For block functions (like light emission, blast resistance, or inventory capacity), create a corresponding JSON file in your Bedrock behavior pack's blocks/ directory and apply relevant components like minecraft:light_emission or minecraft:destructible_by_mining . Step 5: Structure and Compile the .mcaddon
Because you cannot convert actual Java code to Bedrock's JSON/JavaScript logic automatically, you must the mod's functions from scratch:
If the "mod" is actually a resource pack or simple data pack within a .jar : convert jar to mcaddon work
Ruby ore, ruby item, ruby sword (vanilla damage + fire aspect).
Cons:
Create a new root folder named after your mod. Move both your [ModName]_RP folder and [ModName]_BP folder inside it.
| Feature | Java Edition (.jar) | Bedrock Edition (.mcaddon) | |--------|-------------------|---------------------------| | | Java | JSON (data) + JavaScript (behavior) | | Modding API | Forge, Fabric, or Mixins (full code injection) | Official Add-on system (sandboxed, limited) | | Rendering | Custom OpenGL calls allowed | Restricted to built-in components | | Block/Entity IDs | Numeric + namespaced (e.g., 1234:my_block ) | String-based (e.g., custom:my_block ) | | World Gen | Full terrain control (BiomeTweaker, OTG) | Very limited (structure files only) | For block functions (like light emission, blast resistance,
: Since a .jar is essentially a compressed archive, you can change the file extension to .zip to browse its internal assets (textures, models, and scripts).
And stopped.