This thread is a compilation of two suggestions. After playing in and out of survival and creative on a world, I have observed two mechanics of game play.
Null1- The first is changing the /time set command.
NullNulla- Currently when setting the time to day or night, it sets the Minecraft day back to 0.
NullNullNulli- Attached are two screenshots. In one, the day is set to 416 manually by adding time. In the second, after typing NullNullNull/time set day, it reverts to 0.
NullNullb- I propose changing the command so that it cycles to the next day/night, instead of reverting it to day 0.
Edits: /time set 1000 and /time set day yield different results, the 1000 input would set the world time to that specifically, and the day input would proceed the time to the next day.
Changing the Minecraft time should NOT change your total play time of the world.
As suggested by Aderonius, these additions to the /time command would be very helpful:
Apologies to those who saw the thread early, it had formatting issues and was accidentally published early. The current form is the most recent and final as of now.
The time/total tick count exists for a reason. That is why the set command sets the time. A better option would be a new command as you are not setting the day so much as skipping time.
The time/total tick count exists for a reason. That is why the set command sets the time. A better option would be a new command as you are not setting the day so much as skipping time.
/time skipto <dawn|noon|sunset|midnight>
I agree with this, and I was thinking of a compromise where /time set 1000 and /time set day would yield different results, the 1000 input would set the world time to that specifically, and the day input would proceed the time to the next day.
I would also like to see more than just the day/night input, adding noon and midnight would be great.
Rarely days elapsed will be a problem if you use /time but I like the regional difficulty change so I'll support that. For the first idea, I propose an extra optional argument for the /time command:
I'll call it the day argument. Defaults to same which sets it on the same day and previous and next sets it on the previous or next day respectively. Entering a value instead will set it to the specified day. More complicated than it should be for something that's rarely used.
I like your idea with the time command, it allows for changing of days without calculating how much time you need to add or subtract to get to a new day. I don't think many people have it memorised where they know exactly how much time to add depending on the position of the sun/moon. I'll edit my suggestion.
After doing more research, I found that the chunk format included this in its NBT format:
InhabitedTime: The cumulative number of ticks players have been in this chunk. Note that this value increases faster when more players are in the chunk. Used for regional difficulty: increases the chances of mobs spawning with equipment, the chances of that equipment having enchantments, the chances of spiders having potion effects, the chances of mobs having the ability to pick up dropped items, and the chances of zombies having the ability to spawn other zombies when attacked. Note that at values 3600000 and above, regional difficulty is effectively maxed for this chunk. At values 0 and below, the difficulty is capped to a minimum (thus, if this is set to a negative number, it will behave identically to being set to 0, apart from taking time to build back up to the positives). See Regional Difficulty for more specifics.
So at the moment its possible to edit this externally (NBT editors). However, changing the time still reverts the Regional Difficulty to 0, and there's no internal command to easily set it back.
In addition to the previous post, Regional Difficulty is based on the total play time in the world, the phase of the moon, and the current difficulty setting.
The odd part of that trio is that "total play time in the world" is entirely based on the Minecraft day system, not some external statistic count (of continuous play time)
As a result, changing the Minecraft time to 0 (or any value that is), you inevitably change the total play time of your world, which makes no sense.
This thread is a compilation of two suggestions. After playing in and out of survival and creative on a world, I have observed two mechanics of game play.
Null1- The first is changing the /time set command.
NullNulla- Currently when setting the time to day or night, it sets the Minecraft day back to 0.
NullNullNulli- Attached are two screenshots. In one, the day is set to 416 manually by adding time. In the second, after typing NullNullNull/time set day, it reverts to 0.
NullNullb- I propose changing the command so that it cycles to the next day/night, instead of reverting it to day 0.
Edits: /time set 1000 and /time set day yield different results, the 1000 input would set the world time to that specifically, and the day input would proceed the time to the next day.
Changing the Minecraft time should NOT change your total play time of the world.
As suggested by Aderonius, these additions to the /time command would be very helpful:
Null2- The second change is dependent on the first, changing the Regional Difficulty criteria.
NullNulla- Currently the regional difficulty is dependent on the number of ticks spent within a chunk.
NullNullNulli- Upon setting the time to day or night, the day reverts to 0 and the regional difficulty resets along with it.
NullNullb- I propose changing the regional difficulty to be independent of world time and use other criteria to determine it.
Edits: Being able to change regional difficulty through NBT edits per chunk with internal commands, and have it be independent of the Minecraft time.
-Feel free to discuss the proposed change.
-If you just wish to just show support or no support, use the poll.
-Please leave comments/posts/replies for discussion.
-I understand that suggestions on the Minecraft Forum rarely get viewed by developers, so I ask you to support the supplemental Reddit post:
https://www.reddit.com/r/minecraftsuggestions/comments/5k4shv/changes_to_regional_difficulty_and_time_command/
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Reserved
Apologies to those who saw the thread early, it had formatting issues and was accidentally published early. The current form is the most recent and final as of now.
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Use /time add if you don't want to reset the day. It takes a bit of math but after a bit of trial and error you'll figure it out.
Personally, I'd like to be able to change regional difficulty manually by itself instead of going through a /time loophole
The time/total tick count exists for a reason. That is why the set command sets the time. A better option would be a new command as you are not setting the day so much as skipping time.
/time skipto <dawn|noon|sunset|midnight>
I agree with this, and I was thinking of a compromise where /time set 1000 and /time set day would yield different results, the 1000 input would set the world time to that specifically, and the day input would proceed the time to the next day.
I would also like to see more than just the day/night input, adding noon and midnight would be great.
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Being able to change regional difficulty through NBT edits per chunk would be a great addition as well.
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Rarely days elapsed will be a problem if you use /time but I like the regional difficulty change so I'll support that. For the first idea, I propose an extra optional argument for the /time command:
I'll call it the day argument. Defaults to same which sets it on the same day and previous and next sets it on the previous or next day respectively. Entering a value instead will set it to the specified day. More complicated than it should be for something that's rarely used.
I like your idea with the time command, it allows for changing of days without calculating how much time you need to add or subtract to get to a new day. I don't think many people have it memorised where they know exactly how much time to add depending on the position of the sun/moon. I'll edit my suggestion.
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After doing more research, I found that the chunk format included this in its NBT format:
InhabitedTime: The cumulative number of ticks players have been in this chunk. Note that this value increases faster when more players are in the chunk. Used for regional difficulty: increases the chances of mobs spawning with equipment, the chances of that equipment having enchantments, the chances of spiders having potion effects, the chances of mobs having the ability to pick up dropped items, and the chances of zombies having the ability to spawn other zombies when attacked. Note that at values 3600000 and above, regional difficulty is effectively maxed for this chunk. At values 0 and below, the difficulty is capped to a minimum (thus, if this is set to a negative number, it will behave identically to being set to 0, apart from taking time to build back up to the positives). See Regional Difficulty for more specifics.
http://minecraft.gamepedia.com/Chunk_format
So at the moment its possible to edit this externally (NBT editors). However, changing the time still reverts the Regional Difficulty to 0, and there's no internal command to easily set it back.
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In addition to the previous post, Regional Difficulty is based on the total play time in the world, the phase of the moon, and the current difficulty setting.
The odd part of that trio is that "total play time in the world" is entirely based on the Minecraft day system, not some external statistic count (of continuous play time)
As a result, changing the Minecraft time to 0 (or any value that is), you inevitably change the total play time of your world, which makes no sense.
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