Get ready to optimize your inventory, because bundles are making a comeback! We first introduced this inventory space-saving item back in 2020, and now we've renewed work on them. The newest iteration of bundles makes it easier for you to choose which stacks to remove, and lets you hover over the bundle to add, view or withdraw items.
We want to implement bundles later this year, and need your help with testing. Try out bundles for the first time today in Bedrock Edition preview/beta & Java Edition snapshot and share your feedback here!
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Bundles are great, but I feel like they could use 2 good additions:
- They should be able to hold multiples of unstackable items. Maybe not 64 obviously, but I feel like it would be very useful to stack 4-6 items that can't normally be stacked. Imagine putting a few extra potions together, or having a bag to hold spare tools.
- You should be able to dye them any of the normal dye colors.
It’s great that work on the bundle has resumed.I appreciate the new control scheme and how you can scroll through the Bundle contents.But the UI of the Bundle just doesn't fit with any other UI in the game. It looks out of Place. I think something more like the first iteration would be much more fitting.I look forward to more bundle related developments and hope that this great feature might one day be part of the game.Registered User commentedComment actions Permalink- Edited
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I agree with the community consensus that Bundles while great in their current form, do need some improvements to better address the inventory problem. What if we could enchant bundles to increase their storage capacity?
For example: Imagine if we had an enchantment called Bulking (the name is a work in progress). Level 1 bumps the bundle’s total capacity from 64 to 128. And Level 2 bumps it from 128 to 256. This enchantment can also increase the number of non stackable items that the bundle can carry. 5 at Level 1, and 10 at Level 2.
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Finally! One thing though, I'm really not a fan of the new crafting recepie. I felt like the last one made rabbits actually useful somehow and though I understand they were hard to hit at times it made for a fun little challange that made bundles a thing you have 1-6 at a time and not something you can make in hundreds. I'd love it if we got back the recepie that requires rabbit skin, though maybe like only 3 and 1 string, to make it slightly cheeper and yet still fun to collect?
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Bundles are great for inventory management in their current state. But what would make them even better is if you could see the storage meter in the hot bar even when the inventory is closed (similar to the way the durability bar is displayed). It could look like this:
Thanks for the bundle! If comes the way it is into the game, I'm happy!
These things would make the bundle even better:
- always show seven items when the bundle has more then 8
- make it dyablePlease change the bundle recipe back to its original form
In the latest snapshot, the bundles were changed from being crafted from six rabbit hide and two string to one leather and one string. I think this change unnecessary, as bundles previously gave rabbit hide its first real use (since you need four for one leather, it’s easier to just get leather from cows). I don’t think making the bundle easier to craft in general is an issue, the item is not overpowered in any way, but I think the recipe including rabbit hide was a good idea that should not have been scrapped.
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Idea: Maybe you could craft it with either 1 leather or 1 rabbit hide. Making it cheaper using rabbit hide would give it a more obvious use. Or rabbits could drop 0-2 hides by default instead of 0-1.
It would be good if the bundle had 'pages', and you could scroll through them - once you got to the end of one, the next page would appear, continuing the next 8 items, scrolling back would being you back to the last page. There would be a small tip as to on which page you are on.
But otherwise the bundle is awesome. (Maybe it could be crafted with rabbit hide since it still has no use)As someone that builds automated storage systems I would love to have a way to automatically empty a bundle.Maybe the dispenser could drop items from a non-empty bundle, dropping the bundle itself if empty.One leather and string is a little easy, isn't it? I thought the old bundle recipe was great because it gave a use to both rabbit hide and rabbits. I always figured the best way to make them a little easier to get was just to have the Wandering Trader sell rabbit hide. That is what the trader is for, right? To get items you might not otherwise be able to get? Or you could find it in dungeons.
That aside, I love the bundle changes! Being able to scroll through the items was an inspired idea. I've been playing around with them a lot and its incredible how much one or two bundles make a huge difference ever since the Raw Ores got implemented.
Contrary to the other ones, I like the crafting recipe. I also think that rabbit hide needs a use but 6 rabbit hides were so difficult to get. I would prefer 1 rabbit hide but I would prefer 1 leather over 6 rabbit hide
Bundles are back! Yay!
I like how you can scroll through and select the first 7 items in the bundle, but what if you added a scroll bar to the interface so you could select any item in the bundle? I know that might be a bit hard to do on Bedrock, but imagine you have a bundle full of (at worst case 64) lots of different items, and you want to get the item at "the bottom" of the bundle. You would have to take out a lot of items in order to grab the one at the end. I know you could just dump the contents on the ground, but it gets a bit messy if you're throwing more than 36 unique items on the ground, since your inventory will fill up, and you will have to throw more items on the ground to find the item in the bottom of the bundle.
As a side note, I would also love it if advanced tooltips showed the fullness bar with a number on it as before (like 22/64). I liked seeing how much room was left in the bundle.
Either way, I love the bundle changes so far, keep it up!
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I feel like the bundles should be able to be modified in the anvil with options to hide what’s inside, dye it, increase space, (my item idea) where you can find something in the ancient city that you can add to a bundle to make it not despawn on death
Bonus idea: add a gold string found in bastions and triples the size of the bundle contents
Please make a gamerule so that players can choose how many items that the bundle can have with a specific limit something reasonable,maybe between 1 and 5 stacks
Thanks for the hard work with Tricky Trials, the dungeons are fun and big names like Pewdiepie are finally playing the game again (he needs to discover wolf armor!)
For the Bundle recipe, I prefer 1x string and 1x rabbit hide as they were useless mobs to farm, hopefully rabbits have uses in the future. There's a lot of pointless mob farms like feeding Hoglins shrooms, it's just unnecessary pain for little reward. The tusks can be used to create the grappling hooks from poisonous potato update, this joke update is incredible and should be the gold standard for updates.
Bundles are a nice inventory update for 1.21, it seems okay so far, but I hope there will be more QoL changes for mobile like adding a "craft all" , "take all from furnace", and "sort" button. It's necessary for mobile as you'd have to tap hundreds of times to craft things and take furnace items.
For minecart changes, the best solution is to simply change "powered rail" to cost copper. Then create new "super fast rail" that uses gold. This prevents breaking contraptions. Rail recipes need to produce more.
I wish 1.22 reveal can be more exciting! There were recent Realms bugs that are making many players quit, we need hype to bring them back. Before this bug, Realms also (very often) die out when players defeat the dragon. We need a more exciting postgame with the end update that creates repeated progression, dungeons, and gameplay. Make players attached to worlds, like new flying ender pets.
Bundle should definitely use rabbit hides, but please do make the rabbit biome variations spawn more often, like on forests, fields, snow. Why are they only on deserts? I think rabbit feet can be more useful as well, doing other things besides the lame potion it produces...
Also bedrock should really add modding back. If you really want no mods on bedrock, then please make vanilla just as good, or even better, than mods.
The bundles should be obtainable early, but not so early that it's immediately accessible to very new players, as bundles can get confusing for them. This makes rabbit hides the ideal crafting material. Minecraft has always been "an ocean wide but an inch deep", a lot of items are not useful and lack depth, and I agree the new bundles and minecart changes could finally give rabbits and copper some use. Honestly, an accessory equipment slot that gives small advantages will give incentive for exploration and getting items like goat horns, amethyst, rabbit's foot, sniffers, even the crab claw. The spyglass should be an accessory as taking a hotbar slot is not worth it.
Bundle UI but without interaction should be on shukerboxes, just the visualization.
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The Bundle has a ton of potential in this game. However, right now I feel like the only good use for the bundle, is to have one place to put all of the random small stacks of things to keep the inventory clean. The bundle would be infinitely more useful if it had doubled the storage capacity up to 128. This would allow for 2 full stacks of any item/block allowing for a slight increase to the inventory capacity. Another change that would be great to see is allowing players to put 2-4 singular stackable items such as weapons, armor, tools, & potions to allow for greater storage. Why not reward players for crafting a useful item. Lastly, some players have noted that the rabbit hides were made useful in the original recipe. Why not make it so that both recipes work? You can craft a bundle with one leather and one string or one string with 3 rabbit hides in like a circular 'bundle' pattern. These changes would be so good for alleviating inventory congestion and encouraging players to explore while making the bundle have more usability!
I don't know if its a good idea, but perhaps single-slot items have different Bundle equivalents? Like a "large item" such as a pickaxe, sword, or armor takes up 16 slots-worth inside a bundle; allowing the player to put 1 reserve set of armor (helmet, chestplate, leggings, boots) inside 1 bundle to fill it up. Then there could be "small item" that take up 8 slots inside a bundle, which could be your shears, spy glass, brush, flint/steel, compass, etc. This way you could dedicate 1 bundle / inventory slot to all your miscellaneous tools, then in the rare instances you need that specific tool you can pull it out of the bundle, use it, then stuff it back inside again to use again later and save on inventory space. Honestly, this would make the bundle perfect and probably used by every single player since it would resolve, I believe, the main inventory problem. Then Mojang could keep adding cool tools and weapons to the game without players worrying about their inventory.
Once a bundle has been dyed, it cannot be undyed currently. It could be solved by allowing bundles to be undyed in an undyed water cauldron.
I agree with the guy above. I'd say there are 3 primary issues with Minecraft's "inventory issue". A) Too many random items / small stacks; the bundle handles this fairly well and is a good start to solving the inventory problem, though this only solves a small part of it, particularly when the player is randomly exploring or on a short adventure. B) A lot of "single slot" or "tool" items; An inventory row has 9 slots, this works well for the most part, though to emphasize the issue at least 2 hotbar slots are given to your pickaxe and sword, a shovel and axe take up another 2 and a long ranged weapon is a third (and don't forget food), so at least 3-6 of 9 slots are used, but what about including more tools like the spy glass and such, they only take up more slots and bloat your inventory. C) 36 slots just aren't enough anymore with the ever growing amount of items and blocks; if you go on an adventure or into the caves mining you will inevitably need to return home fairly soon to drop off loot (or if your a builder you'll need to return home to pickup more materials), the shulker boxes are a good step to alleviate this but they're end / late-game storage solutions.
I agree with the guy above that increasing the bundle's storage size would also help to alleviate problems B and C along with A. It would be very helpful if there was a method to upgrade them to hold more than 1 stack, similar to increasing map sizes. Or at the very least have them hold multiple single-stack items
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I think bundles should be able to store 128 items so it has more versatility, instead of being a niche item. If not by default, it could be either as an enchantment that increases the capacity, or as a item component "bundle_max_capacity" with the value being the maximum capacity.
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The bundle navigation mechanics are really nice, scrolling to get to the chosen item is great. Better than having to empty the whole bundle to get to that one item you want. But I'm not too fond of the new Bundle UI, there is a mockup of a merged UI using the new style with the old format. I prefer how you could see all the items inside the bundle at once.
1. My idea is designated bundles: The idea revolves around a mechanic of being able to designate a bundle to a specific group of items (such as potions or arrows) so that if you interact with the bandle as if you were to collapse items into a stach (for Java it is double clicking an item in a chest or an inventory) , all of items in the defanged group will be placed in the bundle until the bundle is full. The bundle should also after being designated to a item group have a corresponding symbol looking similar to the new banner pattern sprite.
2.Custom item groups: as the name suggests we should have the ability to make custom item groups to use in bundles with a new Ui (maybe when using a fletching table). The player should also be able to apply a symbol to the group (possibly banner pattern symbols) and be able to save it as a resource pack so the community can share their item groups with each over.
I think the new crafting recipe is good because it is meant to be an early game solution/alternative to shulkers, but maybe as a compromise it could be 3 cow hides and 2 string or something. Just a tiny bit more complicated but still accessible if you don't want to go searching for rabbits.
More cow hides would also support the idea that bundles are large enough to fit a few unstackable items, not just one. That is an idea I quite like even if it was just 5 or 6 unstackables.
Last idea at the moment is to allow things to be crafted without having to remove the resources from the bundles. If a resource is in a bundle, then the crafting recipe would appear in the crafting menu, and clicking the crafting recipe would automatically pull the items out the bundle.Holding left mouse button after selecting a bundle should scoop every item it hovers in. I find having to left click every item slow, specially when my intention is to put into the bundle a lot of stuff i've collected exploring.
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It would be great if all the tool tips in the inventory were slightly transparent to match Java edition. As of now the dark purple tooltips on bedrock are opaque, making it hard to see what items are behind it. This is especially a big problem when dealing with books that contain multiple enchantments on them. It has now become increasingly apparent with the addition of the bundle as now its tooltip takes up a majority of the screen. This also is also being tracked as MCPE-166098 on Mojira.
First, I love the concept of having a "no-need-to-put-down-on-the-ground" storage solution! That being said, would it be possible to take more of a "pouch", rather than a bundle? Cause isn't a "bundle" more like a collection of things, ie. wood or books, held together with a pice of string? Either way, for me the current version behaves much like how one would use a sack - which in a way is efficient - but messy!
So, would it be possible to make the bundle into a pouch? If not wearable (which would be optimal as to not take up valuable hotbar-sapce) then with a scroll-through function when it is in the hotbar? So that one wouldn't need to go into the inventory all the time and "pause" the game / stop running etc. Or it could get equipped much like an off-hand is used but on the opposite side. Think carpenters belt - not that many slots but with many possibilities.
And could it be enchanted? An enchant to make it attract certain item(s) like a magnet? Or make it bigger? Kind of like a pouch would be enchanted in a certain popular book / film series about a young wizard.
If nothing of the above than agree with what many already have said: Dyable, make it easier to pick up things in the inventory (holding down right / left and swipe over) and reverse it to rabbit skin (maybe make the rabbit spawn slightly more often and / or in more biomes).
Just some thoughts. Keep up the good work and I'm looking forward to whatever you come up with! :)
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