Bedrock Wiki
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Beginner's Guide
  • Guide
    • 1. Introduction
      guide
    • 2. Add-Ons Explained
    • 3. Software & Preparation
    • 4. Project Setup
    • 5. Create a Custom Item
    • 6. Create a Custom Entity
    • 7. Blockbench: Modeling, Texturing & Animating
    • 8. Adding a Loot Table, Spawn Rule & Crafting Recipe
  • Extra
    • a. Understanding JSON
    • b. Download Example Packs
    • c. Troubleshooting
      help
    • d. Advanced Manifest
    • e. Format Versions
    • f. Project Setup Android
Animation Controllers
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    guide
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Blocks
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      guide
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      help
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      help
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      guide
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    • Custom Crafter
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      function
Concepts
  • contents.json
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Documentation
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Entities
  • General
    • Intro to Entities BP
      guide
    • Intro to Entities RP
      guide
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      help
    • Entity Events
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      Scripts
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  • Documentation
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Items
  • General
    • Intro to Items
      guide
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      Scripts
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      help
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      help
  • Tutorials
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      Scripts
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  • Documentation
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    • Vanilla Usage Components
JSON UI
  • General
    • Intro to JSON UI
      guide
    • Best Practices
      guide
  • Tutorials
    • Adding HUD Elements
    • Aseprite Animations
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    • Modifying Server Forms
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    • String to Number
  • Documentation
    • JSON UI Documentation
Loot, Recipes & Trading
  • General
    • Trading Behavior
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    • Loot Tables
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    • Item Functions
  • Tutorials
    • Randomized Structure Loot
Meta
  • Add-On Performance
  • Style Guide
  • Useful Links
  • Using Schemas
  • Version Control
  • Q&A
    • Blocks and Items Q&A 2024/08/30
    • Deferred Technical Preview Q&A 2024/02/23
    • GameTest Q&A 2021/08/06
    • Scripting and Editor Q&A 2023/09/22
    • World Generation Q&A 2024/11/15
NBT
  • General
    • .mcstructure
  • Tutorials
    • Experiments in Minecraft Education
    • Extending Structure Limits
  • NBT in Depth
    • About NBT (Named Binary Tag)
    • NBT Libraries
    • Reading NBT Example
Particles
  • General
    • Intro to Particles
      guide
  • Tutorials
    • Disabling Particles
  • Documentation
    • Vanilla Particles
Scripting
  • General
    • Intro to Scripting
    • What is Script API?
    • API Modules
  • Tutorials
    • Block Placement Prevention
    • GameTests
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  • Documentation
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    • TypeScript
Servers
  • Software
    • Bedrock Server Software
  • Protocols
    • Bedrock Protocol
    • NetherNet Protocol
    • RakNet Protocol
Visuals
  • General
    • Introduction to Entity Visuals
      guide
    • Bedrock Modeling
    • Custom Death Animations
    • Effects in Animations
    • Material Creations
    • Materials
    • Math-Based Animations
    • Skin Packs
  • Tutorials
    • Entity Texture Animation
    • Glowing Entity Texture
    • Hurt Animations
    • Leash Position
    • Player Geometry
    • Remove Entity Shadows
    • Retexturing Spawn Eggs
  • Ideas
    • Structure Presentation
World Generation
  • General
    • Intro to World Generation
      guide
    • Biomes
      guide
    • Feature Types
    • Jigsaw Structures
  • Tutorials
    • Block Conditions for Features
    • Generating Custom Ores
    • Generating Custom Structures
    • Generating Patches
    • Heightmap Noise
  • Documentation
    • Biome Tags

Namespaces

Namespaces
  • Picking a namespace
  • Where to use namespaces?
  • Where NOT to use namespaces.

Namespaces are identifiers that mark content ownership. You can think of them as folders. Namespaces are helpful because they keep naming conflicts from happening.

Namespaces in add-on creation can essentially be thought of as "the part to the left of the colon". For example, minecraft is the namespace of minecraft:zombie. The general form is namespace:name.

As a concrete example of why namespaces are helpful, let's imagine you create a new Mob. You name it minecraft:shark, not aware that you should create your own namespace for custom content. Next year, Mojang decides to add sharks into the game! Now there is a naming conflict since there are two definitions of minecraft:shark. Your add-on will break.

If you had instead used your_namespace:shark, the naming conflict wouldn't have happened.

Picking a namespace ​

A suitable namespace is unique to you. Something like mob or cars or content or custom would be a bad namespace since another developer might come up with the same namespace as you.

A suitable namespace is short. You will be writing your namespace a LOT, so the shorter, the better. george_carlin_the_comedian would be a lousy namespace for this reason.

For personal projects, I recommend a convenient version of your player name, and for commercial projects, I recommend a suitable version of the company name.

Some good examples:

  • gcarlin
  • sirlich
  • cubeworld
  • bworks

DO NOT USE minecraft or minecon as a namespace unless editing a vanilla file. Not only is it a terrible idea, but Minecraft reserves these, and it won't even work.

Where to use namespaces? ​

In short, you should use namespaces as often as you can.

For starters, you should use a namespace when adding custom entities to the game.

sirlich:shark is much better than shark.

It would be best if you also used namespaces for components and events. Just like Mojang uses minecraft:pig_saddled you should use namespace:my_mob_event, and namespace:my_component_group.

It would be best if you also used namespaces in animation controllers, render controllers, and animations.

For example: controller.animation.namespace.entity_name.action is better than controller.animation.my_action.

Where NOT to use namespaces. ​

The actual file structure does not need namespaces.

animations/namespace/my_entity/animation is more confusing than animations/my_entity/animation.

  • Note: The following folders are exceptions: functions, structures, loot_tables, trade_tables, sounds, and textures.
    • Using a namespace in these folders is recommended to prevent conflicts with other packs.
    • Example: BP/functions/namespace/test.mcfunction

Contributors

Edit Namespaces on GitHub

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