) after execution
/time query ...On success11the obtained value
anyBedrock EditionOn fail0N/AN/A
On success1N/AN/A

Examples[]

  • To set the time to 1,000: time set 1000
  • To add one day to the world time: time add 24000
  • To change/reset in-game day count to desired number: time set <desired day number*24000+time of day in ticks>; to change day count to day 472 at noon (6000): time set 11334000

History[]

Java Edition Beta
1.3Added /time. Both add and set can be used.
Java Edition
1.3.112w16a/time is now usable in singleplayer.
/time set (<TimeSpec>|<time>) now accepts day (equivalent to 0) and night (equivalent to 12500).
1.713w36a/time set day now is equivalent to 1000, and /time set night now is equivalent to 13000.
1.814w29aAdded /time query (daytime|gametime|day), accepting daytime and gametime.
1.915w49b/time query (daytime|gametime|day) now accepts day as a value.
1.1318w01aAdded the options noon and midnight to /time set (<TimeSpec>|<time>).
Pocket Edition Alpha
v0.16.0build 1Added /time.
Bedrock Edition
1.17.30beta 1.17.30.20Now /time set <amount: int> directly sets the "internal day" to the specified number, instead of incrementing the "internal day" to satisfy the specified daytime.
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