Converting a Java Edition mod ( ) to a Bedrock Edition addon (
) is not a simple file renaming process because the two versions of Minecraft are written in different programming languages (Java vs. C++) and use entirely different systems for entities, blocks, and items.
A true conversion requires "porting"—recreating the mod's features using Bedrock's JSON-based addon system. The Reality of "Conversion" Java mods ( contain compiled Java code and assets. Bedrock Addons ( are essentially renamed files containing manifest.json files, textures, and behavior/resource packs. Automated Tools
: There is no 100% automated converter that turns complex Java code into Bedrock behaviors. However, tools like the Stonebyte Toolkit
(formerly CodeNex) help automate parts of the workflow, such as file structuring and pack management. Manual Porting Workflow (Write-up)
If you are a developer looking to port a mod, here is the standard procedural approach: 1. Deconstruct the .jar File Convert the into a readable format to access its assets. : Change the file extension from and extract it. : Locate the folder (containing textures, models, and sounds) and the files (logic). 2. Adapt the Assets (Resource Pack) convert jar to mcaddon work
Minecraft Bedrock has specific requirements for textures and models. : Java uses
for models, but Bedrock uses a slightly different JSON format. You may need tools like Blockbench to import Java models and export them as Bedrock Geometry
: Ensure texture sizes are powers of two (e.g., 16x16, 64x64). 3. Recreate Logic (Behavior Pack)
This is the hardest part. You cannot "convert" the Java code directly.
: You must manually recreate the mod's logic using Bedrock's Behavior Packs Components animation_controllers to mimic the original mod's behavior. Consult Microsoft Learn's Add-on Documentation for the latest Bedrock API standards. 4. Package as .mcaddon Converting a Java Edition mod ( ) to
Once your Resource and Behavior packs are ready, you must package them for easy installation. Resource Pack Behavior Pack folders into a single folder. Compress that folder into a Rename the extension to
Double-clicking this file will automatically import it into Minecraft Bedrock. Summary Table Java Mod ( Bedrock Addon ( JSON / JavaScript Compiled Code + Assets Manifests + Resources + Behaviors Code-driven Data-driven / API scripts guide on using Blockbench to convert specific Java models to Bedrock format?
Now you must rebuild the mod using Bedrock's format.
A. Convert Textures
.png texture in GIMP or Paint.NET..png (keep transparency).textures/blocks or textures/items inside your resource pack.B. Convert Block Models
elements arrays.C. Convert Behavior (The Real "Conversion")
This is where you mimic the Java code using Bedrock's BP/entities or BP/items JSON.
Java Example: A sword that sets fire to enemies.
Bedrock Version: Create my_sword.item.json and add:
"format_version": "1.20.0",
"minecraft:item":
"components":
"minecraft:on_hit":
"fire":
"duration": 5
BP/manifest.json and RP/manifest.json:
"format_version": 2,
"header": "name": "My Ported Addon", "version": [1,0,0], "uuid": "generate-unique-uuid" ,
"modules": [ "type": "data", "uuid": "another-uuid", "version": [1,0,0] ],
"dependencies": [ "module_name": "@minecraft/server", "version": "1.8.0" ]
pack_icon.png (128×128) to each pack.manifest.jsonmanifest.json.
"format_version": 2,
"header":
"name": "Your Mod Name",
"description": "Your mod description",
"version": [1, 0, 0],
"author": "Your Name"
,
"dependencies":
"behavior_packs": [
"uuid": "UUID_OF_BEHAVIOR_PACK",
"version": [1, 0, 0]
],
"resource_packs": [
"uuid": "UUID_OF_RESOURCE_PACK",
"version": [1, 0, 0]
]
Replace Your Mod Name, Your mod description, and Your Name with your information. Generate or use existing UUIDs for your packs.
Entity conversion is the holy grail. You cannot convert Java entity code (which uses LivingEntity classes and AI tasks). Instead, you must:
.java model (if available) or rebuild it from screenshots..json) using Minecraft's component system.findRandomTarget() becomes Bedrock's minecraft:behavior.random_stroll.Example: Converting a Java "Dragon" AI task to Bedrock: Why Convert
| Java AI Task (Pseudocode) | Bedrock Component |
| :--- | :--- |
| if (player.distance < 10) attack(); | "minecraft:behavior.melee_attack": "speed_multiplier": 1.5 |
| if (health < 20) flee(); | "minecraft:behavior.flee_sun": "speed_multiplier": 1.2 |
You will spend 95% of your time rewriting the AI.