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You can make a custom Minecraft mob in Bedrock Edition with the Entity Wizard or by building Add-On packs yourself. A new entity needs both a behavior pack, which defines what it does, and a resource pack, which defines how it looks. These instructions are for Bedrock; Java Edition uses a different modding workflow.
Choose how to create your mob
| Approach | Best for | What you do |
|---|---|---|
| Entity Wizard | Beginners who want a guided start | Choose an appearance and behavior, then export packs. You can use a model already open in Blockbench. See Microsoft’s Entity Wizard guide. |
| Hand-authored packs | Creators who want direct control | Create and connect the behavior and resource pack files yourself, following Microsoft’s new entity guide. |
The Entity Wizard guide recommends pairing behavior from the same mob as the selected appearance to reduce conflicts. Treat this as a practical starting point, not a guarantee that every combination will work.
What makes a custom mob
Behavior pack: what it does
The behavior pack contains the entity’s game-side definition and components. These modular pieces can set traits such as health, movement, interaction, and AI. AI components can make a mob stroll, look at players, choose an attack target, attack, or follow an owner. Add only the components and goals your design needs; Microsoft documents these in its Entity Behavior (AI) Components reference.
Resource pack: how it looks and sounds
The resource pack holds the client entity definition and visual assets, such as the model, texture, animation, and sounds. Its client entity definition connects those assets to the entity. Microsoft’s resource-pack guide explains the role of resource-pack content.
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For a genuinely new entity, you need both packs: game-side behavior alone does not supply the custom appearance, and visual assets alone do not define its gameplay behavior.
Create a new entity with hand-authored packs
- Choose an identifier. Give the mob a unique namespaced identifier, such as
myproject:crystal_guard. Use your own namespace rather thanminecraft, and keep the identifier identical in the behavior-side entity definition and the resource pack’s client entity definition. Microsoft’s example usessample:robot. - Define behavior. Add the entity definition and the components needed for its health, movement, interactions, and AI to the behavior pack. Microsoft’s behavior-pack introduction covers the pack’s purpose and setup.
- Define the client entity and assets. In the resource pack, create the client entity definition and connect it to the model, texture, animations, and sounds you want to use.
- Check format versions and pack setup. JSON format versions must be appropriate for the target game version. Microsoft identifies incorrect format versions as a frequent source of errors; consult the current creator documentation for the version you are targeting. The Minecraft: Bedrock Edition Creator Documentation indexes the relevant entity, pack, tool, and JSON references.
- Put the packs in your world and activate them. Export or install the packs, then activate the behavior pack in the target world’s settings. With the Entity Wizard workflow, the connected resource pack is activated with it.
- Spawn and test the mob. The Entity Wizard guide says a custom entity can usually be spawned with a spawn egg; its exported
.mcaddonfile is another installation route. Test in the Bedrock version you intend to use and check that both packs are active.
Use the Entity Wizard for a guided first mob
- Follow Microsoft’s Getting Started with Minecraft Entity Wizard guide to select an appearance and behavior.
- Choose an available appearance or a model already open in Blockbench, then export the packs using the wizard’s workflow.
- Activate the behavior pack in the world settings; the associated resource pack is enabled with it.
- Spawn the entity, commonly with its spawn egg. After export, edit the model in Blockbench; use a code editor to change behavior and other code-based details.
Custom mob or modified vanilla mob?
If your goal is only to change an existing mob’s appearance or behavior, modifying that vanilla entity may be a smaller project. A new entity type gives you a separate mob definition and calls for both pack sides to be linked under your custom identifier. Microsoft’s entity guide distinguishes creating new entity types from modifying existing ones; decide which outcome you actually need before building.
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When the mob does not appear or behave correctly
- It does not load: confirm the behavior and resource packs are installed and activated for the target world.
- Its appearance is missing or wrong: check the identifier and client entity definition, then verify that the model and other visual assets are connected in the resource pack.
- It appears but does not behave as intended: review the behavior-side definition and the components or AI goals you added.
- A file is rejected or the entity fails to work: verify JSON syntax, file setup, and format versions against the documentation for your target game version.
These checks address common setup points, but they are not a complete diagnosis for every pack or game error.
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- For even more ways to play and display, the pixelated character figures are posable with movable joints!
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