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Style Guide

Table of contents
  1. Style Guide
    1. Folder Structure
    2. Identifiers
    3. File and Folder names
    4. Namespaces
    5. Sub-indexing
    6. Groups and Events should complement each other
    7. Short-Names should be Generic
    8. Functions should be nested
    9. Group animations files when possible
    10. Split textures by path, not name
    11. .lang File Comments
    12. Acronyms when discussing

This document will present the officially supported Bedrock-Wiki style-guide for addon-creation. The goal of this guide is to promote best-practices while creating addons, and create a consistent format for everyone to follow.

The style-guide is a living, breathing document, which will evolve as addon-creation evolves. Please get in touch if you think something needs to be updated ot changed.

Folder Structure

  • No spaces in your file paths. use_underscores.
  • No CAPITALS in your identifiers, file names, or folder names, except at the top level.
  • The total character-length of any path must not exceed 80 characters (console limitation).
  • Content folders should use consistent pluralization: Don’t mix and match.


Do not use identifiers that begin with a number, and especially don’t use an identifier that is only a number. This applies to entities, component_groups, events, and anything else that takes a namespace:name pair.

File and Folder names

Concept Example Identifier
Behavior Pack dragons_BP
Resource Pack dragons_RP
Geometry dragon.geo.json
Animation dragon.animation.json
Animation Controller
RP Entity dragon.entity.rp.json
BP Entity dragon.entity.bp.json
BP Item dragon_tooth.item.bp.json
RP Item dragon_tooth.item.rp.json
Render Controller dragon.render.json
Loot Table dragon.loot.json
Dragon Saddle dragon_saddle.recipe.json
Spawn Rules dragon.spawn.json
Trade Table
Particles dragon_magic.particle.json
Texture dragon.png


A good namespace should be completely unique to you, or your team. 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.

minecraft and minecon are reserved. Don’t use these.

For personal projects, use a convenient version of your player name, and for team projects, use a convenient version of your team name.

When multiple developers work a project together, the namespace should always be shared. If credit is required, use sub-indexing: sapphire.sirlich:dragon

Where to use name-spaces:

  • entities
  • particles
  • component-groups
  • events

When not to use name-spaces:

  • do not include your name-space in any folder path or file-name


Sub indexing is the use of . to separate chained concepts. Sub-indexing should go in descending order from big to small:

✔️ animation.controller.dragon.flying.taking_off


When using sub-indexing, use _ as a space, not another ..

✔️ animation.controller.dragon.flying.taking_off

You can use sub-indexing in your entities: sirlich:dragon.drake

Groups and Events should complement each other

Group Event
sirlich:wild ✔️ sirlich:become_wild
sirlich:wild ❌ sirlich:wild
sirlich:tame ✔️ sirlich:on_tame
sirlich:tame ❌ sirlich:tame

Short-Names should be Generic

Short-names are file-specific identifiers, which are used to map between an identifier and a pretty name. They are extremely useful, because they allow us to re-use animation controllers, and render controllers. For this reason, your short-names should be generic.

✔️ "sit": "animation.dragon.sit"

"dragon_sitting": "animation.dragon.sit"

When we make short-names of this form, we can use a generic “sit” animation controller for all of them, since we can use the sit short-name to play the sit animation.

Functions should be nested

✔️ function teleport/zone/hell

function teleport_hellzone

Group animations files when possible


	"format_version": "1.8.0",
	"animations": {
		"animation.dragon.sit": {...},
    "": {...},
		"animation.dragon.roar": {...},

Split textures by path, not name

✔️ textures/dragon/red


✔️ textures/npc/dragon_hunter/archer

textures npc/dragon_hunter_archer

.lang File Comments

Comments intended for the localizer should always be in-line, in the following format:

the.key=The string<\t>## Comment, intended for the one localizing

<\t> represents a tab-character.

Own-line comments can be used for organizational purposes, but should not store localization-critical information.

Acronyms when discussing

Acronym Concept
BP Behavior Pack
RP Resource pack
VRP Vanilla Resource Pack
VBP Vanilla Behavior Pack
AC Animation Controller
RPAC Resource Pack Animation Controller
BPAC Behavior Pack Animation Controller
BB Blockbench
BDS Bedrock Dedicated Server
FPV First Person View