Titled 'The Last Day of a Minecraft World'
Where I found out how high I could make the day counter go before bad things began happening
In that video, I found out that the sky flashes between night and day when the counter hits it's limit
And then the sun begins rolling backwards setting in the east
Also the time in which mobs would spawn, de-spawn, burn up etc appeared to be completely de-synchronized from the apparent day and night cycle
In today's video, I am gonna explain why that happens because honestly the entire answer baffles me (and hurts my brain)
But I think I have my head wrapped around it at this point (not me)
So let's go ahead and dive on in.
*Cue epic intro*
Since I didn't explain this in great detail in the previous video that you still need to watch if you haven't already
When the in-game time counter hits the 64 bit integer limit (9,223,372,036,854,775,807)
It rolls onto the negative 64 bit integer limit
The number's gonna get smaller from this point since we're adding a positive number onto a negative number
After this counter rolls over, it immediately becomes apparent that something is fantastically wrong
Not only because the Sun is moving backwards and setting in the East
But because hostile mobs are not burning during daylight (specifically Zombies, Skeletons and Stray)
Even though the sun is moving backwards it doesn't really seem like it should make any sense that mobs are no longer burning
Because it was broad daylight out when the counter rolled over
This is where things get really insane
In front of me I've loaded up my Minecraft world to be just shy of the 64 bit integer limit (not going to put it dow again) on the timer
And I ran the command '/gamerule doDaylightCycle false' so that time it's self stops progressing
If I run the command '/time query daytime' we can see that the time of day is just past 7500 ticks
After running the calculation that I have on screen, I found out that the day counter rolls over to a negative number at precisely 7808 ticks
So if I use the 'time add command' to add on the remainder, we can see that it is now nighttime
And it appears to be just before midnight as well, take note of that fact because it's important
Now I'm gonna manually add time using the command again, one tick at a time
But I'm looking at the ground for a specific reason. What's about to happen isn't easy on the eyes if you're looking directly at the sky.
When I run the command, the sky begins flashing between day and nighttime
If I keep adding a tick onto the in-game time, we can see that the amount of nighttime begins to diminish and the amount of daytime begins to grow
And this lasts for about 20 ticks or 1 in game second
So, what does all this have to do with zombies not burning during broad daylight?
Well, first off zombies don't burn based off of the sky's light level
They burn based off the in-game tick counter is at
But also remember how it was important before the moon was just shy of midnight?
When the in-game clock rolls over to be negative, the number we can see when running the 'time query daytime' command
Has also just flipped to being a negative number
It was positive 7807 before the sky went dark and -7808 after the fact
At which point the negative number began counting down, so -7808, -7807, -7806 and so on
But heres a question, what time would it be in-game if we add 24000 ticks, which is the total number of ticks for a single in game day cycle
To that -7808 value
We would get, +16192
Which is exactly what time of day Minecraft thinks it really is, even if the apparent visible sun doesn't show it
Think about it this way, after running this equation to find out how many ticks into the Minecraft day, that this how bug was going to occur
Which is how i found out about this number in the first place
Let's consider the equation run for the negative 64 bit integer limit
The remainder and the number for that matter are exactly the same except negative, but it's still 7808 ticks
But instead it's 7808 ticks until the Minecraft sunrise, instead of since the sun rose on that Minecraft day
So let me prove it, Zombies will begin burning on tick 23,459
Since the roll-over-day is counting down so to speak,
When you subtract 24000 from 23,459 we get -541
If I add time to the clock until that occurs we can see that Zombies do indeed begin burning at a time of a -541 ticks
Now why do I feel this de-sync happened at all?
Well, if I had to guess, it's because the math that dictates the visual position of the sun, can understand the negative number perfectly fine
While the math that dictates whether a mob will spawn or not, burn or not, whatever can not
And I could be off, but you know what they say, "a broken clock is right twice a day"
And the same can be said here for the zero tick mark and the 12000 tick mark, but either way, let me know in the comment section down below what you guys think
And if you enjoyed this video, I demand that you like the video cause it would help me out about myself the channel and the video quite a lot
So I hoped you all enjoyed, my name is 'AntVenom' and I bid you all farewell, thanks so much for watching
I learnt how to spell in-game, I thought it was ingame