Powerful system for modeling, exploration and management of water supply systems.
InfoWorks™ WS Pro is a powerful multi-user software platform for comprehensive hydraulic modelling of water supply systems. With more than 15 years on the international market, it quickly became a standard among hundreds of enterprises – designers, consultants and utility operators around the globe.
Integrating a powerful multi-user RDBS, proprietary stand-alone GIS-based modelling environment and state-of-the-art simulation engine, InfoWorks™ WS Pro has been used to create the largest and most complex hydraulic models in the world such as Shanghai water supply system (China, 400 000 links) и Miami – Dade (USA, 250 000 links), as well as in many real-time modelling, forecasting and operations management systems (IWLive).
InfoWorks™ WS Pro is a complex software platform with a wide range of applications in solving complex engineering problems. Here is just a very short list of its possible uses:
The comprehensive and purposely designed functionality allows for dramatic productivity boost of the engineering teams. In direct comparison with most other water supply modelling tools, the adoption of InfoWorks™ WS Pro can lead to work time savings by an order of magnitudes – from months and weeks to just a few days and hours. The platform brings high level of work flow automation thus significantly reducing the costs for designing, hydraulic modelling and operations management of water supply systems.
You cannot "convert" directly, but you can rebuild. Here is your toolkit:
Converting a JAR to an MCADDON is not a conversion in the technical sense; it is a painstaking, manual porting project that requires deep knowledge of both Minecraft modding ecosystems. The process involves extracting assets, reverse-engineering Java logic, rewriting behaviors in JSON and JavaScript, and repackaging as a dual-pack .mcaddon. While the result is truly portable across Bedrock platforms, the journey is one of re-creation, not translation. For modders and players, the practical takeaway is this: if you need a Bedrock version of a Java mod, do not search for a converter—search for a developer willing to rebuild it from scratch. The file extension may change, but the real work lies in bridging two entirely different philosophies of modding.
Converting a .jar file (typically a Minecraft Java Edition mod) to an .mcaddon (Bedrock Edition) is not a simple file renaming process. Because Java and Bedrock use entirely different programming languages (Java vs. C++), there is no official tool that can automatically "convert" the logic and code of a mod.
However, there are emerging tools and manual workflows that can help bridge this gap. 1. Understanding the Conversion Gap
A .jar mod contains Java code that interacts with mod loaders like Forge or Fabric. An .mcaddon is a package containing JSON behavior packs and PNG/TGA resource packs.
Logic Conversion: Automated tools for converting Java code to Bedrock's script API are extremely rare and often limited in functionality.
Asset Conversion: Textures and models are easier to port using dedicated software. 2. Available Tools for "Automatic" Conversion
While a 1:1 conversion is rarely possible, these specialized tools attempt to automate parts of the process:
JavaBE (Stonebyte): A developer toolkit designed to bridge the gap by converting .jar files into Bedrock-ready .mcaddon files with automated pack generation and structure setup.
Itsme64's Texture Pack Converter: If your .jar is primarily a resource pack, use the Bedrock Porting Tool to automatically rename and move texture files into the Bedrock format.
MConverter: An Online ZIP/JAR to MCADDON Converter can handle the basic repackaging of files, though it does not rewrite mod code. 3. Manual "Porting" Process
For complex mods, you must manually "port" the content. This involves: Creator Tools: Build, Design, and Edit Your Minecraft World
Converting a Minecraft .jar file (Java Edition) to a .mcaddon file (Bedrock Edition) is not a simple file renaming task because the two versions use entirely different coding languages (Java vs. C++) and file structures. While you can't "convert" code-heavy mods, you can port assets like textures or use specialized automation tools. 🛠️ Key Conversion Methods
Automation Tools (Stonebyte JavaBE): A new toolkit called JavaBE by Stonebyte is designed to bridge this gap. It automates the conversion of certain .jar mods into Bedrock-ready .mcaddon files by handling pack generation and structure setup.
Asset Porting (Blockbench): If the .jar file contains models or textures, you can use Blockbench to import Java models and export them as Bedrock geometry.
Web-Based Converters: For texture/resource packs (rather than complex logic mods), you can use tools like the Java to Bedrock Converter to restructure the files into a format Bedrock understands. 📋 Manual Conversion Process (Advanced)
If you are doing this manually, you generally follow these steps:
Converting a file (Java Edition mod) directly into a (Bedrock Edition addon) is generally not possible with a single click. This is because Java mods are written in and run on a JVM, while Bedrock addons use JSON, JavaScript, and C++
However, you can "port" specific elements—like textures or models—using portable and online tools. 1. Converting Textures (Resource Packs)
contains textures you want in Bedrock, you can convert them using online tools that work in any browser (portable). Extract the JAR : Change the file extension from and extract it. Use an Online Converter : Visit a portable converter like Itsme64's Texture Pack Converter ModifiedCommand's GitHub Tool Upload & Convert how to convert jar to mcaddon portable
: Upload the zipped assets. The tool will automatically reorganize files into Bedrock's format. Rename to .mcpack : Once downloaded, rename the resulting to import it into Minecraft. 2. Porting 3D Models (Blockbench)
For custom entities or blocks, you must manually port the 3D models. Blockbench is a portable web-based tool for this. Import Java Model Blockbench in your browser and import the model file found inside the Convert Project File > Convert Project and select Bedrock Model Export Geometry : Export the new geometry and the texture file for use in your addon. 3. Creating the Addon Structure
Since code logic cannot be converted automatically, you must rebuild the behaviors manually. Convert JAR to ZIP Online | No Software Needed
Converting a Minecraft Java .jar file directly into a Bedrock .mcaddon is a complex process because they use completely different coding languages (Java vs. C++) and data structures. While there is no "one-click" magic button for all mods, you can achieve this through specialized porting tools or manual asset extraction. Method 1: Using Automation Tools
For a "portable" and automated approach, use tools designed to bridge the gap between platforms.
JavaBE (by Stonebyte): A specialized tool that automates the conversion of .jar mods into Bedrock-ready .mcaddon files, handling pack generation and structure setup.
ModifiedCommand's Web Converter: Use the Java to Bedrock Converter to convert texture packs directly in your browser without downloading software.
Blockbench: This 3D modeling tool is available on mobile and desktop. You can import Java models (.json or .java) and export them as Bedrock geometry. Method 2: Manual Asset Porting
If the mod contains custom blocks or items, you must manually extract and restructure them.
Converting a Java-based .jar file (typically a mod) into a .mcaddon file (for Minecraft Bedrock Edition) is a sought-after skill for players looking to bring PC-style features to mobile, console, or Windows 10/11 versions of the game.
Because Java and Bedrock use different coding languages—Java and C++, respectively—this isn't as simple as renaming a file. You are essentially "porting" the logic. Here is the comprehensive guide on how to convert these files effectively using portable methods. Understanding the Conversion: JAR vs. MCADDON
Before diving in, it is important to understand what you are doing:
JAR Files: Contain Java bytecode designed for the Java Virtual Machine. They rely on APIs like Forge, Fabric, or Quilt.
MCADDON Files: These are compressed folders containing Resource Packs (textures/sounds) and Behavior Packs (logic/functions/entities) specifically for Bedrock Edition.
Direct "one-click" conversion for complex mods is impossible because the underlying engines are different. However, for many items, blocks, and entities, you can use portable tools to bridge the gap. Step 1: Extracting the Source Assets The first step is to see what's inside the .jar.
Right-click your .jar file and select Open with... and choose a zip utility like 7-Zip or WinRAR.
Navigate to the assets folder. This is where the "Resource Pack" data lives (textures and models).
Navigate to the data folder. This is where the "Behavior" data lives (recipes, loot tables, and structures). Extract these folders to a workspace on your desktop. Step 2: Using Portable Conversion Tools
Since you want a "portable" workflow, you should use web-based or lightweight tools that don't require heavy IDE installations. A. Blockbench (The All-in-One Porter) You cannot "convert" directly, but you can rebuild
Blockbench is a free, portable modeling tool that can run in your browser. It is the industry standard for Bedrock porting. Import: Go to File > Import > Java Entity/Block.
Convert: Once the model is loaded, go to File > Convert Project. Select Bedrock Entity or Bedrock Block.
Adjust: Bedrock uses a different "bone" structure for animations. Use the "Animate" tab to fix any broken Java animations.
Export: Go to File > Export and choose Export Bedrock Geometry. B. Bridge. (Web-based IDE)
Bridge. is a powerful, portable editor for Bedrock Add-ons that runs in your browser. Create a new project.
Copy the JSON data you extracted from the .jar’s data folder.
Use Bridge’s built-in templates to paste the logic (like health points or movement speed) into the Bedrock-formatted JSON files. Step 3: Structuring the MCADDON
An .mcaddon is simply a renamed .zip file that contains two separate folders: a Behavior Pack (BP) and a Resource Pack (RP).
1. Create the Manifests:Every pack needs a manifest.json. You can use an Online Manifest Generator to create these. You will need two: one for the BP and one for the RP.
2. Folder Hierarchy:Your final folder structure should look like this: MyMod_Conversion (Folder) MyMod_BP (Folder) manifest.json entities/, functions/, etc. MyMod_RP (Folder) manifest.json textures/, models/, etc. Step 4: Packaging and Installing Highlight both the BP and RP folders. Right-click and select Compress to ZIP file.
Rename the resulting file from Archive.zip to MyMod.mcaddon.
The Portable Advantage: You can now send this file to a mobile device or a friend. Simply clicking it will automatically launch Minecraft and import the content. Critical Limitations to Remember
Scripts: If the Java mod uses complex scripts (like a mini-map or custom UI), these will not convert automatically. You will need to rewrite them using Bedrock’s GameTest Framework (JavaScript).
Hard-Coded Features: Some Java mods change the game's core engine code. These cannot be converted into an Add-on; they require a "Script API" approach which is significantly more advanced. Pro-Tip: Use AI for JSON Translation
If you have a complex Java loot_table or recipe JSON, you can paste the code into an AI tool (like ChatGPT) and ask: "Translate this Java Edition loot table JSON into a Minecraft Bedrock Edition behavior pack JSON format." This saves hours of manual data entry.
json template so you can start plugging in your mod's details right away? AI responses may include mistakes. Learn more
The first legitimate step in converting a JAR to an MCADDON is to open the .jar with an archiver (e.g., 7-Zip) or decompiler (e.g., JD-GUI, CFR). The goal is not to understand the Java logic yet, but to extract all non-code assets:
These assets are placed into the textures/, models/, sounds/, and texts/ folders of the resource pack. This is the only part of conversion that can be partially automated.
To convert a JAR file to an MCAddon portable file, you will need: Converting a JAR to an MCADDON is not
Let’s say you love the old Mo’ Creatures JAR mod.
Have you ever tried to manually port a Java feature to Bedrock? Let me know in the comments—I want to hear your horror stories (or success stories).
Converting Java files to Bedrock formats has long been a major challenge due to the fundamental coding differences between the two editions. However, recent tools like
from Stonebyte (released in April 2026) have significantly simplified this workflow. Tool Review: JavaBE (by Stonebyte)
This toolkit serves as a bridge for developers and players looking to migrate Java mods to Bedrock without manual rebuilding. Ease of Use:
It automates the complex file structuring and manifest generation required for Portability:
Designed for mobile and desktop environments, it handles the "portable" aspect by packaging assets into ready-to-import Bedrock formats. Key Features: Automatic Pack Generation: Converts mod assets into behavior and resource packs. Optimization:
Automatically cleans up structures to ensure they run efficiently on Bedrock’s engine. Versatility:
Useful for both simple resource packs and more complex functional mods. The "Rename" Alternative (Resource Packs Only)
For simpler conversions, such as resource packs that don't involve complex Java code, you can often use a more direct method: Convert to ZIP: Use tools like to extract the contents into a standard ZIP folder. Rename Extension: Simply renaming a
allows Minecraft Bedrock to recognize and import it instantly. Limitations:
This method will not work for functional mods (like new machines or complex items), which require actual code translation via tools like JavaBE or manual porting in Blockbench
If you are looking for a truly "portable" and automated solution in 2026, the Stonebyte toolkit (JavaBE)
is the gold standard for full mod conversion. For cosmetic changes, a simple file extension swap is the fastest, "portable" way to get the job done. using Blockbench? Convert JAR to ZIP Online | No Software Needed
Converting a Minecraft Java Edition ) directly into a Bedrock Edition Add-on (
) is not a simple file-rename process. Because Java and Bedrock use entirely different programming languages (Java vs. C++ and JavaScript) and game engines, a "true" automatic conversion of logic does not exist. Instead, the process involves
—recreating the Java mod's features using Bedrock's supported Add-on systems. Core Challenges Language Barrier
: Java mods modify the game's core code directly. Bedrock Add-ons use a "data-driven" system (JSON and JavaScript) that only allows modifications Mojang explicitly supports. Feature Gaps
: Many Java mod features, like custom dimensions or complex engine overhauls (e.g., shaders), cannot currently be recreated as Bedrock Add-ons.
Converting Java files to Bedrock requires specialized tools to port assets like textures and models rather than direct file conversion, as the platforms use different languages. Textures can be converted via web tools, models managed through Blockbench, and world data ported using Chunker. For comprehensive guides on importing these converted assets, see this YouTube video
InfoWorks™ WS Pro has been built upon a powerful, proprietary spatial RDBMS. Without competition on the market, the platform allows for an unlimited number of users to work simultaneously in shared spatial databases. Hence, the engineers can use shared data libraries, tool sets and database settings in one single standard environment without the need of constant data transfers from one workstation to another.
A complete built-in tool set allows integration with external corporate RDBMS and file systems, such as GIS, SCADA, ERP, CRM, etc. The software can import / export data from / to many standard formats - ESRI SHP, ESRI GeoDatabase, MapInfo TAB, MS Access, MS SQL Server, ORACLE Database and more.
InfoWorks™ WS Pro brings out-of-the-box all tools required for building and managing the modelling databases – from database structure management to user access control. In addition to the standard WS Master Database, the software platform can flawlessly use MS SQL Server and ORACLE Database as its default data store. The built-in functionality is truly easy to use so even users with standard computer skills can set up complex multi-user modelling environments without the need of IT professional support.
InfoWorks™ WS Pro uses a state of the art simulation engine, which inherits from and dramatically enhances the WESNET system – the first in the world software tool that has been purposely developed for modelling of water supply networks. In contrast, most competitive products on the market are based on adapted computational cores originally designed for other industries, such as oil and gas pipelines, or on generic network optimisation algorithms. Several characteristics, among many, of the InfoWorks™ WS Pro’s simulation engine justify its leading market position:
Along with the standard hydrodynamic simulations, the InfoWorks™ WS Pro computational engine provides a wide range of special simulation types, such as fire flow, critical links analysis, shutdown impact analysis, pipe flushing, leakage detection, transient flow analysis over thousands of objects simultaneously (requires InfoWorks® TS license) and more – almost all without the need of editing the geospatial model itself. These simulation types allow for dramatic savings of work time, often by an order of magnitudes – from days to just minutes, especially when large models (tens of thousands of objects) are to be analysed, thus justifying once again the industry-leading position of InfoWorks™ WS Pro on the international market.
InfoWorks™ WS Pro can be purchased as a variety of licensing options allowing any combination of work seats. The flexible licensing scheme provides cost effective purchase plans for both large organizations and small engineering teams (even individuals and freelancers). The basic licensing options are:
All of the main InfoWorks™ WS Pro versions can be purchased with or without limitation in the number of modelled links with many combinations available, thus substantially decreasing the total purchase price. Additional cost savings can be achieved with the following licensing options:
When purchasing InfoWorks™ WS Pro, the clients can freely combine the number and the type of the licenses in order to achieve the optimal proportion between price and functionality. All clients with valid annual maintenance agreements can upgrade (permanently or temporary) their licenses for only the difference in the list prices at the time of upgrade. For more information please contact us.