You must manually map each Java property to a Bedrock component. Java recipe (JSON):

But what if you could take that classic Java mod—your favorite world-changing .jar file—and turn it into a that works smoothly on Bedrock, mobile, or Xbox?

| Feature | Java (JAR) | Bedrock (MCADDON) | |---------|------------|-------------------| | Language | Java | C++ / JSON | | Render Engine | Lightweight / OpenGL | RenderDragon (custom) | | Entity System | NBT + Classes | Component-based JSON | | Scripting | JavaScript (via Rhino) / Java | JavaScript (via GoDot) / TypeScript |

"type": "crafting_shaped", "pattern": ["###", "###", "###"], "key": "#": "item": "minecraft:ruby" , "result": "item": "mod:ruby_block"

"format_version": 2, "header": "name": "Converted Mod - Ruby Pack", "description": "From Java mod by OriginalAuthor", "uuid": "<generate unique UUID>", "version": [1, 0, 0], "min_engine_version": [1, 20, 70] , "modules": [ "type": "data", "uuid": "<generate second UUID>", "version": [1, 0, 0] ], "dependencies": [ "uuid": "<resource pack UUID from below>", "version": [1, 0, 0] ]

If a tool claims "100% automatic conversion" for any non-trivial mod, it’s lying. Part 8: Step-by-Case Example – Converting a Simple JAR Mod Let’s walk a real example: converting "More Ores Mod (JAR)" that adds Ruby, Sapphire, and Topaz ores, ingots, and tools.

A .jar mod adds new (code). An .mcaddon is a data pack that redefines behaviors using JSON—it cannot run raw Java code.

Bedrock recipe ( recipes/ruby_block.json ):