Tick – Official Minecraft Wiki

25000 ticks in seconds

Nearly all video games (including Minecraft) are driven by one big program loop. Just as every gear in a clock is synchronized with the pendulum, every task involved in advancing a game simulation is synchronized with the game loop. Appropriately, one cycle of the game loop is called a tick.


Game tick [ edit ]

Minecraft’s game loop normally runs at a fixed rate of 20 ticks per second, so one tick happens every 0.05 seconds. An in-game day lasts exactly 24000 ticks, or 20 minutes. However, if the computer is unable to keep up with this speed, there are fewer game ticks per unit time. As the vast majority of actions are timed based on tick count rather than on wall clock time, this means that many things take longer on a slower computer.

On each tick, various aspects of the game advance a little bit; moving objects change position, mobs check their surroundings and update their behavior, health and hunger are affected by the player’s circumstances, and much more.

One thing that does not happen as part of a tick is drawing graphics. Rendering happens after updating. This is why a varying frame rate does not affect the tick rate, which prevents video performance from affecting game mechanics.

Chunk tick [ edit ]

As a part of a game tick, specific chunks are ticked on every game tick.

In Java Edition, chunks with a load level of 31 (see Chunk#Level_and_load_type) or below and with centers within 128 blocks of a player are ticked on every game tick.

In Bedrock Edition, all loading chunks are ticked on every game tick.

This may have various effects:

  • Mobs naturally spawn.
  • During a thunderstorm, lightning may strike somewhere in the chunk ( 1 ⁄100000 chance).
  • 1 ⁄16 chance that one column is chosen for weather checks on the topmost block:
    • If in a cold biome, waterfreezes into ice if possible.
    • If snowing, a snow layer is placed if possible.
    • If raining, a cauldron is filled.
  • A certain number of blocks within the chunk receive random block ticks, as described below.

Random tick [ edit ]

Chunks consist of sixteen so-called sections (subchunks), each one a 16×16×16=4096 block cube. Sections are distributed vertically starting at Y=0. The number of block positions specified by /gamerule randomTickSpeed (defaults to 1‌ [ BE only ] or 3‌ [ JE only ] ) are chosen at random from each section in the chunk. The blocks at those positions are given a «random tick». Most blocks ignore this tick, but some use it to do something:

  • Crops may grow or uproot.
  • Mushrooms may spread or uproot.
  • Vines may spread.
  • Fire may burn out or spread.
  • Ice and snow layers may melt.
  • Leaves may decay.
  • Farmland hydration is updated.
  • Cacti, sugar cane, kelp, bamboo, chorus flowers and sweet berry bush may grow.
  • Grass blocks and mycelium may spread or turn to dirt.
  • Saplings may grow into a tree.
  • Lava may set fires nearby.
  • Lit redstone ore turns off.
  • Nether portal blocks may spawn a zombie pigman.
  • Turtle eggs crack or hatch.
  • Campfire smoke appears.

Because random block ticks are granted randomly, there is no way to predict when a block can receive its next tick. The median time between ticks is 47.30 seconds (946.03 game ticks). That is, there is a 50% chance for the interval to be equal or shorter than 47.30 seconds and a 50% chance for it to be equal or longer than 47.30. However, sometimes it is much longer or shorter: for example, there is a 1.5% chance for the interval to be less than one second and a 1% chance for the interval to be over five minutes. On average, blocks are updated every 68.27 seconds (1365.33 game ticks). For the math behind these numbers, see the Wikipedia entries for the geometric distribution.

Scheduled tick [ edit ]

Some blocks can request a tick sometime in the future. These «scheduled ticks» are used for things that have to happen in a predictable pattern—for instance, redstone repeaters schedule a tick to change state and water schedules a tick when it needs to move.

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As a part of a game tick, each block position that has requested a scheduled tick gets ticked on a specific game tick.

The maximum number of scheduled ticks per game tick is 65,536.

Redstone tick [ edit ]

A redstone tick describes two game ticks. This creates a 1 ⁄10 of a second delay in the signal of a redstone circuit; that is, the signal’s time to travel from a location A to location B is increased by 0.1 seconds. A tick pertains only to the increase in signal time, thus, a signal’s travel time can never be decreased in reference to ticks. In the context of redstone, «tick» almost always refers to redstone ticks. A redstone repeater increases game ticks by 1-4 ticks. By default, it increases 1 tick in the redstone line. Pressing use item on the repeater increases it, and is visually indicated by the slider moving down the block. In the most recent versions of bedrock edition, command blocks have the ability to delay a command being executed, in redstone ticks.


Date Time. Ticks Свойство


Возвращает число тактов, которое представляет дату и время этого экземпляра. Gets the number of ticks that represent the date and time of this instance.

Значение свойства

Число тактов, которое представляет дату и время этого экземпляра. The number of ticks that represent the date and time of this instance. Это значение находится в диапазоне от DateTime.MinValue.Ticks до DateTime.MaxValue.Ticks . The value is between DateTime.MinValue.Ticks and DateTime.MaxValue.Ticks .


В следующем примере свойство Ticks используется для вывода количества тактов, прошедших с начала двадцать первого века, и для создания экземпляра объекта TimeSpan. The following example uses the Ticks property to display the number of ticks that have elapsed since the beginning of the twenty-first century and to instantiate a TimeSpan object. Затем объект TimeSpan используется для показа затраченного времени с помощью нескольких других временных интервалов. The TimeSpan object is then used to display the elapsed time using several other time intervals.


Один такт представляет 100 наносекунд или 1 10-миллион секунды. A single tick represents one hundred nanoseconds or one ten-millionth of a second. 10 000 тактов в миллисекундах или 10 000 000 тактов в секунду. There are 10,000 ticks in a millisecond, or 10 million ticks in a second.

Значение этого свойства представляет число 100-наносекундных интервалов, прошедших с 12:00:00 полуночи 1 января 0001 г. в григорианском календаре, представляющем MinValue. The value of this property represents the number of 100-nanosecond intervals that have elapsed since 12:00:00 midnight, January 1, 0001 in the Gregorian calendar, which represents MinValue. Он не включает число тактов, которые могут быть соотнесены с високосными секундами. It does not include the number of ticks that are attributable to leap seconds. Если свойство Kind объекта DateTime имеет значение Local , его такты представляют время, прошедшее с 12:00:00 полуночи 1 января 0001 г. в местное время, заданное текущим параметром часового пояса. If the DateTime object has its Kind property set to Local , its ticks represent the time elapsed time since 12:00:00 midnight, January 1, 0001 in the local time as specified by the current time zone setting. Если для свойства Kind объекта DateTime задано значение Utc , его такты представляют время, прошедшее с 12:00:00 полуночи 1 января 0001 г. в время в формате UTC. If the DateTime object has its Kind property set to Utc , its ticks represent the time elapsed time since 12:00:00 midnight, January 1, 0001 in the Coordinated Universal Time. Если для свойства Kind объекта DateTime задано значение Unspecified , его такты представляют время, прошедшее с 12:00:00 полуночи 1 января 0001 года в неизвестном часовом поясе. If the DateTime object has its Kind property set to Unspecified , its ticks represent the time elapsed time since 12:00:00 midnight, January 1, 0001 in the unknown time zone.

Как правило, такты представляют время в соответствии с часовым поясом, заданным свойством Kind . In general, the ticks represent the time according to the time zone specified by the Kind property.



The second (symbol: s) (abbreviated s or sec) is the base unit of time in the International System of Units (SI). It is qualitatively defined as the second division of the hour by sixty, the first division by sixty being the minute. SI definition of second is «the duration of 9,192,631,770 periods of the radiation corresponding to the transition between the two hyperfine levels of the ground state of the cesium 133 atom». Seconds may be measured using a mechanical, electrical or an atomic clock.

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SI prefixes are combined with the word second to denote subdivisions of the second, e.g., the millisecond (one thousandth of a second), the microsecond (one millionth of a second), and the nanosecond (one billionth of a second). Though SI prefixes may also be used to form multiples of the second such as kilosecond (one thousand seconds), such units are rarely used in practice. The more common larger non-SI units of time are not formed by powers of ten; instead, the second is multiplied by 60 to form a minute, which is multiplied by 60 to form an hour, which is multiplied by 24 to form a day.

The second is also the base unit of time in other systems of measurement: the centimeter–gram–second, meter–kilogram–second, meter–tonne–second, and foot–pound–second systems of units.

Symbol/abbreviation: s
Unit of: TIME
TIME’s base unit: seconds (SI Unit)
In relation to the base unit (seconds), 1 Seconds = 1 seconds.


Game Tick in Minecraft

This Minecraft tutorial explains all about game ticks in Minecraft. Let’s take a closer look.

What is a Game Tick?

Minecraft advances all gameplay based on a unit of time called a game tick. There are 20 game ticks in a second which means that 1 game tick occurs every 0.05 seconds in real life.

When you are waiting for the time of day to change, fireworks rockets to explode, monster spawners to spawn the next round of mobs, a chicken to lay an egg, or baby animals to become adults, these advancements all occur in a certain number of game ticks.

How Long is an In-Game Day?

One full day in Minecraft takes 20 minutes which is 24000 game ticks (calculated as 20 mins x 60 sec/min x 20 ticks/sec).

When you first start a Minecraft world, the age of the world will start at 0 game ticks. As the number of game ticks increases, the time of day changes. For example:

Day 1

Game Ticks Description
Start of Day 1
1000 Day
6000 Noon
12000 Sunset
13000 Night
18000 Midnight
23000 Sunrise
23999 End of Day 1

Day 2

Game Ticks Description
24000 Start of Day 2
25000 Day
30000 Noon
36000 Sunset
37000 Night
42000 Midnight
47000 Sunrise
47999 End of Day 2

Day 3

Game Ticks Description
48000 Start of Day 3
49000 Day
54000 Noon
60000 Sunset
61000 Night
66000 Midnight
71000 Sunrise
71999 End of Day 3

Congratulations, you just learned about game ticks in Minecraft.


How many ticks are in a second?

How many ticks are in a second? I found a link indicating that there are a
million ticks per second but that didn’t sound right. I’m assuming it is
dependent on the speed of the processor?

One Tick is 10 ns. So one second is 10 million ticks (as indicates the link
if I counted correctly to zeros 😉 )
It’s independent from the processor speed and PC-clock.

How many ticks are in a second?

See TimeSpan.TicksPerSecond for a pretty definitive answer 🙂

Ehh pardon .
One Tick is 100ns not 10ns.

«Christof Nordiek» How many ticks are in a second? I found a link indicating that there are
a million ticks per second but that didn’t sound right. I’m assuming it
is dependent on the speed of the processor?

I don’t want to sound like the one to spoil the party, but in general
Windows programming terminology the term «tick» can mean different things.

For example, System.Environment.TickCount also returns «ticks» (like the
GetTickCount Win32 API function), but the resolution is (at most) one
millisecond (1000 milliseconds = 1 second).

But in the original context (TimeSpan etc.) the 100 nanosecond resoltion is
correct, as returned by TimeSpan.TicksPerSecond (as Jon already suggested).

The original IBM PC standard was about 18.2 ticks per second. This standard
is still available on newer systems, but there are higher frequency clocks
driving them, so you can actually have a lot more ticks per second.


25000 ticks in seconds

The concept of Time in Factorio is used for many different implements, most notably crafting time and game time.

Crafting time and speed

When hovering over an item recipe, the player may see a clock symbol and a number. This is the amount of time needed to craft the item in seconds at crafting speed 1. The player always crafts at speed 1 while assembling machines have different crafting speeds. Modules may also affect crafting time, either speeding it up or slowing it down for some other benefit. The player, when handcrafting, crafts with a multiplier of 1, so items that claim to take 10 seconds to craft will take 10 seconds, but an assembling machine 1 with a multiplier of 0.5 will take 20 seconds. It is important to take this into consideration when creating setups with proper ratios.

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The base unit of all time inside Factorio. When running at game speed 1, there should always be 60 ticks in every real-time second leading to the figure of 60 updates per second, short UPS. This means that 1 tick should ideally always take 1/60th of a real-time second (0.01667 seconds). However, it is possible to change the game speed using mods or console commands, so it is possible that ticks don’t take 0.01667 real-time seconds. Furthermore, game speed will automatically slow down when the computer that is running the game is unable to do all needed calculations in the wanted 0.01667 real-time seconds. The «show-fps» debug option allows to see the current UPS which can be used to estimate how long a tick currently takes.


As stated above, there should always be 60 ticks in every second, so 1 in-game second equals 60 in-game ticks. The 60 to 1 ratio is also applied when the runs at lower speeds, so an in-game second can take longer than a real-time second.

An in-game day lasts 25000 ticks or 416.66

The light varies throughout the day in a cycle consisting of 4 phases:

Phase Name Internal name Behaviour Time of day at start Time of day at end Duration (in ticks) Duration (in seconds)
day dawn fully light 0.75 0.25 12500 208.33

sunset dusk darkening 0.25 0.45 5000 83.33

night evening fully dark 0.45 0.55 2500 41.66

sunrise morning lightening 0.55 0.75 5000 83.33

During sunset, the light level decreases linearly from fully light to fully dark. During sunrise, it increases linearly from dark to light. This linear slope does not necessarily apply to the values returned by LuaSurface.darkness. During night time, players will passively activate their flashlights (or headlights if in a vehicle), and placed lamps will turn on automatically if powered.

Note: The actual time between phases can vary +/- a tick due to rounding errors.


Minecraft Forums

How many ticks are there in 1 second?

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Don’t believe in what they said!

4 ticks = half second
8 ticks = 1 second
480 ticks = 1 minute

  • Mathematical Dessert
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Don’t believe in what they said!

4 ticks = half second
8 ticks = 1 second
480 ticks = 1 minute

  • Out of the Water
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Have an awesome Halloween, MCF.

«If you have selfish and ignorant citizens, you’re going to have selfish and ignorant leaders.»
-George Carlin

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Exacltly 1220 Game Ticks = 1 Minute

Exacltly 20.33333333333333 Game Ticks = 1 Secound

  • Zombie Killer
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check the date son.

ps. your wrong as well

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Don’t believe in what they said!

4 ticks = half second
8 ticks = 1 second
480 ticks = 1 minute

You’re wrong10 ticks to 1 second. It’s a definition; there is no argument

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The «TransferCooldown» tag, like all other NBT data, uses game ticks (which is 20 ticks per second). 8 seconds of this is 160 ticks. Although this will depend on delay via other hoppers, which have a default transfer rate of 8 ticks. Thus you’d reduce 160 to 152 if you’re just feeding the item back and forth between two hoppers:

You may have to fiddle with it a bit to get perfect results, but this would be your starting point.


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