Day/night cycle
The signature clock. Long 55-minute days, short 5-minute nights, and one-player sleep that grows your crops.
The world runs on its own clock. A full day lasts 55 real minutes and night only 5 — long, generous days for working and building, with brief nights that never overstay their welcome. Here's what shapes the rhythm on Sunday Market. The clock is one piece of how the world behaves day to day.
Sleep
Climb into a bed at dusk or during the night and time skips to dawn for everyone. One player is enough, with no quorum and no coordination: the moment someone lies down, the sky animates forward over a couple of seconds and a "Good morning" message goes to whoever was in bed.
Dusk here means the last 3 minutes of the day. From then until morning a bed works. Earlier in the day a bed only sets your respawn point; time and crops stay as they are.
Sleeping does more than skip the clock: the crops around you grow by the time you skipped. Lie down at dusk and most fields come in fully; lie down near the end of the night and they grow less. Set a bed by your farm and an early night is a harvest.
Each night can be skipped once, and after a skip nobody can start another for 10 minutes. Lie down when either rule applies and a message only you can see says so; during the 10-minute wait it also shows how long is left.
Sleeping in the overworld also sets your respawn point — do it before any long trip.
Difficulty
The server runs on Normal difficulty:
- Mobs and combat use the standard vanilla numbers
- Hunger drains you toward half a heart but won't starve you to death
- Withers, witches, and the rest behave as vanilla Normal expects
No hardcore, no keep-inventory — items drop on death, but a Recovery Chest catches them for you.
Phantoms
Skip sleep for several nights in a row and phantoms come calling. A bed is the cure — sleep once and the slate is clean.
Beds
- Sleep in the overworld to set your respawn point and skip the night
- One sleeper is enough, from dusk until morning; a daytime bed only sets your spawn
- Beds explode in the Nether and End (vanilla rule — still applies)
Surviving the night
- Light up and ward your build — mobs spawn in the dark, and a ward keeps other problems out (see Building & claiming)
- Died out there? Your inventory waits in a Recovery Chest locked to you — night deaths aren't the end of the world
- Carry a bed on expeditions — a respawn point near the work site saves the long walk back
See also
- Building & claiming — land conventions and Wards
- Combat — for when night does catch you out
- Travel — runes, ender pearls and redstone elevators to move around after dark
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