How To Convert Jar To Mcaddon [TRUSTED]

Example Entity JSON skeleton:


  "format_version": "1.20.0",
  "minecraft:entity": 
    "description": 
      "identifier": "converted:my_mob",
      "is_spawnable": true,
      "is_summonable": true
    ,
    "components": 
      "minecraft:health": 
        "value": 20
      ,
      "minecraft:movement": 
        "value": 0.25
      ,
      "minecraft:behavior.float": 
        "priority": 0
      ,
      "minecraft:behavior.random_stroll": 
        "priority": 6
      ,
      "minecraft:behavior.look_at_player": 
        "priority": 7

Need AI? Study vanilla Bedrock mobs (extract from vanilla_behavior_pack available on Microsoft’s GitHub).


| Java Mod Feature | Bedrock Equivalent | |----------------|--------------------| | Custom block (e.g., furnace-like) | block.json + minecraft:custom_components | | New mob AI | Entity Behavior Tree (.json) | | Custom recipe | recipes/ folder with recipe JSONs | | New item | item.json + texture reference | | Event handling | Animation Controllers & Scripting (JavaScript via Script API) | how to convert jar to mcaddon

Every Bedrock pack requires a manifest.json.

Behavior Pack Manifest (behavior_pack/manifest.json): Example Entity JSON skeleton:


  "format_version": 2,
  "header": 
    "name": "Converted Mod BP",
    "description": "Behavior pack from Java mod",
    "uuid": "generate-a-unique-uuid-here",
    "version": [1, 0, 0],
    "min_engine_version": [1, 20, 0]
  ,
  "modules": [
"type": "data",
      "uuid": "generate-another-uuid-here",
      "version": [1, 0, 0]
]

Resource Pack Manifest (resource_pack/manifest.json):


  "format_version": 2,
  "header": 
    "name": "Converted Mod RP",
    "description": "Resource pack from Java mod",
    "uuid": "generate-a-third-uuid",
    "version": [1, 0, 0],
    "min_engine_version": [1, 20, 0]
  ,
  "modules": [
"type": "resources",
      "uuid": "generate-a-fourth-uuid",
      "version": [1, 0, 0]
]

UUID Generator: Use an online UUID generator (like UUIDgenerator.net) for each uuid field. "format_version": "1


Java (in JAR): Usually no direct JSON – defined in a .java class.

Bedrock (in behavior_pack/items/): Create my_item.json:


  "format_version": "1.20.0",
  "minecraft:item": 
    "description": 
      "identifier": "converted:my_item",
      "category": "equipment"
    ,
    "components": 
      "minecraft:icon": 
        "texture": "my_item_texture"
      ,
      "minecraft:display_name": 
        "value": "My Converted Item"
      ,
      "minecraft:max_stack_size": 64

Then in resource_pack/textures/item_texture.json:


  "resource_pack_name": "converted_rp",
  "texture_name": "atlas.items",
  "texture_data": 
    "my_item_texture": 
      "textures": "textures/items/my_item"

Key Insight: Only the assets (textures, models, sounds) and simple data-driven parts (like loot tables or recipes) can be reused. All entity behaviors, custom blocks, and logic must be rewritten.