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_packavailable 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
uuidfield. "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.