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AI Mod Maker Minecraft Bedrock: Build an Add-on (2026)

AI mod maker minecraft bedrock guide: create a behavior pack and resource pack, write manifest.json with UUIDs, package a .mcaddon and test it.

Marco N.
October 31, 2026
AI Mod Maker Minecraft Bedrock: Build an Add-on (2026)

AI Mod Maker Minecraft Bedrock: Build an Add-on (2026)

Bedrock add-ons change the game on phones, tablets, Windows 10 and 11, and consoles. They are not Java mods. A Java mod is a .jar file for Forge or Fabric, while a Bedrock add-on is a set of JSON and asset files packed into a .mcpack or .mcaddon archive. An AI mod maker can draft these files for you, but you need to know how the pieces fit together to test the result and fix errors.

A typical add-on has two packs. The behavior pack holds the logic: items, entities, recipes and, optionally, scripts. The resource pack holds the look and sound: textures, models, sounds and language files. This guide builds a simple custom sword with both packs.

What you need

  • Minecraft Bedrock Edition on a phone, or on Windows 10 or 11.
  • A text editor such as VS Code or Notepad++.
  • A zip tool. On Windows, 7-Zip works well.
  • A 16x16 PNG image for the sword icon. Any simple drawing works for a test.
  • A backup copy of the world you will test in.

Step 1: Plan the add-on and the folders

Write down what the add-on does before you generate anything. For this guide the plan is: one custom sword with 8 damage and 1600 durability, using the namespace mysword.

Create two folders, one per pack, with this layout:

MySword_BP/
  manifest.json
  items/
    custom_sword.json
  texts/
    en_US.lang
    languages.json

MySword_RP/
  manifest.json
  textures/
    item_texture.json
    items/
      custom_sword.png
  texts/
    en_US.lang
    languages.json

Step 2: Write the two manifests

Each pack needs a manifest.json at its root. The UUIDs below are placeholders. Replace every one with a fresh random UUID (version 4, lowercase, format 8-4-4-4-12). Each pack needs its own header UUID and module UUID, and no UUID may be reused.

Behavior pack MySword_BP/manifest.json:

{
  "format_version": 2,
  "header": {
    "name": "MySword Behavior Pack",
    "description": "Logic for a custom sword",
    "uuid": "11111111-2222-4333-8444-555555555555",
    "version": [1, 0, 0],
    "min_engine_version": [1, 20, 0]
  },
  "modules": [
    {
      "type": "data",
      "uuid": "66666666-7777-4888-8999-aaaaaaaaaaaa",
      "version": [1, 0, 0]
    }
  ],
  "dependencies": [
    {
      "uuid": "aaaaaaaa-bbbb-4ccc-8ddd-eeeeeeeeeeee",
      "version": [1, 0, 0]
    }
  ]
}

Resource pack MySword_RP/manifest.json:

{
  "format_version": 2,
  "header": {
    "name": "MySword Resource Pack",
    "description": "Textures and language for a custom sword",
    "uuid": "aaaaaaaa-bbbb-4ccc-8ddd-eeeeeeeeeeee",
    "version": [1, 0, 0],
    "min_engine_version": [1, 20, 0]
  },
  "modules": [
    {
      "type": "resources",
      "uuid": "ffffffff-0000-4111-8222-333333333333",
      "version": [1, 0, 0]
    }
  ]
}

The dependencies entry in the behavior pack points to the resource pack's header UUID. Set min_engine_version to a version you can actually test on, and never higher than the game version on your device.

Step 3: Define the item

Create MySword_BP/items/custom_sword.json. The identifier mysword:custom_sword must match the texture key and the language key exactly:

{
  "format_version": "1.20.10",
  "minecraft:item": {
    "description": {
      "identifier": "mysword:custom_sword",
      "menu_category": { "category": "equipment" }
    },
    "components": {
      "minecraft:icon": { "texture": "custom_sword" },
      "minecraft:max_stack_size": 1,
      "minecraft:durability": { "max_durability": 1600 },
      "minecraft:damage": 8,
      "minecraft:hand_equipped": true
    }
  }
}

The format_version and the available components depend on your Minecraft version. Check the current Bedrock documentation for your target version before you rely on a component.

Step 4: Add the texture and the names

In MySword_RP/textures/item_texture.json, map the short texture name to the PNG file:

{
  "resource_pack_name": "MySword",
  "texture_name": "atlas.items",
  "texture_data": {
    "custom_sword": {
      "textures": "textures/items/custom_sword"
    }
  }
}

Put custom_sword.png in MySword_RP/textures/items/, without the extension in the JSON. The resource pack's texts/en_US.lang file holds the display name, and each languages.json lists the language codes:

item.mysword:custom_sword.name=Custom Sword
["en_US"]

Step 5: Package the packs

  1. Open each pack folder and select the files inside it, not the folder itself. manifest.json must sit at the root of the archive.
  2. Zip them, then rename each archive from .zip to .mcpack. You now have MySword_BP.mcpack and MySword_RP.mcpack.
  3. Optional: zip the two .mcpack files together and rename the archive to .mcaddon. Test that opening it imports both packs on your device before you share it.

On Windows, enable file name extensions in File Explorer first. Otherwise the renaming step can produce a file named MySword_BP.mcpack.zip.

Step 6: Import and enable the packs

  • Phone: open the .mcpack or .mcaddon file from your downloads or file manager and choose Minecraft. The game imports the packs.
  • Windows 10 or 11: double-click the file. Minecraft opens and imports the packs.

Open your test world, go to its settings, and enable the behavior pack and the resource pack under the packs section. Check that both packs appear as active before you start playing.

Step 7: Test locally

  1. Use a copy of your world, never your only save.
  2. Enable cheats in the world settings, then run /give @s mysword:custom_sword.
  3. Check that the icon appears in the inventory, the name is correct, and durability decreases after use.
  4. Hit a mob and check that the damage matches the value you expect.
  5. If the pack does not load, check the JSON syntax with a validator and compare every UUID and identifier against the other files.

If you have friends on different devices, test on each platform, because versions can differ.

Common mistakes

  • Zipping the parent folder, so manifest.json ends up one level too deep.
  • Reusing a UUID across the two packs, or from another project.
  • A typo in mysword:custom_sword between the item file, the texture file and the language file.
  • A min_engine_version higher than the game version on the device.
  • Trying to use a Java .jar mod on Bedrock. The formats are not compatible.

Using an AI mod maker well

Give the generator the exact structure you want. For example:

Create a Minecraft Bedrock add-on for version 1.20. Two packs: a behavior pack and a resource pack. One custom sword item with 8 damage, 1600 durability and a 16x16 texture named custom_sword. Namespace mysword. Output both manifest.json files with new random UUIDs, the item JSON, item_texture.json, and en_US.lang.

Then check the result against this guide: unique UUIDs, matching identifiers, the folder layout and the dependency entry. The Bedrock add-on maker creates this structure for you. If you want Java Edition mods instead, see the mod maker. Plans are on the pricing page, and the Starter plan is free, with a daily allowance and no card.

Review and test all generated files before you publish an add-on or run it on a public server. For complex scripting, multiplayer servers or add-ons that must keep working through many game updates, hire a developer.

FAQ

Can I use a Java mod on Bedrock?

No. Java mods are .jar files for Java Edition, while Bedrock add-ons are JSON and asset packs with a different structure. You need a Bedrock add-on written for the Bedrock format.

Why does my add-on not appear in the world settings?

Check that both packs imported, that every UUID is unique and valid, that min_engine_version is not above your game version, and that the manifest.json files sit at the root of each pack.

Can I try the generator without paying?

Yes. The Starter plan is free, with 10 EC per day and 20 EC per month, and it does not require a card.

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#Minecraft Bedrock#Add-ons#Behavior pack#Resource pack#Tutorial