Convert Jar To Mcaddon -

There are two primary ways to handle this conversion, ranging from using automated tools to manual porting.

Every MCADDON needs a manifest.json in both the BP and RP folders. Without this, Minecraft will ignore your file.

Resource Pack Manifest (RP/manifest.json): Convert Jar To Mcaddon


  "format_version": 2,
  "header": 
    "name": "Converted Addon RP",
    "description": "Textures from the Java mod",
    "uuid": "Generate a unique UUID here (use an online UUID generator)",
    "version": [1, 0, 0],
    "min_engine_version": [1, 19, 0]
  ,
  "modules": [
"type": "resources",
      "uuid": "Generate a second unique UUID",
      "version": [1, 0, 0]
]

Behavior Pack Manifest (BP/manifest.json):


  "format_version": 2,
  "header": 
    "name": "Converted Addon BP",
    "description": "Logic rewritten for Bedrock",
    "uuid": "Generate a third unique UUID",
    "version": [1, 0, 0],
    "min_engine_version": [1, 19, 0]
  ,
  "modules": [
"type": "data",
      "uuid": "Generate a fourth unique UUID",
      "version": [1, 0, 0]
],
  "dependencies": [
"uuid": "Copy the UUID from the Resource Pack header here",
      "version": [1, 0, 0]
]

Before you can convert anything, you must identify what the .jar file actually is. There are two primary ways to handle this

Scenario A: It is a Mod (Java Edition)

Scenario B: It is a Map/World

Scenario C: It is a Resource Pack (Texture Pack)


You can convert simple JAR mods (e.g., a "Ruby Sword" mod) to McAddon. You cannot convert complex JAR mods (e.g., "Pixelmon" or "GregTech") without rewriting thousands of lines of code from scratch. Behavior Pack Manifest ( BP/manifest