There is no automated way to convert a Java .jar mod into a Bedrock .mcaddon file. Because Java Edition and Bedrock Edition are built on completely different programming languages (Java vs. C++) and use entirely different rendering and behavior systems, a .jar cannot simply be "patched" or repackaged into an addon.

For the purpose of this article, we will focus on Method #3 and #4—the only reliable ways to get a "patched" .mcaddon that actually loads without crashing.

2. Using third-party tools (limited)

  • Blockbench – convert Java models to Bedrock
  • J2B converter (old, unreliable) – tries to map items/blocks
  • Amulet Editor – convert Java worlds to Bedrock, but not mod logic

Grab the assets: Open the extracted folder and navigate to assets/modid/ (where "modid" is the name of the mod). Copy the textures, models, and sounds folders to a new workspace on your computer. 🎨 Step 2: Convert the Assets for Bedrock

Step 5: Patched Versions Considerations

    1. Open Blockbench.
    2. Go to FileConvert FromJava Block/Item Model.
    3. Select the Java .json model from the extracted JAR.
    4. Blockbench will attempt a conversion. It usually fails for complex models.
    5. Click FileExportExport Bedrock Geometry → Save as .geo.json.
    6. Manual Patching: You must manually rewrite the JSON to link the geometry to a Bedrock entity file (.entity.json).

    Step 1: Extract the JAR

    1. Right-click your .jar file → Open with 7-Zip → Extract to a folder named java_mod_extracted.
    2. Navigate inside. Look for these folders:
      • Behavior Pack – contains entity behaviours, spawning, loot tables, recipes
      • Resource Pack – contains textures, models, sounds, texts