Convert Jar To Mcaddon - How To

Example inventory for MagicWand:

Converting .jar to .mcaddon is not a direct conversion – it is a full port. For small mods (new tools, simple blocks, retextured mobs), the effort is reasonable. For massive content mods, you are essentially rebuilding from scratch.

Final workflow summary:

By following this guide, you can successfully migrate the visual and functional spirit of a Java mod into Minecraft Bedrock Edition. Good luck with your porting journey!


Have a specific mod in mind? Check community forums like MCPEDL or Discord servers like “Bedrock Add-ons” for help with specific conversion challenges. how to convert jar to mcaddon

Converting a .jar file (typically a Minecraft Java Edition mod or modpack) to a .mcaddon file (used by Bedrock Edition on consoles, mobile, and Windows 10/11) is one of the most requested processes in the Minecraft community.

However, before we begin, a crucial disclaimer is necessary: There is no magic "Convert" button.

Java Edition and Bedrock Edition run on different coding languages (Java vs. C++). They have different block IDs, different rendering engines, and different file structures. A direct conversion involves rewriting code and remapping assets.

Below is a deep dive into the three methods of conversion, ranging from automated tools to manual porting. Example inventory for MagicWand: Converting


Inside a new folder, create two subfolders:

MyAddon/
├── behavior_pack/
│   ├── manifest.json
│   ├── pack_icon.png
│   ├── blocks/
│   ├── items/
│   ├── entities/
│   ├── recipes/
│   └── loot_tables/
└── resource_pack/
    ├── manifest.json
    ├── pack_icon.png
    ├── textures/
    ├── models/
    └── texts/

Important Note Up Front: You cannot directly convert a .jar file (Java Edition mod) into a .mcaddon file (Bedrock Edition add-on) with a simple tool. The two versions use different code languages (Java vs. C++) and different resource systems.

However, you can recreate the add-on for Bedrock using the original .jar as a reference. Here’s how.


To convert effectively, you must understand what you are unpacking. By following this guide, you can successfully migrate


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"

The texture_name in your .json file usually does not match the file path. In Bedrock, paths are strictly defined in a textures/terrain_texture.json file. Ensure the shortname in the block definition matches the texture definition.

Workaround: