PortKit is one of the most ambitious projects to date. It uses a multi‑agent AI system (CrewAI + LangChain) to analyse a Java mod’s .jar file and generate a matching Bedrock add‑on. The current MVP focuses on – taking a single block from a .jar and producing a working .mcaddon with correct textures and basic placement/destruction behaviour. Future versions aim to support items, entities and even complex logic.
If the mod adds a new entity, you must write a Bedrock entity JSON file in your Behavior Pack ( entities/ folder) and use Bedrock components (like minecraft:physics , minecraft:health , and minecraft:movement ) to mimic the Java mod’s AI. Step 5: Compile into an .mcaddon Once your resource and behavior packs are fully built:
However, before we begin, a crucial disclaimer is necessary: how to convert jar to mcaddon
Use a tool like 7-Zip or WinRAR to open the folder.
This method requires knowledge of JSON and file manipulation. We will use (or VS Code) and a bridge tool. PortKit is one of the most ambitious projects to date
You will need to create JSON files in the entities , items , or blocks folders of your behavior pack to define how they behave.
If the Java mod relies heavily on a complex Java API (like rendering custom energy grids or fluid dynamics), you will need to utilize the Bedrock GameTest Framework (JavaScript/TypeScript) to script equivalent behaviors from scratch. Future versions aim to support items, entities and
Several community‑developed tools can automate parts of the conversion process. None of them is perfect, but they can save enormous amounts of time.
to automatically reformat Java textures into the Bedrock-compatible Port 3D Models : For custom entity models, use Blockbench . Import the Java block/item model and export it as a Bedrock Geometry 2. Recreating Mod Logic (The Hard Part)
myaddon/ |-- addon.json |-- assets/ | |-- myaddon/ | |-- textures/ | |-- myitem.png | |-- models/ | |-- myitem.json |-- scripts/
Once your Behavior Pack (BP) and Resource Pack (RP) are functional: Select both the MyMod_BP and MyMod_RP folders. Right-click and .