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{{For|the similar system in ''Java Edition''|Data pack}}{{Exclusive|bedrock}}
{{For|the similar system in ''Java Edition''|Data pack}}{{Exclusive|bedrock}}


The '''behavior pack''' system is a data-driven framework used to define behaviors, characteristics, and logic of various things in a ''Minecraft'' [[Minecraft:world]].
The '''behavior pack''' system is a data-driven framework used to define behaviors, characteristics, and logic of various things in a ''Minecraft'' world.


== Overview ==
== Overview ==
Behavior pack serves as the foundational layer for many aspects of the game, dictating [[Minecraft:Mob AI|entity behaviors]],<ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/entitybehaviorintroduction?view=minecraft-bedrock-stable|title=Entity Behavior Introduction|website=Microsoft Learn|date=September 19, 2023}}</ref> [[Minecraft:Loot table|loot tables]],<ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/introductiontoloottables?view=minecraft-bedrock-stable|title=Introduction to Loot Tables|website=Microsoft Learn|date=March 6, 2025}}</ref> [[Minecraft:Mob spawning|spawn rules]],<ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/cliententitydocumentation/datadrivenspawning?view=minecraft-bedrock-stable|title=Data-Driven Spawn Rules|website=Microsoft Learn|date=November 8, 2023}}</ref> [[Minecraft:item]] behaviors,<ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/addcustomitems?view=minecraft-bedrock-stable|title=Custom Items|website=Microsoft Learn|date=September 18, 2024}}</ref> item [[Minecraft:Recipe|recipes]],<ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/recipeintroduction?view=minecraft-bedrock-stable|title=Recipe Introduction|website=Microsoft Learn|date=April 19, 2024}}</ref> biome characteristics,<ref name="biome-component-list">{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/biomes/biomeoverview?view=minecraft-bedrock-stable|title=Biome JSON and Overview|website=Microsoft Learn|date=April 10, 2025}}</ref> [[Minecraft:world generation]], and much more. These definitions are written in [[Minecraft:JSON]] files, which are organized in multiple folders by their features. This system allows users to override and modify certain features in the base game, or add unique features with their own behavior pack. Behavior packs are often used in conjunction with [[Minecraft:Resource pack|resource packs]] as part of an [[Minecraft:add-on]], which enable them to use custom resources, such as [[Minecraft:Model|models]], [[Minecraft:Animation|animations]], [[Minecraft:Texture|textures]], [[Minecraft:Sound|sounds]], and more.
Behavior pack serves as the foundational layer for many aspects of the game, dictating entity behaviors,<ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/entitybehaviorintroduction?view=minecraft-bedrock-stable|title=Entity Behavior Introduction|website=Microsoft Learn|date=September 19, 2023}}</ref> loot tables,<ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/introductiontoloottables?view=minecraft-bedrock-stable|title=Introduction to Loot Tables|website=Microsoft Learn|date=March 6, 2025}}</ref> spawn rules,<ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/cliententitydocumentation/datadrivenspawning?view=minecraft-bedrock-stable|title=Data-Driven Spawn Rules|website=Microsoft Learn|date=November 8, 2023}}</ref> [[Minecraft:item]] behaviors,<ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/addcustomitems?view=minecraft-bedrock-stable|title=Custom Items|website=Microsoft Learn|date=September 18, 2024}}</ref> item recipes,<ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/recipeintroduction?view=minecraft-bedrock-stable|title=Recipe Introduction|website=Microsoft Learn|date=April 19, 2024}}</ref> biome characteristics,<ref name="biome-component-list">{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/biomes/biomeoverview?view=minecraft-bedrock-stable|title=Biome JSON and Overview|website=Microsoft Learn|date=April 10, 2025}}</ref> [[Minecraft:world generation]], and much more. These definitions are written in [[Minecraft:JSON]] files, which are organized in multiple folders by their features. This system allows users to override and modify certain features in the base game, or add unique features with their own behavior pack. Behavior packs are often used in conjunction with resource packs as part of an [[Minecraft:add-on]], which enable them to use custom resources, such as models, animations, textures, sounds, and more.


Behavior pack provides a [[Minecraft:w:Entity component system|component-based system]] that makes up most entities in the game by describing their unique properties and behaviors &#x2014; like [[Minecraft:health]], [[Minecraft:Bounding box|collision box]], [[Minecraft:movement]], [[Minecraft:Mob AI|mob behaviors]], and [[Minecraft:physics]] &#x2014; through multiple components.<ref>{{citation|url=https://wiki.bedrock.dev/entities/entity-intro-bp#components|title=Intro to Entities BP|section=Components|website=Bedrock Wiki|date=June 8, 2025}}</ref> These components are hard coded in the game, but are commonly shared among entities, and can be used extensively to create or modify existing entities in a behavior pack. A similar feature in ''Java Edition'' would be entity [[Minecraft:Attribute|attributes]], but are very limited in terms of features compared to components. The component-based system is also used to define custom items, blocks, and [[Minecraft:Biome|biomes]].<ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/reference/content/itemreference/examples/itemcomponentlist?view=minecraft-bedrock-stable|title=Item Documentation - Item Components|website=Microsoft Learn|date=October 10, 2024}}</ref><ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/reference/content/blockreference/examples/blockcomponents/blockcomponentslist?view=minecraft-bedrock-stable|title=Block Documentation - Block Components|website=Microsoft Learn|date=November 22, 2024}}</ref><ref name="biome-component-list" />
Behavior pack provides a component-based system that makes up most entities in the game by describing their unique properties and behaviors &#x2014; like health, collision box, movement, mob behaviors, and physics &#x2014; through multiple components.<ref>{{citation|url=https://wiki.bedrock.dev/entities/entity-intro-bp#components|title=Intro to Entities BP|section=Components|website=Bedrock Wiki|date=June 8, 2025}}</ref> These components are hard coded in the game, but are commonly shared among entities, and can be used extensively to create or modify existing entities in a behavior pack. A similar feature in ''Java Edition'' would be entity [[Minecraft:Attribute|attributes]], but are very limited in terms of features compared to components. The component-based system is also used to define custom items, blocks, and [[Minecraft:Biome|biomes]].<ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/reference/content/itemreference/examples/itemcomponentlist?view=minecraft-bedrock-stable|title=Item Documentation - Item Components|website=Microsoft Learn|date=October 10, 2024}}</ref><ref>{{citation|url=https://learn.microsoft.com/en-us/minecraft/creator/reference/content/blockreference/examples/blockcomponents/blockcomponentslist?view=minecraft-bedrock-stable|title=Block Documentation - Block Components|website=Microsoft Learn|date=November 22, 2024}}</ref><ref name="biome-component-list" />


== Usage ==
== Usage ==
[[File:Ore UI - Create New World Screen Menu "Behavior Packs" Tab Settings (Bedrock).png|thumb|The behavior packs tab in the Create New World screen.]]
[[File:Ore UI - Create New World Screen Menu "Behavior Packs" Tab Settings (Bedrock).png|thumb|The behavior packs tab in the Create New World screen.]]
Similar to [[Minecraft:resource pack]]s, behavior packs can be created and imported {{in|be}}. Users can download external behavior packs with the {{cd|.mcpack}} [[Minecraft:File extensions|file extension]], if the game's platform allows file import feature. When these files are opened, they are automatically imported into the {{code|behavior_packs}} folder in {{code|[[Minecraft:com.mojang]]}} without accessing the file system. Behavior packs can also be placed manually in the {{code|development_behavior_packs}} folder. Each behavior pack must either be a sub-folder or a {{code|.zip}} file.
Similar to resource packs, behavior packs can be created and imported {{in|be}}. Users can download external behavior packs with the {{cd|.mcpack}} file extension, if the game's platform allows file import feature. When these files are opened, they are automatically imported into the {{code|behavior_packs}} folder in {{code|[[Minecraft:com.mojang]]}} without accessing the file system. Behavior packs can also be placed manually in the {{code|development_behavior_packs}} folder. Each behavior pack must either be a sub-folder or a {{code|.zip}} file.


One or more behavior packs can be applied to a world from the [[Minecraft:Create New World]] and [[Minecraft:Edit World]] screens. These behavior packs will be imported into the world files, and are kept when exporting the world. Players joining a [[Minecraft:multiplayer]] world with behavior packs get an option to download only the required assets from the behavior pack, or all assets. The game loads behavior packs based on the order of the packs on the list. The bottom-most pack loads first, then each pack placed above are loaded sequentially.
One or more behavior packs can be applied to a world from the Create New World and Edit World screens. These behavior packs will be imported into the world files, and are kept when exporting the world. Players joining a [[Minecraft:multiplayer]] world with behavior packs get an option to download only the required assets from the behavior pack, or all assets. The game loads behavior packs based on the order of the packs on the list. The bottom-most pack loads first, then each pack placed above are loaded sequentially.


Custom behavior packs permanently disable [[Minecraft:achievement]] unlocking for the world. Custom behavior packs cannot be applied to worlds on [[Minecraft:Realms]], but worlds uploaded to Realms or [[Minecraft:Bedrock Dedicated Server]] keep the behavior packs applied to the world.
Custom behavior packs permanently disable [[Minecraft:achievement]] unlocking for the world. Custom behavior packs cannot be applied to worlds on [[Minecraft:Realms]], but worlds uploaded to Realms or [[Minecraft:Bedrock Dedicated Server]] keep the behavior packs applied to the world.
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=== Settings ===
=== Settings ===
Behavior packs and resource packs can contain custom settings that affect features in the pack.<ref>{{Cite|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/addons/custompacksettings?view=minecraft-bedrock-stable|title=Creating a Pack with Custom Settings|website=Microsoft Learn|date=August 1, 2025}}</ref> Settings need to be specified in {{Cd|[[Minecraft:manifest.json]]}}, with the options to create an on/off toggle, or a slider with specific values. The settings menu for custom and Marketplace behavior packs can be opened with a button next to the pack button in the edit world screen, and all settings affect the whole world. Custom labels for each setting can be applied, which support text [[Minecraft:Formatting codes|formatting]].
Behavior packs and resource packs can contain custom settings that affect features in the pack.<ref>{{Cite|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/addons/custompacksettings?view=minecraft-bedrock-stable|title=Creating a Pack with Custom Settings|website=Microsoft Learn|date=August 1, 2025}}</ref> Settings need to be specified in {{Cd|[[Minecraft:manifest.json]]}}, with the options to create an on/off toggle, or a slider with specific values. The settings menu for custom and Marketplace behavior packs can be opened with a button next to the pack button in the edit world screen, and all settings affect the whole world. Custom labels for each setting can be applied, which support text formatting.


How each setting affects the behavior pack can be modified with [[Minecraft:scripting]].
How each setting affects the behavior pack can be modified with scripting.


The settings menu can also be used to change the memory tier, which affects the [[Minecraft:Add-on#Sub-packs|sub-packs]] being used.<ref>{{Cite|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/buildingsubpacks?view=minecraft-bedrock-stable|title=Building Sub-Packs|website=Microsoft Learn|date=August 28, 2025}}</ref> The memory tier can be set to any specified value from the device's memory tier and lower. Sub-packs are behavior packs within the root of the behavior pack, with the same directory structure. They can be added to the pack in {{Cd|manifest.json}}.
The settings menu can also be used to change the memory tier, which affects the [[Minecraft:Add-on#Sub-packs|sub-packs]] being used.<ref>{{Cite|url=https://learn.microsoft.com/en-us/minecraft/creator/documents/buildingsubpacks?view=minecraft-bedrock-stable|title=Building Sub-Packs|website=Microsoft Learn|date=August 28, 2025}}</ref> The memory tier can be set to any specified value from the device's memory tier and lower. Sub-packs are behavior packs within the root of the behavior pack, with the same directory structure. They can be added to the pack in {{Cd|manifest.json}}.


=== Marketplace behavior packs ===
=== Marketplace behavior packs ===
[[Minecraft:Add-ons]] and worlds from the [[Minecraft:Marketplace]] often contain or consist entirely of a behavior pack. These packs are stored internally and can't be accessed from {{code|[[Minecraft:com.mojang]]}}. Players can only access Marketplace behavior packs or play on worlds with behavior packs applied when they own the pack, by purchasing it in the Marketplace or by owning the [[Minecraft:Marketplace Pass]]. Which packs a player owns is stored in the online player profile, so behavior packs can only be accessed when signed in. Marketplace packs can be applied the same way as custom resource packs, and also to Realms, but not to worlds in external servers.
Add-ons and worlds from the [[Minecraft:Marketplace]] often contain or consist entirely of a behavior pack. These packs are stored internally and can't be accessed from {{code|[[Minecraft:com.mojang]]}}. Players can only access Marketplace behavior packs or play on worlds with behavior packs applied when they own the pack, by purchasing it in the Marketplace or by owning the [[Minecraft:Marketplace Pass]]. Which packs a player owns is stored in the online player profile, so behavior packs can only be accessed when signed in. Marketplace packs can be applied the same way as custom resource packs, and also to Realms, but not to worlds in external servers.


When a player joins a multiplayer world or Realm with Marketplace packs, the player is offered to download these packs to apply them, even when the player does not own the pack.
When a player joins a multiplayer world or Realm with Marketplace packs, the player is offered to download these packs to apply them, even when the player does not own the pack.
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*** {{File|file|''villager''_trades.json}}
*** {{File|file|''villager''_trades.json}}
** {{File|directory|worldgen}}
** {{File|directory|worldgen}}
*** {{File|directory|[[Minecraft:Processor list|processors]]}}
*** {{File|directory|processors}}
**** {{File|file|''processor''.json}}{{fn|File may be inside a directory.|name=May be inside a directory}}
**** {{File|file|''processor''.json}}{{fn|File may be inside a directory.|name=May be inside a directory}}
*** {{File|directory|[[Minecraft:Structure set|structure_sets]]}}
*** {{File|directory|structure_sets}}
**** {{File|file|''structure_set''.json}}
**** {{File|file|''structure_set''.json}}
*** {{File|directory|[[Minecraft:Jigsaw structure#Config|structures]]}}
*** {{File|directory|structures}}
**** {{File|file|''structure''.json}}
**** {{File|file|''structure''.json}}
*** {{File|directory|[[Minecraft:Template pool|template_pools]]}}
*** {{File|directory|template_pools}}
**** {{File|file|''template_pool''.json}}{{fn|File may be inside a directory.|name=May be inside a directory}}
**** {{File|file|''template_pool''.json}}{{fn|File may be inside a directory.|name=May be inside a directory}}
</div>
</div>
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== Internal behavior packs ==
== Internal behavior packs ==
Most entities, biomes, loot tables, and various things from the base game are defined by the vanilla behavior pack, which is built inside the game itself and can be found at {{Cd|[[Minecraft:Microsoft.MinecraftUWP|''game directory'']]\data\behavior_packs}}. Mojang Studios releases the [https://github.com/Mojang/bedrock-samples Bedrock Add-On Sample Files] with every new [[Minecraft:update]] of ''Bedrock Edition'', which provide the latest vanilla behavior and resource packs from the game.
Most entities, biomes, loot tables, and various things from the base game are defined by the vanilla behavior pack, which is built inside the game itself and can be found at {{Cd|''game directory''\data\behavior_packs}}. Mojang Studios releases the [https://github.com/Mojang/bedrock-samples Bedrock Add-On Sample Files] with every new update of ''Bedrock Edition'', which provide the latest vanilla behavior and resource packs from the game.


Multiple internal behavior packs exist for different situations. Each [[Minecraft:Experiments|experiment]] has its own behavior pack, in addition to ''[[Minecraft:Minecraft Education]]'' features and ''[[Minecraft:Minecraft Preview]]''. Each behavior pack contains the same structure and assets as custom behavior packs, defined for the whole game. Some packs also have an icon or description, which is not visible in-game.
Multiple internal behavior packs exist for different situations. Each experiment has its own behavior pack, in addition to ''[[Minecraft:Minecraft Education]]'' features and ''[[Minecraft:Minecraft Preview]]''. Each behavior pack contains the same structure and assets as custom behavior packs, defined for the whole game. Some packs also have an icon or description, which is not visible in-game.


''Bedrock Editon'' supports {{w|backward compatibility}} for add-ons and old worlds. This is done for the {{Cd|vanilla}} and {{Cd|chemistry}} behavior packs since [[Minecraft:Bedrock Edition 1.14.0|1.14]] and [[Minecraft:Bedrock Edition 1.20.50|1.20.50]] respectively, with the regular behavior pack supporting the latest version before. Each update with changes to features defined in behavior packs has its own behavior pack, with all the features that changed. Some Marketplace add-ons can lock a world in an older version by disabling internal behavior packs from higher versions.
''Bedrock Editon'' supports {{w|backward compatibility}} for add-ons and old worlds. This is done for the {{Cd|vanilla}} and {{Cd|chemistry}} behavior packs since [[Minecraft:Bedrock Edition 1.14.0|1.14]] and [[Minecraft:Bedrock Edition 1.20.50|1.20.50]] respectively, with the regular behavior pack supporting the latest version before. Each update with changes to features defined in behavior packs has its own behavior pack, with all the features that changed. Some Marketplace add-ons can lock a world in an older version by disabling internal behavior packs from higher versions.
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|chemistry
|chemistry
|[[File:Chemistry_Pack_icon.png|width=32x32]]
|[[File:Chemistry_Pack_icon.png|width=32x32]]
|Resources for the "Minecraft Education features" [[Minecraft:World Options#Cheats|cheat setting]]. Includes several features from the [[Minecraft:Chemistry Update]] in ''[[Minecraft:Minecraft Education]]''. Multiple versions of this pack are available to support backwards-compatibility.
|Resources for the "Minecraft Education features" cheat setting. Includes several features from the Chemistry Update in ''[[Minecraft:Minecraft Education]]''. Multiple versions of this pack are available to support backwards-compatibility.
|-
|-
|editor
|editor
|[[File:Editor_pack_icon.png|width=32x32]]
|[[File:Editor_pack_icon.png|width=32x32]]
|Resources for ''[[Minecraft:Bedrock Editor]]'', applied when the Editor is enabled upon launch. Contains five unique [[Minecraft:entities]] exclusive to the Editor, some textures for the GUI, and the main script file which can be customized.
|Resources for ''[[Minecraft:Bedrock Editor]]'', applied when the Editor is enabled upon launch. Contains five unique entities exclusive to the Editor, some textures for the GUI, and the main script file which can be customized.
|-
|-
|experimental_creator_cameras
|experimental_creator_cameras
|Experimental Creator Cameras
|Experimental Creator Cameras
|Contains a camera preset for the "Experimental Creator Cameras" [[Minecraft:Experiments|experiment]].
|Contains a camera preset for the "Experimental Creator Cameras" experiment.
|-
|-
|experimental_vanilla_shapes
|experimental_vanilla_shapes
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|experimental_villager_trade
|experimental_villager_trade
|Villager Trade Rebalancing
|Villager Trade Rebalancing
|Contains trade tables for the [[Minecraft:Villager Trade Rebalancing]] experiment, as well as different loot tables for mineshafts, ancient cities, desert pyramids, jungle pyramids, and pillager outposts.
|Contains trade tables for the Villager Trade Rebalancing experiment, as well as different loot tables for mineshafts, ancient cities, desert pyramids, jungle pyramids, and pillager outposts.
|-
|-
|experimental_y_2026_drop_1
|experimental_y_2026_drop_1
|Drop 1 of 2026<br>Experimental behavior pack for Drop 1 of 2026 content
|Drop 1 of 2026<br>Experimental behavior pack for Drop 1 of 2026 content
|Adds features for the [[Minecraft:Tiny Takeover]], including a [[Minecraft:name tag]] recipe and some changes to baby mobs.
|Adds features for the [[Minecraft:Tiny Takeover]], including a name tag recipe and some changes to baby mobs.
|-
|-
|experimental_y_2026_drop_2
|experimental_y_2026_drop_2
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* [[Minecraft:Mod]]
* [[Minecraft:Mod]]
* [[Minecraft:Commands]]
* [[Minecraft:Commands]]
* [[Minecraft:Data pack]]
* Data pack
* [[Minecraft:Resource pack]]
* Resource pack


== References ==
== References ==
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[[Category:Game customization]]
[[Category:Game customization]]


[[Minecraft:de:Verhaltenspaket]]
de:Verhaltenspaket
[[Minecraft:pt:Pacote de comportamento]]
pt:Pacote de comportamento
[[Minecraft:ru:Пакет поведения]]
ru:Пакет поведения

Revision as of 15:39, 9 April 2026

Template:ForTemplate:Exclusive

The behavior pack system is a data-driven framework used to define behaviors, characteristics, and logic of various things in a Minecraft world.

Overview

Behavior pack serves as the foundational layer for many aspects of the game, dictating entity behaviors,<ref>Template:Citation</ref> loot tables,<ref>Template:Citation</ref> spawn rules,<ref>Template:Citation</ref> Minecraft:item behaviors,<ref>Template:Citation</ref> item recipes,<ref>Template:Citation</ref> biome characteristics,<ref name="biome-component-list">Template:Citation</ref> Minecraft:world generation, and much more. These definitions are written in Minecraft:JSON files, which are organized in multiple folders by their features. This system allows users to override and modify certain features in the base game, or add unique features with their own behavior pack. Behavior packs are often used in conjunction with resource packs as part of an Minecraft:add-on, which enable them to use custom resources, such as models, animations, textures, sounds, and more.

Behavior pack provides a component-based system that makes up most entities in the game by describing their unique properties and behaviors — like health, collision box, movement, mob behaviors, and physics — through multiple components.<ref>Template:Citation</ref> These components are hard coded in the game, but are commonly shared among entities, and can be used extensively to create or modify existing entities in a behavior pack. A similar feature in Java Edition would be entity attributes, but are very limited in terms of features compared to components. The component-based system is also used to define custom items, blocks, and biomes.<ref>Template:Citation</ref><ref>Template:Citation</ref><ref name="biome-component-list" />

Usage

File:Ore UI - Create New World Screen Menu "Behavior Packs" Tab Settings (Bedrock).png
The behavior packs tab in the Create New World screen.

Similar to resource packs, behavior packs can be created and imported Template:In. Users can download external behavior packs with the Template:Cd file extension, if the game's platform allows file import feature. When these files are opened, they are automatically imported into the Template:Code folder in Template:Code without accessing the file system. Behavior packs can also be placed manually in the Template:Code folder. Each behavior pack must either be a sub-folder or a Template:Code file.

One or more behavior packs can be applied to a world from the Create New World and Edit World screens. These behavior packs will be imported into the world files, and are kept when exporting the world. Players joining a Minecraft:multiplayer world with behavior packs get an option to download only the required assets from the behavior pack, or all assets. The game loads behavior packs based on the order of the packs on the list. The bottom-most pack loads first, then each pack placed above are loaded sequentially.

Custom behavior packs permanently disable Minecraft:achievement unlocking for the world. Custom behavior packs cannot be applied to worlds on Minecraft:Realms, but worlds uploaded to Realms or Minecraft:Bedrock Dedicated Server keep the behavior packs applied to the world.

In Bedrock Dedicated Server, behavior packs also can be stored outside of worlds. Packs need to be enabled in the Template:Cd file in a world file.

Behavior packs cannot be edited while the game is active, except for the packs in the Template:Code folder. They will update themselves when joining a world or changing active behavior packs.

Settings

Behavior packs and resource packs can contain custom settings that affect features in the pack.<ref>Template:Cite</ref> Settings need to be specified in Template:Cd, with the options to create an on/off toggle, or a slider with specific values. The settings menu for custom and Marketplace behavior packs can be opened with a button next to the pack button in the edit world screen, and all settings affect the whole world. Custom labels for each setting can be applied, which support text formatting.

How each setting affects the behavior pack can be modified with scripting.

The settings menu can also be used to change the memory tier, which affects the sub-packs being used.<ref>Template:Cite</ref> The memory tier can be set to any specified value from the device's memory tier and lower. Sub-packs are behavior packs within the root of the behavior pack, with the same directory structure. They can be added to the pack in Template:Cd.

Marketplace behavior packs

Add-ons and worlds from the Minecraft:Marketplace often contain or consist entirely of a behavior pack. These packs are stored internally and can't be accessed from Template:Code. Players can only access Marketplace behavior packs or play on worlds with behavior packs applied when they own the pack, by purchasing it in the Marketplace or by owning the Minecraft:Marketplace Pass. Which packs a player owns is stored in the online player profile, so behavior packs can only be accessed when signed in. Marketplace packs can be applied the same way as custom resource packs, and also to Realms, but not to worlds in external servers.

When a player joins a multiplayer world or Realm with Marketplace packs, the player is offered to download these packs to apply them, even when the player does not own the pack.

Marketplace behavior packs update automatically depending on the "Auto Update Unlocked Packs" settings, or can be updated manually from the purchase screen.

Contents

Template:Expand section

Directory structure

Template:Fnlist

Internal behavior packs

Most entities, biomes, loot tables, and various things from the base game are defined by the vanilla behavior pack, which is built inside the game itself and can be found at Template:Cd. Mojang Studios releases the Bedrock Add-On Sample Files with every new update of Bedrock Edition, which provide the latest vanilla behavior and resource packs from the game.

Multiple internal behavior packs exist for different situations. Each experiment has its own behavior pack, in addition to Minecraft:Minecraft Education features and Minecraft:Minecraft Preview. Each behavior pack contains the same structure and assets as custom behavior packs, defined for the whole game. Some packs also have an icon or description, which is not visible in-game.

Bedrock Editon supports Template:W for add-ons and old worlds. This is done for the Template:Cd and Template:Cd behavior packs since 1.14 and 1.20.50 respectively, with the regular behavior pack supporting the latest version before. Each update with changes to features defined in behavior packs has its own behavior pack, with all the features that changed. Some Marketplace add-ons can lock a world in an older version by disabling internal behavior packs from higher versions.

File name Pack icon, name, and description Description
chemistry width=32x32 Resources for the "Minecraft Education features" cheat setting. Includes several features from the Chemistry Update in Minecraft:Minecraft Education. Multiple versions of this pack are available to support backwards-compatibility.
editor width=32x32 Resources for Minecraft:Bedrock Editor, applied when the Editor is enabled upon launch. Contains five unique entities exclusive to the Editor, some textures for the GUI, and the main script file which can be customized.
experimental_creator_cameras Experimental Creator Cameras Contains a camera preset for the "Experimental Creator Cameras" experiment.
experimental_vanilla_shapes Vanilla Voxel Shapes

Experimental behavior pack for vanilla voxel shapes

Contains vanilla voxel shapes for the experiment, at this point nothing.
experimental_villager_trade Villager Trade Rebalancing Contains trade tables for the Villager Trade Rebalancing experiment, as well as different loot tables for mineshafts, ancient cities, desert pyramids, jungle pyramids, and pillager outposts.
experimental_y_2026_drop_1 Drop 1 of 2026
Experimental behavior pack for Drop 1 of 2026 content
Adds features for the Minecraft:Tiny Takeover, including a name tag recipe and some changes to baby mobs.
experimental_y_2026_drop_2 Drop 2 of 2026
Experimental behavior pack for Drop 2 of 2026 content
Adds features for Chaos Cubed, including the sulfur caves, sulfur cube, Minecraft:cinnabar, and Minecraft:sulfur.
server_editor_library width=32x32 Server Editor Library

Library for building server driven Editor UI

Contains scripts for the Editor when used on Minecraft:Bedrock Dedicated Server.
server_library width=32x32 @minecraft/server TS Library

A BP containing all the @minecraft/server typescript code.

Contains typescript code for the Editor. Only available in Minecraft Preview.
server_ui_library width=32x32 @minecraft/server-ui TS Library

A BP containing all the @minecraft/server-ui typescript code.

Contains scripts for the UI in the Editor. Only available in Minecraft Preview.
vanilla width=32x32 All resources for the default Minecraft game. Multiple versions of this pack are available to support backwards-compatibility.

Videos

Tutorials from the official Minecraft Creator ChannelTemplate:YtTemplate:YtTemplate:YtTemplate:YtTemplate:YtTemplate:Yt

History

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See also

References

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External links

Official documentation

Official tutorials

Tools and libraries

Unofficial resources

Templates

Navigation

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