Skip to main content

Accessing Minecraft: EE code in your file app

Comments

3 comments

  • Dani Noble
    Moderator Beacon of Knowledge Super Star

    Hi Aleksander Bolton

    I'm assuming you want to create your own .mcaddon packs and introduce things like custom blocks, items and entities? 

    I've wrote a blog on getting started along this development path with Minecraft Education/Bedrock. 

    Hopefully this helps, and if you have any further questions, don't hesitate to ask. 

    0
  • Aleksander Bolton

    Wow Dani Noble! This is amazing! I do have a question though, what do you recommend to do to start off making .mcaddon's?

    Thanks!

    0
  • Dani Noble
    Moderator Beacon of Knowledge Super Star

    Good question! 

    Typically, I suggest starting with something a bit easier, like re-skinning an existing entity. Use Blockbench, as it creates the base resource and behavior packs for you, so no extra work trying to figure out what the absolutely essential files are. You want to make sure you add the Entity Wizard addon (it makes this whole process so much easier!) If you decide to develop for Education edition, switch the preferences to save the packs to the Education development folders. 

    These folders allow you to make changes to the packs, and see the changes in Minecraft without having to constantly re-pack a .mcaddon. When you're finished making your changes, I've got a video on my YouTube channel that explains how to merge both packs into a .mcaddon (if you export a world and it only has the development folders attached to it, the packs don't export with it. You need to import the finished packaged .mcaddon and add it to the world). 

    After you've got a handle on texturing, I'd suggest trying your hand at altering the modeling of the entity and building from there. 

    Sorry, I went on a bit long on that response! If you have more questions, feel free to ask them here, but you can also connect with me on the Facebook Minecraft Education Teachers Lounge. 

    0

Please sign in to leave a comment.