Convert Jar To Mcaddon Work May 2026

An MCADDON is just a .zip file renamed to .mcaddon. It contains two sub-packs:

Create this folder structure on your desktop:

MyConvertedAddon/
├── BP/
│   ├── manifest.json
│   ├── pack_icon.png
│   └── blocks/
│       └── my_ore.json
├── RP/
│   ├── manifest.json
│   ├── pack_icon.png
│   ├── textures/
│   │   └── blocks/
│   │       └── my_ore.png
│   └── texts/
│       └── en_US.lang
  • Use Blockbench for model conversion: import Java model (or OBJ), tweak, export as Bedrock model format.
  • Before we begin, let’s clarify the technical barrier.

    | Feature | Java Edition (.jar) | Bedrock Edition (.mcaddon) | | :--- | :--- | :--- | | Language | Java | C++ (via JSON & JavaScript/GoDot) | | Rendering | OpenGL (Lightweight Java Game Library) | RenderDragon (Proprietary) | | Modding API | Forge, Fabric, Quilt (Full code injection) | Gametest Framework, Addons (Sandboxed) | | Capabilities | Modify game engine, render distances, JVM arguments | Add entities, blocks, items, simple scripts |

    A .jar mod can rewrite the game's memory. An .mcaddon can only tell the game what already exists to do. You cannot "convert" a complex tech mod like Create or Thaumcraft to Bedrock. You can only reimagine it.


    Let’s build a working MCADDON based on a simple JAR mod. We will use the example of converting "More Ores Mod (JAR)" into "More Ores Addon (MCADDON)."

    | Feature | Java Edition | Bedrock Edition | |---------|--------------|----------------| | Mod format | .jar (Java archive) | .mcaddon (ZIP of behavior + resource packs) | | Language | Java | C++ (with JSON & scripting) | | APIs | Forge, Fabric, NeoForge | Official add‑on system, Gametest Framework | | Assets | Java-style models, PNGs, sounds | Geckolib models, PNGs, sounds |

    Why you can’t just convert:
    A .jar contains compiled Java bytecode. Bedrock cannot execute Java. An .mcaddon is simply a renamed .zip containing two folders: a behavior pack (logic) and a resource pack (visuals). There is no automated converter for code logic.

    Converting a .jar (Java Edition mod) to a .mcaddon (Bedrock Edition add-on) is not a simple file rename. It is a platform translation—moving logic from Java (PC, complex, flexible) to JavaScript/JSON (cross-platform, sandboxed, restricted). This report outlines why one would attempt this, the technical anatomy of the conversion, and the creative workarounds required.

    Java uses recipes/ folder with JSON. Bedrock uses Crafting Table JSON in the Behavior Pack.

    Java Recipe (from JAR):

    
      "type": "minecraft:crafting_shaped",
      "pattern": ["###", "#X#", "###"],
      "key": "#": "item": "minecraft:stick", "X": "item": "moreores:ruby",
      "result": "item": "moreores:ruby_pickaxe"
    

    Bedrock Recipe (in BP/recipes/ruby_pickaxe.json):

    
      "format_version": "1.20.0",
      "minecraft:recipe_shaped": 
        "description": 
          "identifier": "moreores:ruby_pickaxe"
        ,
        "tags": ["crafting_table"],
        "pattern": ["###", " X ", " X "],
        "key": 
          "#": "moreores:ruby",
          "X": "minecraft:stick"
        ,
        "result": "moreores:ruby_pickaxe"
    

    Note: Bedrock uses a different pattern orientation for tools.

    An MCADDON is just a .zip file renamed to .mcaddon. It contains two sub-packs:

    Create this folder structure on your desktop:

    MyConvertedAddon/
    ├── BP/
    │   ├── manifest.json
    │   ├── pack_icon.png
    │   └── blocks/
    │       └── my_ore.json
    ├── RP/
    │   ├── manifest.json
    │   ├── pack_icon.png
    │   ├── textures/
    │   │   └── blocks/
    │   │       └── my_ore.png
    │   └── texts/
    │       └── en_US.lang
    
  • Use Blockbench for model conversion: import Java model (or OBJ), tweak, export as Bedrock model format.
  • Before we begin, let’s clarify the technical barrier.

    | Feature | Java Edition (.jar) | Bedrock Edition (.mcaddon) | | :--- | :--- | :--- | | Language | Java | C++ (via JSON & JavaScript/GoDot) | | Rendering | OpenGL (Lightweight Java Game Library) | RenderDragon (Proprietary) | | Modding API | Forge, Fabric, Quilt (Full code injection) | Gametest Framework, Addons (Sandboxed) | | Capabilities | Modify game engine, render distances, JVM arguments | Add entities, blocks, items, simple scripts |

    A .jar mod can rewrite the game's memory. An .mcaddon can only tell the game what already exists to do. You cannot "convert" a complex tech mod like Create or Thaumcraft to Bedrock. You can only reimagine it.


    Let’s build a working MCADDON based on a simple JAR mod. We will use the example of converting "More Ores Mod (JAR)" into "More Ores Addon (MCADDON)."

    | Feature | Java Edition | Bedrock Edition | |---------|--------------|----------------| | Mod format | .jar (Java archive) | .mcaddon (ZIP of behavior + resource packs) | | Language | Java | C++ (with JSON & scripting) | | APIs | Forge, Fabric, NeoForge | Official add‑on system, Gametest Framework | | Assets | Java-style models, PNGs, sounds | Geckolib models, PNGs, sounds |

    Why you can’t just convert:
    A .jar contains compiled Java bytecode. Bedrock cannot execute Java. An .mcaddon is simply a renamed .zip containing two folders: a behavior pack (logic) and a resource pack (visuals). There is no automated converter for code logic.

    Converting a .jar (Java Edition mod) to a .mcaddon (Bedrock Edition add-on) is not a simple file rename. It is a platform translation—moving logic from Java (PC, complex, flexible) to JavaScript/JSON (cross-platform, sandboxed, restricted). This report outlines why one would attempt this, the technical anatomy of the conversion, and the creative workarounds required.

    Java uses recipes/ folder with JSON. Bedrock uses Crafting Table JSON in the Behavior Pack.

    Java Recipe (from JAR):

    
      "type": "minecraft:crafting_shaped",
      "pattern": ["###", "#X#", "###"],
      "key": "#": "item": "minecraft:stick", "X": "item": "moreores:ruby",
      "result": "item": "moreores:ruby_pickaxe"
    

    Bedrock Recipe (in BP/recipes/ruby_pickaxe.json):

    
      "format_version": "1.20.0",
      "minecraft:recipe_shaped": 
        "description": 
          "identifier": "moreores:ruby_pickaxe"
        ,
        "tags": ["crafting_table"],
        "pattern": ["###", " X ", " X "],
        "key": 
          "#": "moreores:ruby",
          "X": "minecraft:stick"
        ,
        "result": "moreores:ruby_pickaxe"
    

    Note: Bedrock uses a different pattern orientation for tools.