If you prefer to build an add‑on manually from extracted assets, here’s how to create an MCADDON file from scratch:
Because Java mods rely on compiled code and Bedrock relies on structured JSON data, a direct 1:1 automated code translation is mathematically and architecturally impossible. "Conversion" actually means extracting the assets (textures, models) and rewriting the functionality (logic, behaviors) to match Bedrock's specifications. Method 1: Automated Asset Converters (The Quick Way)
Repackage
The gap between Java and Bedrock modding is slowly narrowing. With AI‑powered tools like PortKit achieving 67%+ coverage across common content types, and commercial efforts like JavaBE gaining traction among modders, the dream of a unified Minecraft modding ecosystem is becoming more realistic. However, the fundamental architectural differences between the two editions mean that a fully automated, flawless conversion will likely remain elusive for the foreseeable future.
If you are converting a simple texture pack, specialized tools like Itsme64's Texture Pack Version Converter
PortKit is an AI-powered conversion platform that uses multi-agent systems to intelligently convert Java mods to Bedrock add-ons. It currently boasts 67%+ coverage across textures, models, recipes, sounds, language files, and entities.
Adjust any broken textures or pivot points caused by the conversion. Export the file as a Bedrock geometry file ( .geo.json ). 3. Use Bridge or Online Converters
Inventory the JAR
Several tools have emerged to automate the conversion process. Below is a detailed look at the most popular ones.
"header": "name": "Your Mod Name", "description": "A short description of your mod.", "version": "1.0.0", "author": "Your Name" , "modules": [
Ensure you have both a resource pack folder and a behavior pack folder ready. These should contain proper manifest.json files and the necessary JSON definitions for your content.
How to Convert JAR to MCADDON: A Complete Guide for Minecraft Modders