goal: realtime to in game time conversion
There is no need to keep days

minecraft day is 0 - 24000 ticks
where 6000 ticks is noon (peak sun) and 18000 is midnight (peak moon)

irl day is 0 - 86400 seconds

0. s = epoch % 86400 to get seconds since midnight
            ^
       (* scale) here
1. t = s / 72.0 to fit into minecraft day
2. t = t * 20 to convert that to ticks
3. t = t - 6000 to align noon and midnight
   this leaves us with negative time, so
4. t = floorMod(t, 24000) to wrap if negative

example:
epoch = 1713593340

0. getting seconds since midnight
   s = epoch % 86400
   s = 1713593340 % 86400
   s = 22140

1. conversion to minecraft day length
   gs = s / 72.0
   gs = 22140 / 72.0
   gs = 307.5
   
2. to ticks
   t = gs * 20
   t = 307.5 * 20
   t = 6150
   
3. step 3
   t = t - 6000
   t = 6150 - 6000
   t = 150
 
4. wrapping
   t = floorMod(150, 24000)
   t = 150
   
 
goal: frequency of time update

t = 72 / scale
t is the period, in ticks of course

to see how many irl seconds a tick represents:
s = 3.6 * scale
(from 1 / (1/72 * 20 * scale))

however, some scales result in fractions
here's how many in game aligned seconds have passed at the end of a real day:
  84000 / 72 * scale * floor(72/scale)
for scale 0.99: 83160
so we'll be 14 minutes behind

solution? for now let's warn and update time every tick
to check:
scale * floor(72/scale) == 72


goal: offsetting by player position

t = (longitude / 15) * 1000 * scale

accounting for sunrise and sunset
TODO, idk yet without