On a Bedrock Dedicated Server, copying a .mcpack or .mcaddon file is not enough. Stop the server, extract the archive so manifest.json is directly inside the behavior-pack folder, copy that folder into the correct behavior_packs directory, then register the manifest UUID and version in the active world’s world_behavior_packs.json. Restart the server and test the pack in the world named by level-name in server.properties.
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What you need before installing a pack
This procedure is for a self-hosted Minecraft Bedrock Dedicated Server. The official Bedrock server documentation covers Windows and Ubuntu Linux; Microsoft states that Ubuntu is the only officially supported Linux distribution for Bedrock Dedicated Server. Read the current setup guide at Microsoft Learn’s Bedrock Dedicated Server documentation.
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- An extracted official Bedrock Dedicated Server installation in an empty directory.
- Permission to stop the process and edit files in the server directory.
- The behavior-pack archive supplied by the add-on creator.
- A full backup of the active world and its JSON configuration files.
- A text editor that does not silently add rich-text formatting or change file extensions.
If the server has never run, extract the official server ZIP, launch it once, and accept the EULA when prompted. The first launch creates the standard folders, including behavior_packs, resource_packs, worlds, and configuration directories. The default Bedrock server ports documented by Microsoft are UDP 19132 for IPv4 and UDP 19133 for IPv6; those networking settings are separate from pack installation.
How do I install a behavior pack on a Bedrock server?
- Identify the world the server actually runs. Open
server.propertiesand read the value afterlevel-name=. The matching directory underworlds/is the target world. Do not assume it is the most recently created folder. - Stop the server cleanly. Use the server console’s normal stop command or your service manager, then wait until the process has exited. Never replace pack files while the world is being saved.
- Back up the world and configuration. Copy the entire target world folder and any existing
world_behavior_packs.jsonandworld_resource_packs.jsonfiles to a separate location. A backup lets you remove a broken pack without reconstructing the world. - Extract the archive. Open the
.mcpackor.mcaddonwith an archive utility. These extensions are import/archive formats, not folders that the dedicated server reads directly. Keep the complete behavior-pack directory together and verify that its first level containsmanifest.json. - Copy the behavior-pack directory. Use the shared server directory,
<server>/behavior_packs/, when the pack should be available to multiple worlds. Use<server>/worlds/<active-world>/behavior_packs/when it should apply only to that world. Microsoft describes the shared location as the place for “behavior packs shared across all worlds on the server”; packs inside a world folder are available only while that world is running on the server (Microsoft Learn). - Read the manifest. Open the copied pack’s
manifest.json. Record the header UUID (the pack ID) and the complete version array, such as[1, 0, 0]. The directory name is only a label; it is not a substitute for the UUID. - Register the pack for the world. In the active world directory, create or edit
world_behavior_packs.jsonas a JSON array. Add an object containing the manifest UUID aspack_idand the exact manifest version:
[
{
"pack_id": "UUID-FROM-MANIFEST",
"version": [1, 0, 0]
}
]
If the file already contains other objects, retain them and add the new object separated by a comma. JSON is strict: use double quotes, no trailing comma, and matching brackets. The version in this file must match the manifest exactly.
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- Install the resource half if one is supplied. Many add-ons contain both gameplay data and client-facing assets. Put the extracted resource-pack directory in the corresponding shared or world-level
resource_packs/directory, read its manifest, and register it inworld_resource_packs.jsonusing the same array format. A behavior pack can load while its textures, sounds, or models remain missing if you install only one half. - Start and verify. Launch the server, watch the console for manifest, UUID, dependency, or script errors, join the world named by
level-name, and perform one action the pack is supposed to change. For example, test a custom recipe, entity behavior, loot table, or rule rather than relying only on the absence of an error.
Behavior packs, resource packs, and installation scope
Bedrock separates gameplay logic from client presentation. A behavior pack can change entities, recipes, loot, spawning, or rules. A resource pack supplies models, textures, sounds, UI elements, and other assets seen by clients. Minecraft Help treats them as separate Add-On categories (Minecraft Help).
| Component | Shared location | World-only location | Activation file | Typical role |
|---|---|---|---|---|
| Behavior pack | <server>/behavior_packs/ |
<server>/worlds/<world>/behavior_packs/ |
world_behavior_packs.json |
Gameplay data and rules |
| Resource pack | <server>/resource_packs/ |
<server>/worlds/<world>/resource_packs/ |
world_resource_packs.json |
Textures, models, sounds, and other client assets |
Choose one scope deliberately. A pack in the top-level directory can be referenced by any world on that server, while a pack stored in a world directory is scoped to that world. Microsoft’s guide explicitly notes that packs installed in a world folder are available only when that world is running on the server.
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Extracting .mcpack and .mcaddon files correctly
Check for an extra nested folder
Archive utilities sometimes create MyPack/MyPack/manifest.json. The server needs MyPack/manifest.json at the pack folder’s top level. If you see a second directory before manifest.json, move the inner pack folder up one level and copy that complete folder instead.
Separate behavior and resource content
A combined .mcaddon may contain two directories, each with its own manifest. Identify which manifest describes a behavior module and which describes a resource module, then place each directory under the matching server folder. Do not merge their files into one directory; their module types and UUIDs are distinct.
Preserve the pack’s internal files
Copy the entire directory, including subdirectories for entities, recipes, functions, scripts, textures, and dependencies. Renaming individual files or moving only the manifest breaks the relative paths referenced by the pack.
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Reading manifest.json without guessing
The header section is authoritative for activation. A typical behavior manifest contains a UUID and a three-number version array. Use the UUID from the header’s pack identifier and copy every version number in order. Do not use a module UUID unless the documentation for that pack specifically tells you to; world_behavior_packs.json registers the pack ID.
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- The folder you copied contains the manifest you inspected.
- The
pack_idinworld_behavior_packs.jsonmatches the manifest UUID character for character. - The version array in the activation file is identical to the manifest version, including all three numbers.
If the pack declares dependencies, leave the dependency modules and their manifests intact. A missing dependency can prevent the behavior pack from loading even when its own UUID is correct.
Script-enabled behavior packs
Some behavior packs include JavaScript or other script modules. These can require additional server permissions and can be sensitive to the Bedrock server and scripting API version. Microsoft documents server scripting permissions in config/default/permissions.json and describes per-module UUID directories under config in its Bedrock Dedicated Server scripting documentation.
Do not grant broad permissions as a first troubleshooting step. Back up the config directory, check the pack creator’s required module permissions, and apply only the entries needed for that module. Experimental APIs can change with server releases, so confirm that the pack targets the server build you are running before altering permissions.
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Preflight checks that prevent most failed installs
Before copying anything, make a short record of the server build, the exact level-name value, and the pack’s header UUID and version. This gives you a baseline when several worlds or add-ons are present. Keep the archive itself as well as the extracted folder; the archive is useful for a clean re-extraction if files are accidentally edited.
- Confirm the destination. The server root is the directory containing
server.properties,worlds, and the top-level pack directories. Do not place a pack beside the server root or inside an unrelated client installation. - Confirm the scope. Shared packs still need to be listed in each world’s activation JSON. A top-level folder makes the files available; it does not automatically turn the pack on in every world.
- Confirm both halves. If the creator supplies behavior and resource folders, copy both before testing. Their manifests, UUIDs, and activation files are separate.
- Confirm a rollback. Keep the stopped server’s backup outside the live directory so a failed update cannot overwrite your only restore copy.
These checks are especially important on a server hosting more than one world. A world-specific folder is convenient for a test world, while a shared folder avoids duplicate files when the same add-on is deliberately used across worlds. In either case, the active world’s JSON file remains the final activation list.
Why is my behavior pack in the folder but not active?
| Symptom | Likely cause | What to check |
|---|---|---|
| No effect in game and no obvious error | The pack was copied but never registered | Open the active world’s world_behavior_packs.json and add the manifest UUID and version. |
| Server reports a missing manifest | The directory is nested too deeply, incomplete, or points to the wrong folder | Confirm that manifest.json is directly inside the copied pack directory and that the full folder was extracted. |
| Pack appears in one world but not another | It is installed at world scope | Move or copy it to the top-level behavior_packs/ directory if it must be shared, then register it in each world that should use it. |
| Changes occur in the wrong world | The wrong world directory was edited | Compare the folder name with level-name in server.properties, including spaces and capitalization. |
| UUID or pack-registration error | The activation entry does not match the manifest | Re-copy the header UUID and version array; do not type the folder name in pack_id. |
| Textures or sounds are missing | Only the behavior half was installed | Install and register the matching resource pack in resource_packs/ and world_resource_packs.json. |
| JSON parsing error at startup | Malformed activation file | Check commas, quotation marks, brackets, and duplicate edits. Restore the backup if necessary and add entries one at a time. |
| Script errors or disabled features | Missing permissions or incompatible scripting API | Review config/default/permissions.json, module UUID directories, and the pack’s required server/API version. |
| Old behavior persists after replacing files | The server was still running during the change or the wrong copy was replaced | Stop the process completely, verify the active world and pack path, replace the folder, and restart. |
Self-hosting versus managed Bedrock hosting
Self-hosting gives you direct access to the pack folders, activation JSON, console output, and backups, but you are responsible for every file operation and for matching the server version to the pack. A managed host can reduce operating-system maintenance, yet the practical question is whether its control panel or support team exposes the files and settings an add-on needs.
| Decision point | Questions to ask before choosing managed hosting |
|---|---|
| File and JSON access | Can you upload extracted folders and edit world_behavior_packs.json and world_resource_packs.json directly? |
| Custom-pack support | Are custom behavior, resource, and script packs allowed, or only a fixed catalog? |
| Backups and restore | Can you download a complete world backup and restore individual configuration files? |
| Version compatibility | How quickly is the Bedrock server version updated, and can you remain on a compatible build when a pack requires it? |
| Logs and console | Can you see startup errors, dependency failures, and script permission messages? |
| Capacity and latency | Do the plan’s player limits, memory allocation, and data-center location fit the world? |
| Total recurring cost | Include storage, backup retention, extra player capacity, and any fees for file access rather than comparing headline prices alone. |
Ask the host for its current answers; support for custom packs and scripts varies by provider and can change independently of Minecraft’s documentation.
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Update
- Stop the server and make a fresh backup of the world, pack folder, and activation JSON.
- Read the replacement manifest and note whether its UUID or version changed.
- Replace the old pack directory rather than mixing files from two releases.
- Update the corresponding object in
world_behavior_packs.jsonwhen the version changes. If the UUID changed, replace the old object with the new pack ID. - Update the resource half at the same time when the add-on supplies one, then restart and test a feature that changed in the release.
Remove
- Stop the server and back up the world before editing activation files.
- Delete the pack’s object from
world_behavior_packs.json, preserving valid commas and brackets. - Remove the matching folder from the shared or world-level
behavior_packs/directory only after the registration entry is gone. - Remove the associated resource registration and folder if the add-on used both components.
- Restart and inspect the console. If the world contains content that depends on the pack, restore the backup rather than repeatedly deleting files.
Important distinctions from client and Realm instructions
Instructions that say to open Minecraft’s Settings, select a world, or import an add-on through the client describe the client or Realms workflow. A self-hosted Dedicated Server does not activate an archive through those menus. Its workflow is file based: extract the pack, place its folders on the server, and register the pack in the world’s activation JSON.
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The reliable test is therefore server-side. Confirm the active world directory, confirm the manifest values, watch the server console during startup, and then test in-game with a client connected to that same world.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Operational checklist for future pack changes
- Write down the active
level-nameand stop the server. - Archive the world, activation JSON files, pack folders, and scripting configuration.
- Extract the new download into a temporary location and inspect every manifest.
- Copy behavior and resource folders without merging their contents.
- Compare UUIDs and versions before editing either activation array.
- Validate JSON syntax, restart, and read the complete startup log.
- Test a visible feature and keep the backup until players have confirmed the update.
Following the same sequence for every install, update, and removal makes failures reversible and prevents a pack intended for one world from silently affecting another.
Frequently Asked Questions
Where do I put a .mcpack or .mcaddon on a Bedrock Dedicated Server?
Extract it first. Put the complete behavior folder, with manifest.json at its top level, in the server’s shared behavior_packs/ directory or the target world’s behavior_packs/ directory. A combined add-on may also provide a separate resource folder for resource_packs/.
Do I need to edit world_behavior_packs.json?
Yes. Copying a folder only makes its files available. Register the header UUID and exact version from manifest.json in the active world’s world_behavior_packs.json array, then restart.
Which world is the active world?
Read level-name in server.properties. The matching directory under worlds/ is the world whose activation files control the running server.
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Why is my behavior pack in the folder but not active?
Usually it is not registered, the wrong world folder was edited, or the manifest is nested one directory too deeply. Check the activation UUID and version, the level-name, and the location of manifest.json.
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Place it in the top-level behavior_packs/ directory, which is shared across worlds, and add its manifest entry to each world that should activate it. A folder inside one world is available only while that world runs.
Why are the pack’s textures or sounds missing?
The add-on likely includes a resource pack that was not installed or registered. Copy that resource folder to the matching shared or world-level directory and add its manifest values to world_resource_packs.json.
What should I do when a script pack fails?
Check the server and scripting API versions, the startup log, config/default/permissions.json, and any per-module UUID configuration required by the pack. Back up the configuration before changing permissions.
Is the client import method the same as the Dedicated Server method?
No. Client and Realm instructions use Minecraft menus. A self-hosted Dedicated Server requires extracted folders, server-side activation JSON files, a clean restart, and console verification.
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The Bottom Line
For a Bedrock Dedicated Server, installation has three separate parts: extract the archive correctly, copy each behavior or resource folder to the intended shared or world-level directory, and register the manifest UUID and version in the active world’s JSON file. Stop the server before changes, keep a rollback backup, and verify the result from the console and inside the world named by level-name.
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