As of today, snapshot 24w34a has expanded the bundle UI to include three rows, guaranteeing 8-12 items are visible at all times. www.minecraft.net/en-us/article/minecraft-snapshot-24w34a I'll still miss the old interface, but I think it's definitely an improvement; I can see myself trying to stick to 12 items per bundle and perhaps, if the Minecraft team gives us the ability to dye bundles like we can with other leather craftables, they'll still be viable for organisation.
@@philldaniel7485 There is an official feedback site, where you can give feedback on changes, and have them be considered by Mojang. That's going to be more direct than posting on random videos.
The lack of information definitely feels like a teething problem that could easily be fixed and I hope they do. Given that the number keys select the nth *item* rather than the nth *slot* there's really no reason why there needs to be exactly 8 slots in the first place, and certainly no reason why additional items need to push existing items down an entire row even if there is a cap on the number of shown slots. But it reminds me a lot of the early snapshots of the chiseled bookshelf, before books could be added or removed from arbitrary slots, which gives me hope that these simple odd behaviours will be straightened out before release. In my broader opinion, the teething problems still don't overpower the positives of being able to dynamically select items from within a bundle (to say nothing of the new crafting recipe and the fact that they will actually be for sure in the fully vanilla game) so I'd struggle to agree with the title. They could and should very easily be made better, though :)
its also important to realize this is the perspective of someone who is used to how bundles worked before - like pixelriffs, i've used bundles since they were first added too and agree with how having reduced information about their contents, having to fight so hard against my muscle memory to use them, and no longer being able to do certain things with them anymore has sullied my experience with them in the latest snapshot to the point i do consider this iteration a downgrade, despite the positive changes... 2 steps forward (better recipe, bundlescroll functionality) - 3 steps back. but that wont be the perspective of most players who either haven't used them much at all, or who's first time trying them out will be whenever they're actually implemented in a full release. i do think the issues around some of the intuitive controls the game familiarises us with just... not at all having the expected behaviour when interacting with bundles - such as with the number keys, or trying to swap a bundle in your cursor with the item in a slot is a problem tho, not just another "hard adjustment", but at least its a simple fix imo - an accessibility/control toggle so players that aren't limited to playing without a scrollwheel aren't bound by that compromise. as for concerns that it gives some players an advantage over people with different set ups, or on other platforms, technically yes, it is - but i have this to point out: the inventory already behaves differently between pc, console and mobile devices; controllers don't have number keys, and the touch screen doesn't have any keys or a cursor, so just having the current functionality in the first place could already be considered an advantage over, or inconsistency with players that don't. the point is that different platforms require different controls schemes that need to be designed around independently. there is no one-size-fits-all solution here that can satisfy everyone - so we might as well embrace the differences. the ui feature where items in the tooltip preview are locked to their position in a row when taking items out is convenient for touch screens for example, meaning items are in the same place you expect them to be as their position in the ui is where you interact with them from - but on pc this is unintuitive, the number keys and scroll wheel interact with them from the first item rather than the first slot, so it makes more sense to just bump everything up so the first item is always in the first slot as its not the position if the items in a row that matters, but the order.
My issue with this is time. Bundles were first introduced years ago, and this is the best they can put forward after all this time? IT seems like a very low effort project with zero beta testing.
The most frustrating part about holding back the bundles is that the last two updates are perfect examples of updates that would benefit from the bundle. Archaeology and the trial chambers become frustrating inventory management experiences to go through because of all of the singular items that you get that take up one inventory slot that could’ve easily have just gone in the bundle. Bundles feel like they were essential to archaeology but because they were never added a lot of the items that you get from those dig sites just get thrown out and ignored. It irritates me that they would rather put out a big update and ignore features that enhance that update only to then add that feature years down the line when those mainstay update features like structures have already been looted, explored and tired out
Having used Bundles over the span of a year plus in Vanilla Survival, I've gotten use of the old functions of Bundles. They weren't perfect but being able to see everything that you have in the Bundle makes you not lose track of what you have in that Bundle. The Snapshot introduced some good things like the cheaper crafting recipe and the new UI. But the sprite change, the controls revamp, and the information hiding seems like a one step forward two steps back moment. It somewhat goes against the biggest criticism of Bundles, which is the freedom of choosing what is in the bundle. How can you have the freedom to choose an item, when you don't even know what's in the Bundle?
"You can pick whatever you want from the bundle, as long as what you want is one of the last 4 things you put into it, and we're not going to show you what else is in there until you take out one of these 4 items!"
“How can you have the freedom to choose an item, when you don’t even know what’s in the Bundle?” I agree, it’s really an annoying addition. Not to mention, without seeing the entire inventory, how am I going to know if I might as well take the bones/fish/whatever out? After all, they do eventually start adding up to almost 64 items and might as well be taken out of the Bundle?
To add on, I do think it's weird that Bundles hide the items after a certain amount. Can't they just make more slots? Also I think the general UI looks kinda ugly, I think the OG chest-looking UI was better. Finally, I agree that if a number space doesn't work (such as 9) it should be used to put it into your inventory.
@@PasticiosAwesome This does make a lot of sense. But something I don't understand about the new UI is why does it hide an entire row of slots, just to tell you there are more items? It could be using 7 slots to display the most recent items and the last one to tell you how many extra are there, but it only shows 4 items.
@@PasticiosAwesome I'm fairly certain it hides the other slots because each slot right now is completely interactable, a UI that changes drastically in real time while having each of those slots able to be interactable is not something the game supports rn especially when Bundle's UI is essentially just a floating tooltip. A good way to keep the new functionality while still having every item visible is by implementing a way to scroll throughall the items inside the bundle.
@@user-tzzglsstle585e38 this is snapshot release for the bundle it is not longer experimental. There is a little difference in the way mojang views the item.
I think it's because of UI scale. At the scale they're showing us, 64 items wouldn't fit on the screen - but it still needs to be visible on touchscreen devices when they implement the same system on Bedrock Edition.
Or maybe it could be scrollable… most of the time it won’t have 64 items… it’s surely impractical to have the same UI between a 4k display with mouse/keyboard and a phone…
an ui of 64 fields is not great imo 3 rows where you can scroll through would be a good fix i think. for mobile i think, click to open and be able to shift through the inventory like a book would be optimal
Yep, and also make the UI 3x3, that way it is consistent with things like the hotbar (9 slots), dropper (3x3), chest (3x9), etc. 2x8 just feels really wrong
The bundle could have 3x3 slots. Minus the next page slot. It would have 8 slots per page. It's a perfect number for Minecraft. You can have litterally 64 different items in the bundle and the it would have 8 pages maximum. And maybe the UI can be accessed with right clicking. It would solve the problem we have when moving the bundle in the inventory. Now someone post all this on Minecraft suggestions, i'm tired of waiting to have the bundle in my world 😢
I think having a little scroll bar so you can just scroll down more to see the other items would be good. On mobile, that presumably wouldn't have any problems because instead of using the mouse scroll wheel, you'd just physically touch the scroll bar on screen like the creative inventory, which works fine? On controller, you'd use either the right stick like the creative inventory scroll wheel, or the d-pad.
They dont want us to see the other items because it might confuse people why cant we select ones further away, but I think they could just make those slots darker
As someone who hasn't used the bundle at all, the right clicking to remove things makes sense to me, it's like splitting a stack. The argument that the controls are worsened due to muscle memory from using a feature labelled as "experimental" doesn't hold water to me when it's clear Mojang wasn't happy with that original implementation. Using the experimental additions essentially puts you in the position of a tester and imo you shouldn't get attached to anything included in that category. Not being able to see everything is clearly an issue and the display bug will obviously be something that will be fixed. It's clear trying to find a way for mobile, console, and pc players to have the same options is what's making the bundle such a hassle to implement, and it's quite frustrating to have the game experience limited by the requirements of a system that you don't use at all.
I agree that the old gui was better for information off what's in the bundle. The experimental gui feels like a bad compromise, there must be a way to keep the old gui style and still be able to scroll thru the bundle and choose what you want to jank out.
Bundles are probably the number one reason I feel that Bedrock edition is holding the game back. Having the entire game on all platforms needing to have parity with a mobile game is really limiting the additions and revamps they can do to the game. Obviously not everyone has a PC that can run Java, which is fine, but sacrificing good ideas and potential for expansion for the sake of Bedrock is sort of frustrating.
Just because Mojang is terrible at UI design doesn't mean that Bedrock is holding the game back. Do note that most of Minecraft's playerbase is on mobile platforms.
As a bedrock player on PC, i can relate to a lot of the comments about the attempts to maintain device parity being frustrating, and i can see what you mean about the control scheme and change of information after 8 item types making a lot less sense. I'd like to pose that they are working on fixing the issue with the way the rows hide information, it's not actually intended to work that way. Also it should be noted that Mojang is currently dealing with another crisis that I'm actually surprised hasn't gotten more publicity lately, which is a crash of Realms for Bedrock players, which started Wed Aug 14th and continues to be an issue as of my writing. I imagine based on the posts that this is an "so hands on deck" situation for them and looking into the snapshot feedback has taken a temporary back burner.
I agree with your points, but I disagree that they made it worse. They're not quite there yet, but these are definitely steps in the right direction, especially with the crafting recipe. The UI needs tweaks, but it's nice to see that Mojang is trying out new solutions rather than trying to force a new mechanic into outdated game elements. It's the first time we've ever had an item with unique UI like this.
Not being able to see the full contents of the bundle makes this implementation worse, regardless of any other improvements. This would completely kill my use of them, because I wouldn't know what's in any of my bundles.
Blocking the view of all the contents alone makes this implementation vastly worse than the previous 1.17+ bundle. In just about every use case for the Bundle, viewing all items is effectively a necessity, and it’s an entirely uncompromisable aspect of their design. I’ve carried whole enchanting setups in Bundles before, which is now incredibly annoying to do because if I have a few other items, I LITERALLY CANNOT TELL WHICH BUNDLE HAS THAT STUFF. The change makes the only way to reliably check and access the full contents to dump the entire thing… WHICH IS LITERALLY WORSE THAN NOT HAVING A SCROLL SELECT Then you have the less intuitive controls, the altered recipe conceding to the people who don’t know you can lure rabbits with dandelions and carrots, and the weirdly dark UI… But wheeeee it shows the item you want or extract now! This totally makes it better! (That feature is a nice touch, but it’s also like sprinkling a bit of sugar on a plate of sawdust and trying to call it edible).
I completely agree! I've been using bundles regularly for the past 8 months. I really don't like the changes. I would rather be able to see everything in the bundle than grab out specific items and not be able to see everything. I really liked the empty bundle icon too. It was much easier to tell when they were empty. The newer crafting recipe definitely makes more sense in the early game but it would be nice if you could use leather or rabbit hide.
I agree on your take on the Bundles UI, it's a bit weird. I do hope they change it as it would allow us to see 8 items then scroll/change and view a new 8 different items in its UI.
@@tygerion4404 Oh I like that idea. With a set of 8, there could be a total of 8 pages if you fill a bundle with 64 individual items. That might be an option to have a way to scroll through it
when there are 9 items in the bundle, it should be showing *7* items, not *4* items... This feels like a bug. As for showing slots 9+, maybe instead of just cutting it at 8, maybe after the second row it should have a divider, and then show additional rows... this gets the complication of there being up to 64 item types though... perhaps expand the rows to an 8-width? ... which would feel like an excessive use of screen space if you don't have tons of items.
Best guess is that they just inserted a new row at the top and stuffed the new item at the end. Either way, that’s probably a shortcut that will be cleaned up later as it’s visually broken
I would argue that left clicking picking up the bundle and right clicking taking items out of the bundle is actually very consistent with left clicking taking a whole stack and right clicking taking part of a stack, since a bundle can total up to a stack of items? Also I feel like the entire row going missing when a 9th item is added is definitely a bug, I think there are plenty of changes coming before this is properly added to the game. As I've seen someone suggest, I hope they add pages to the scrolling, maybe also accessed by the number 9 on the keyboard? (or 8/1 if the +num thing stays lol) (lol being less able to find things as items are added to a bag is a little bit too realistic!) Also I don't like the texture/colour/size/something of the capacity bar on the item UI. I don't know what it is about it, it just feels jarring somehow. Definitely brings to mind a placeholder for an early version of something, hopefully it can be made more fitting somehow! (Maybe the reason they removed the empty texture is because that open bag look is now for previewing items so they didn't want to confuse that?)
the styling of the bundle UI feels like a combination of them sticking to dark theme for hover information & their shiny new modern UI theme for the settings/new world UIs. and ngl as someone who already struggles with those UI elements because of vision issues, it does make me mildly concerned that we might see an in-game UI overhaul that will enforce this modern feeling high contrast dark mode on the entire thing.
The fact that you can see the inventory grid while hovering over the bundle icon is really confusing for my brain. You can see that grid from the normal inventory but the normal bundle items aren't sticking to it(which is easily solved by upping the opacity of the bundle's UI).
the fact that the margins? padding? around the items in the bundle is much bigger than in the main inventory also throws me off, it makes the UI much bigger than it has to be tbh.
I'm glad they replaced the rabbit hide with leather for the recipe. In the early part of the game, when I'm first exploring the world, gathering random items & filling-up my inventory, getting multiple rabbit hides without Looting III is a bit of a pain. That said, I feel like 1 leather is too cheap for something that is basically a poor man's shulker box. It does seem weird that there isn't a better way to view everything inside the bundle without dumping its entire contents on the ground. What seems logical to me is to have a single row of items displayed when interacting with the bundle, with a "button" at the end of the row that would cycle through additional items not currently displayed. I've stayed away from bundles, because they aren't part of the vanilla experience, so any changes they make to them now won't bother me. Even if I did use bundles, I'd adjust to whatever they did. I play both versions of the game (Bedrock more than Java, but still), so having to adjust to things being different is nothing new. I feel like bundles should be an aspect of the game that Mojang simply accepts will function differently between the two versions.
I am a little flummoxed by this insistence that different platforms with different power and capabilities should all run exactly the same game. It wasn't that long ago that we all just accepted that if we were playing a mobile version of a game it _wouldn't_ be the same as the full version. Bundles are falling prey to this "it all has to be the same" thinking. If something is working in Java, put it in the Java game and leave sorting it out for Bedrock and PE till a later time. Who knows, Microsoft might even get extra sales out of this recognition of reality.
If they were creating a new game, I could see it, because then they could realistically keep feature parity across versions for basically all features. If they were actively working on fixing the *big* differences (e.g., bringing Bedrock redstone up to snuff, changing how waterlogging works in one or the other version so it matches, etc.) with a view toward eventually bringing the two versions completely together, then I could see it. But they're not doing either of those things. And when they're not doing either of those things, it feels weird and inconsistent and maybe even hypocritical, to hold back features from Java Edition just because they might not work exactly the same way in Bedrock. Sure, the whole way you play the game is completely different from a mobile user to the point where you don't even build the same types of infrastructure in your world, but at least you can't interact with this one little utility item in a way that would be difficult for someone playing on a phone. Wat? Honestly what they really should be doing, as more powerful mobile devices become available, is making a version of Java Edition that can run on Android and work with a touchscreen interface, with a view toward eventually phasing Bedrock edition out entirely, or at least giving players on non-PC platforms the option to have genuine real actual feature parity on the stuff that matters.
I'm not surprised by this honestly. I mean, we're talking about Microsoft. They did the same thing with the series s/x. Full parity even if it caused developers to pull their hair out, and made implementing certain features more difficult or made development time much longer.
Mobile especially is a big part of the problem. The rest of Bedrock (PC and consoles) would have handled the original bundle design just fine. They could have just added a couple extra buttons to mobile to get it to work as well, but I kind of doubt anyone playing on mobile has the same sort of play styles as other Minecraft players to be using bundles much in the first place, or if they are they probably have controllers paired to their device which would have the functionality to use the bundles.
@@sambuma And meanwhile the rest of us get nobbled. Unreal expectations don't help anyone, calm acceptance goes a long way. Mojang should not seek to dumb down Java to accommodate those unreal expectations.
Make using the shield a right click/left trigger action on Bedrock instead of sneaking, while they're at it, lol. The shield is so monumentally useless on Bedrock currently vs. the Java implementation.
@@erin.anderson That would mean a whole new button for Touch Players. Tbh, I’m okay with Crouch to Shield, I got used to it. When I play Java, shield is hard to use for me lol
I'm so glad I'm not the only one who felt this way, iv seen a few posts about how great it is to get the bundle now, but iv been playing with the bundle since it was added to experimental! This just seemed like a massive downgrade to me, one of the main way I used the bundle is in chests full of stuff to keep my storage small and decorative, it becomes completely useless for that if you can't see half the items in them! In can see why taking stuff out of the bundle out of order is a valuable but it's definitely not worth this for me at least (if it releases similar to this I just have to hope it's fixed with QL mods)
Thank you Pixlriffs! constructive criticism is great. The world isn't perfect and everyone can improve, giving feedback and suggestions on ways to improve are great. Just being negative and complaining is never the way to go. You are greatly appreciated!
To me the bundle UI would be perfect, if the display of the items was kept the way it worked previously (where it tries to fit the items into a variably sized grid that goes up to an 8×8 grid for a bundle full of distinct items). Then you could scroll through the whole grid with the mouse wheel, the keyboard numbers 1-8 could select an item in the current row and the numbers 0 and 9 could change the current row.
I think it'd be interesting if right clicking on a bundle gave you the first item, but right clicking an empty slot with a bundle emptied out the last item. Then you could have the option of accessing items from either end
To me bundles have always just felt like an unsatisfactory, vague attempt to pacify the community's call for better ways to manage inventory. I just started a playthrough on 1.21 and I was waiting until a backpack mod came out I could use. I don't understand why, when they are promoting exploration and adventure within the game, they don't provide the early game means to collect stuff as you travel. Them trying to create parity across multiple platforms for everything they do is going to just stifle progress and change.
My personal dream functionality that may be against what they intended for this item but I nonetheless would enjoy, would be essentially to treat them like a much more limited capacity & functionality Shulker Box. You go to "place" them like a block in the world, but instead of actually placing them, it would just bring up a UI that you can organize as needed like any other means of storage. When you leave the menu, the bundle is still in your inventory. If for whatever reason this is too overpowered, have it take a few seconds to "place" or have the contents spill onto the ground if you are hurt while the interface is open. I just feel like adding items in without a full interface is fine, just dragging them in or clicking over them, but removing them seems much more tedious, and realistically I think I would find myself only ever unloading them back at a base to place into more permanent storage.
Since the UI appears when hovering over it in Java, I assume it also appears when its slot is "selected" in Bedrock, which could be irritating to have that popping when moving the cursor across slots to get to the slot you want, if any of them contain a bundle. So I think the UI shouldn't appear unless you use/right-click the bundle (since the 'split stack' function does not apply to non-stackable items). Then show a 3x3 with paging like other commenters have suggested and tap or scroll to the desired item--how about being able to also press left/right (A or D) to move between its UI pages? I definitely agree that for consistency, left-clicking a bundle should still pick it up like with any other item, and pressing a number 1-9 (while its inventory is not open) should transfer/swap it to different slots just like with other items. The point is that however it works should be consistent and intuitive meaning that the controls we are used to using with other items in the inventory UI should work the same way on a bundle.
I hadn't realized that the mouse buttons used for interacting with the bundle had changed, and I have to agree that the new controls seem less intuitive. What I think they ought to do is separate the bundle interaction buttons in the keybinds options menu so that anyone can modify them to whatever they like best. Now that I think about it, are the buttons used inside inventories adjustable via the keybinds options at all? I don't think I've ever tried changing them, but if not they really should be in my opinion.
I think you are correct about left vs right click. Normally left clock does a lot of stuff when interacting with your inventory and right click does nothing for unstackable items like bundles. Now they have moved all the default left click functionality to right click so they could add extra functionality on left click, when all of the new functionality could be right click like it was before.
The saddest part about Bundles is modded minecraft has done it better for years at this point. When Bundles first came out mods had better options, years later they go back to Bundles and they are some how even worse? I seriously question the quality of the team working on this at Mojan at this point. Storage has been one the biggest issues with Minecraft for years as more and more blocks and items are added to the game and it really feels like Mojan just can't come up with any good idea's to solve it.
Well, unfortunately this is what you get when the devs care more about a mobile app version of the game ported to consoles, etc. and having extreme parody. Than making something usable and good. The 2 games will NEVER be the same and I don't think they should be EXACTLY the same. Because at some point, one version has to be made worse (copper bulb) to achieve the parody. It's okay to interact with the bundle in different ways on different platforms...it doesn't have to be the same.
I think a UI change that affects bundles, ender chests and shulkers could help. Start with the creative inventory UI, make one of the tabs the main(normal) inventory and all other tabs, you can assign a shulker or bundle to if it is in your main inventory. This would allow you to use the inventory in the shulker/bundle as if it was your regular inventory once you select that tab. Shulkers and bundles increase your carrying capabilities, but we need a better way to access those inventories. Think of each tab as a pocket that you can line with a shulker or bundle and the main inventory is a pocket that doesn’t require a lining.
I completely agree with you about the bundles but all they need to do is add a touch feature for bundles and a button or like they do when grabbing items for mobile.
I'd be with with it just working like the shulker box, but holding 66~75% less than the Shulker box (to keep the shulker box valuable). I should be able to place my bundle on the ground and sort through it that way (again, like a chest or a shulker). Just make it a mini chest, that keeps it's contents when you pick it up. being able to pull things out and put things in while it's still in your inventory is still an interesting idea, but will probably still take some trial and error to get it right... but if they make it chest/shulker-like, we can start using it efficiently enough right away, and it will still give them the time to get the in-inventory details perfected later. Just let me put my bag on the ground to root through it. I don't care how attractive or unattractive the bag-block-entity-whatever looks, that can always be improved later too. This game needs extra inventory space more than it needs pretty things and/or extras, I'd choose function over form for now.
I love bundles in early game and always carry 5 or 6 with me to carry food and put those items you never want to throw away in early game cause you may need them and bring back a TON of stuff while out exploring the world. They want us to explore more, the only way to allow that is to give us inventory mgmt items sooner in the game. Chest boats work only when enough waterways are around. Donkeys and llamas are always readily available and honestly are not the best thing to tote around with you all the time. And you can carry the bundles inside each other which is incredibly handy.
Honestly? I think the most obvious solution to the lack of information problem is also the simplest. It has, in fact, been around since the 1970's. Just put a darn scroll bar on the thing. They were invented and are still in use several decades later for a reason. Mods with extremely high capacity storage (Applied Energistics, Refined Storage, etc) already do this to allow more or less infinite item display in the interface, and it's mobile-friendly.
Oh no, if I pick up an item and left click on the bag it should swap the item into that inventory slot. Yes, that seems quite backwards. And the interface is coded messily for sure. It should shift. It feels like like that UI has been coded by someone in their second year of school. That is for sure going to be fixed.
I pretty much completely agree with you. 1. Right click should be used for everything 2. Hovering shows 4 items in one row, and the fill bar beneath. No need for multiple rows. When you scroll (or use arrow keys), it scrolls through all the items left to right. There's a single item highlighted, just like on your hot bar. Right click will remove the highlighted item and close the interface. If there are items to the left and right, it just adds a white wedge to each side. 3. Right Click and drag functionality. If you start your right click on an empty slot, it empties the bundle. If you start your right click on an item, it puts it in the bundle. 4. This would be pretty intuitive using number keys. Whatever one is highlighted goes to slot . If it can be swapped with the item in that slot without exceeding bundle capacity, it does. If no item is highlighted (if you hover over it, but haven't used the scroll wheel or arrow keys), the bundle itself is swapped. 5. Increase the capacity of bundles to 4x64 or 9x64, so it can be used to store tools that aren't often used.
It's the inability to see all the items in the bundle that makes me the most upset, why not show them all? I forget what I put in a bundle sometimes even when I can see everything. I also agree with you completely about how they show the items with the new bundle, it's like the bundle limits you to 8 different items now, that does seem really bad.
One extra little sticking point for me is that the bundle's UI spaces everything out waaay too much. They should be spaced the same distance apart as a regular chest/inventory. And if they did 5 columns in 2 rows, they could actually USE all of the number hotkeys, with the 10th either being "0" or a blank space that gets replaced with the "+9" metric (rather than only giving us 8-but-more-like-7. I think a GREAT change, visually, would be: - 2 rows of 5 (hotkeys 1-0) - space between items shrinks to standard inventory spacing - replace "+7" indicator with a row or two of half-sized (or quarter-sized) icons under the main rows, displaying what else is in there. (Not interactable with scroll-bar or number keys, but at least still visible) This would give an obvious indicator that "there are more items in the bundle" and would give more information than the "+7" does.
I've heard the bundle described as a "poor man's shulker box". To be honest, I think the lack of information is part of the point. I have not played with it but it seems to just be a portable junk drawer of sorts where you can put stuff you just happen across while focusing on something else and then dump it out later. I do not think it is meant for builders (or at least not for large building projects) Keep up the good work. No top and tails needed😀
I work with UI and I think what would have done for the case of more than 8 item types in the bundle is displaying the first 7 (no empty slots) and making the 8th slot a button for the next page. This way, at least you can still reach all items in the bundle, even if takes more digging. Which makes sense for the metaphor. If you're digging through some kind of bag, it's harder to reach anything closer to the bottom. But, considering bundles work like stacks, as someone who studied computer science, I can't not point out that there is a way to reach anything inside a bundle as long as you have a second empty bundle. Just move items from one to the other until what you want is at the top. This is probably asking too much, but I'd love if "pick block" could reach inside bundles and bring the item into the hotbar. This would be great when building with a bunch of different blocks.
I feel like the best way to interact with bundles is to move the "throw all items from bundle" to the left click and have right click open the bundle's inventory. You would keep your hotbar, and then any items moved from the bundle could be moved into your inventory after hitting escape to close the bundle.
I'm pretty sure a lot of the issues with "hiding" stuff is an unintentional bug. Having the empty spaces without showing everything isn't supposed to happen.
I agree on most points.(Shulker boxes also don't show their contents by the way.) I think the issue is that people keep looking at bundles and expecting Modded backpacks. I honestly would love to see an early game backpack as well as the bundles. Something you can put on your back that acts as either a second inventory or that increases your inventory size. The bundles in my mind only need to hold a stack and should be simple. I think if they reversed the left and right keys on the interact and dropped the mouseover number thing then they would be perfect. Keep them showing the inventory and the wheel scroll as well.
I liked the way that they operated before. The UI also showed you everything that was inside, which was helpful. The only thing I would have added is the ability to drag them across the inventory to either add/remove items without needing to click every single item. I do like being able to drag & drop items inside the Bundle now though, but I hate the limited UI that only displays a small selection of items - I'd actually want that functionality for Shulker Boxes. As they are now, I probably won't use them. They're too fiddly and annoying. Good for single stackable items with low weights, like Maps, Horns, Mob Heads etc, but for heavy weighted items like tools and armour you can only add one item and that's it, defeating their purpose
I'm hoping that the scroll function to select items in the bundle can be expanded so that if you have more than 8 items in there, you can scroll down to see what else is in there. As you said tho, there's a potential to have 64 individual items in a bundle, there's not the space to show that many item slots in one UI, it'd cover the whole of your inventory UI, and would probably be pretty difficult to see on a small screen like on mobile or Switch. To be honest, I've never tried putting 64 individual items in the current iteration of bundles so I'm not sure if it shows you every item in there? I'm not entirely convinced that the "fullmess bar" on the interactive bundle UI needs to be quite so big either, it takes up a huge amount of space on the UI that could be better used giving you more info about what's in the bundle. The X/64 on current bundles works fine and takes up far less UI space. Aside from that, I like the idea that you can now "reach into your bundle" and drag out whatever you want, not just the last item you put in. That always really annoyed me about them, it's supposed to be a bag, it'd be like having to empty your entire backpack to get your laptop out because that was the item you put in first, instead of just taking your laptop out because you can see it, and that's what you want.
I prefer the old right click for interacting with it aswell, and for the hiding information they could jjst add a scrolling element into the tooltip. Maybe having the 9 key or the key corresponding to the +n thing act as a Next Row interaction, which could also work for mouse wheel as scrolling past the +n text, on consoles as selecting it or as going down, and on mobile by tapping it or making it an arrow to indicate that you can tap on it, and having a lower rows add another arrow to indicate going up
I'm pretty sure the empty slots on the first row even when there are more than 8 items, is a bug. Not sure how they released with this in it because I've seen it on every youtubers videos so their QA should've caught this.
I think it would be beneficial if they did more than *just* add bundles to the game. Like add some sort of other feature along with the addition of bundles. For example, when they added chiseled bookshelves, they made it so chiseled bookshelves could give off some kind of redstone signal. Like I think it’d be kind of cool if they made it so you could place a bundle down (and based on how full it is determines how big the block is, and size determines weight). Like imagine being able to make pressure plate traps, kind of like an Indiana jones type thing, where there’s an item of interest that you have to replace with a bundle to in order to grab said item, which would prevent setting off some sort of trap. Maybe it could add some sort of update to the jungle temple traps or something, idk. Or instead of a lever activating a secret door, maybe it would be the removal of a heavy bundle off a pressure plate? Of course the only kicker would have to be that there would have to be a reason why you couldn’t open the bundle’s UI if they were placed down, otherwise it would be more like a shulker box than its own item…
Right clicking a stack picks up half of the stack, so I think right clicking to take an item out of a bundle is consistent with right click meaning “pick up part of a stack but not all of it”.
so after watching xuma's coverage of the snapshot i actually thought that the way it hit layers was a bug or something. i appreciate you taking the time to explain why it's doing that. the hiding of the information is definitely the worst feeling of the bundles. i hope mojang can figure out what else they could to do remedy that
The decorated pot holds items, but doesn’t even have a gui. The only way to know if there is something inside is to break it. That said, they aren’t meant to be an inventory solution, so I’ve never had a problem with it. The bundle is a different story. Not being able to see all the contents is counter productive to why we would have bundles.
Imo, the ui hiding stuff is my biggest issue to. The rest I think is mostly a “you’ll have to play with it for a bit to get used to it”, like basically every new item, but the hiding of items are indeed just a feel bad. Maybe seeing everything, but highlighting the first 8(or whatever it will end up as) items as “available”, with a different color background or something.
I always felt the last-in-first-out principle with bundles was a problem. While it makes more sense if the bundle was a stack of things, it means that getting the bottom item out requires completely emptying the bundle. If it were changed to FIFO, then you could cycle through the entire bundle just by picking it out of your inventory and using that now-empty space to cycle through the items in the bundle. New UI or not, I’d prefer LIFO/FIFO to be configurable; of course, Mojang are allergic to user preference.
They need a compromise, a mix between the old one and the new one. They should use the old UI (the one that _actually matches_ the inventory art style) but add the scrolling/taking out functionality. Or if that's too problematic for accessibility (due to the limit of numbers on the keyboard), then they can add multiple pages instead.
You’re right that the mix of interaction with bundles makes for repeated mistakes, but it’s pretty funny how hostile bundles were to users on their first use - spewing the contents on the floor, or the confusion being unable to take items out because right clicking just was not a thing… Bundles should have a right-click open (that stays open until closed) interface that looks similar to a chest, to see everything you have in there, with left click to pick up and withdraw. Outside of the bundle interface should be similar to how it worked previously, right click to drop items into it from inventory. And if a bundle is currently held, right click would withdraw the last deposited item into the inventory space below. Preview hover could be overlapped stacked icons of the contents, not some attempt at a stable interface that just looks messy and hides things. Obviously a view from a Java player, but bedrock clients have chest interactions and it should follow similar cursor movements.
I still say right-click to open a bundle UI would be the best way. Without the ability to see and choose which item you get from the bundle, it is like they are trying to fix a problem by giving you an extra problem.
ohhh, so that's why the interface does that. i watched a couple of other videos talking about them, and people (including me) thought that the interface was just buggy/breaking. i don't think that it's worse, but i do agree that they could be much better. i've been using them in a modded world to collect all the saplings and flowers when i go exploring, and not being able to see which ones i have without dumping the contents would be annoying, even if it would be nice to be able to take out items further down the list than the most recent. also it bugs me that the number keys refer to the item number instead of the place in the grid, and the change to left clicking to putting items in but right clicking to take them out. definitely prefer that all interactions are one button. i do really like the change to the recipe, though, and the ability to scroll through some of the items. overall definitely some positives and some negatives about this version, imo.
ya know, I kinda thought bundles would show you what were in them in a side window, like when you open the crafting book a menu opens to the side, I thought bundles would use that. so you click the bundle, and the window pops up on the side and now your interacting over there, its an idea, and this is a work in progress so who knows, maybe it will happen
I think they should make it so that you can move it to your hotbar with number keys therefore removing the ability to use it without a scroll wheel but to fix that, they make it so that you can double click on the bundle to keep the UI open when u move ur mouse and then select items with the mouse pointer and then click off the UI to stop the menu staying closed. Also they need to make it so that you can see every item
Honestly dude, the Bundles were perfect. Been using them for four years now, and got really used to them. Just like every other thing in Minecraft, the downsides are things you learn to work with. The cheaper recipe is nice, but I think I would still have the rabbit hide. It is a very powerful item when used right, so at least having to look for it for a short while makes sense.
It doesn't look too bad. It looks unfinished though. If I had to guess, I'd say they went with a smoother, expansive mechanic with the bundle before, but ran into some roadblocks and so they decided to go this different route where the bundle is more like layers. The rows you see appear to be starting from the lowest rows and working their way up, instead of starting at the top and working their way down. So if the bundle has 16 possible rows, 1 for each individual item totaling 64 slots, then the bundle appears to start with row 15 at the top and 16 at the bottom, and as you fill it with items it works its way up to row 14, row 13, etc. This kind of seems to be designed so that bundles work like a narrow sack of goodies, something like Santa's sack of presents. Where the top layer of items are obstructing your ability to dig all the way down to the lower layers of items. You would have to remove the top layers of items in order to gain access to the lower layers of items. I'm surprised that it lets you dump all contents in one click though. If it functions with layers, I would expect a single click to only dump the top 2 layers with every click. But such a design is very limiting considering a whole double chest lets you see every single item in the chest. They can probably change it so when there are more than 8 slots used, the last 8 slots will always be visible and interactable and the +7 number can be moved somewhere else. But I'm sure they can make a happy middle ground. Something that has limited functionality, hopefully avoiding whatever roadblock they may have encountered, but still doesn't hide information from the player. Using the bundle to add items to it seems a little odd to me. I can't think of any other item that you can just add to it from clicking an item while holding the item you want to change. I would kind of expect having to put the bundle and items in the 2x2 or 3x3 crafting interface in order to add stuff to the bundle. And there are storages that don't show you every single item; you have to do something additional to get information about all the items. A hopper chain will only show you the hopper you're accessing and the only way to see what else there is is to look at the other hoppers, even though removing items from the hopper at the end will eventually fill it with all items backed up in the hopper chain. Shulker boxes also don't show you all their contents when you mouse over them, just the first few items. You have to place the shulker box and open it to see its contents and only if its not obstructed from opening. I guess in similar vain would be the ender chest, but that doesn't show contents at all; you have to place it to see any items in its storage, which also means you need a silk touch pickaxe to see its contents and then keep it in your inventory.
One potential solution to the hidden information problem might be to make that +X icon clickable--if you click/select it, it rotates which 'rows' of the bundle's contents are visible in the interface. That way, even if you can't see the full contents at a glance, you could quickly 'scroll' through the contents of the bundle to see/interact with it all. I think it would also help if the +X icon became #9 rather than taking the place of #8. That way there's a dedicated way to rotate the inventory contents. Also, I really don't like how the UI keeps leaving empty slots at the "front" of the interface. There's no need for that and it cuts the amount of visible information for no reason. Have the empty spaces at the end.
Honestly I prefer bundles filling more of a "loot bag for exploring" role. You would use them to store loot from your explorations, then empty it all out at home. Being able to pick and choose what you take out makes them feel like discount shulker boxes and much less unique in general
I hate the new bundle controls too and while I like that hey made it more accessible, they removed the only other use rabbit hide had for the past 4 years and it's frustrating to see it be a single use item again. I don't know why they didn't just make rabbits spawn in more biomes like the plains, savannah, or regular forests too (they current spawn in a handful of snow biomes, desert, flower forest, cherry grove, and meadow). They make rabbits spawn in rarer or at least less common biomes and expect people to get this early game item. So now instead they just give it to leather when leather has plenty of uses already. I really hope they implement a way to have rabbits and rabbit hide be more useful whether it's the bundle or something else because it's a single use item that is only used purely for making more leather. As for the controls, they're super frustrating as someone who's always used the bundle. I also don't like the new bar showing how much of the bundle is filled when you're interacting with the new UI when the number was perfect.
I was mostly focused on the terrible redstone changes that I didn't realize they made bundles 500% worse than before (redstone changes are still more devastating, of course)
For mobile, could they have it so that you tap the bundle to open the GUI, then you can tap to remove the items you want? That sounds like a pretty intuitive way to handle that side of things.
Pix, question for you. When you quick swap items to your hotbar, do you use the number keypad or do you use the row up at the top of the keyboard? I’m not skilled enough currently to use the number keys, it just feels alien to me, so I’m curious which you use Also I do wish it wasn’t just a stack, but that it held a flat 64 items. The problem I have with it is that one of the best uses in my mind that it could have is storing unstackable items in the same inventory slot. I mean it does feel a bit broken sure, but my first thought was storing all your extra tools and utility blocks in there. Like you don’t need your bed or you axe or shovel or hoe constantly, but as soon as you do you then have to dig through the enderchest to pull it out, or else you’re sacrificing a bunch of inventory. If you could put those extra tools, plus your ender chest, crafting table, and bed in there, you’re saving potentially 6 inventory slots and a bunch of time
I so t really understand two things. 1) why not add a backpack character slot and use a backpack that uses a chest interface? But specifically to bundles, what’s wrong with a chest UI? Like, open a bundle and it just does like a chest does. And if you have a chest full of bundles, you take bundle out of chest and into inventory and open it there. Or just cascade them out.
yes, but when actually fully interacting with the shulker, you see everything. imagine if the only way to see past 3 or 4 slots of a shulker was to pour the entire thing on the floor. it's bad design, and even the preview limits of the shulker is something that has been critiqued by many people in the form of several different shulker visualisation mods.
On the number selection thing, I’d love to see the ability to select an item in the bundle with the number keys, then swap that item (not the bundle) into the hotbar with a second digit. The item in that slot, if any, would be placed in the bundle if there is room, or into the inventory otherwise.
I think searching through a bundle should be done the Zelda: Tears of the Kingdom way, which is just scrolling through a horizontal list. They could also use that in a way to maybe see through a bundle that is in the hotbar? Just click the same number key the bundle is in while it is highlighted in the hotbar, and then it would also open a scroll menu, a small one right above the hotbar, and reclick the number to exit? I mostly just want some kind of unique redstone functions with bundles really. Like maybe a lecturn can select a slot in the bundle and a dispenser will shoot out the 54th item... Somehow... maybe not, idk.
I think this is the only time I've ever heard Pix sound genuinely upset. Even when things don't go his way in the survival guide or on servers, he always seamlessly rolls with it. Edit: I know Mojang has been working really hard lately to make sure all new features have the best parity possible between Java and Bedrock, but at this point, I think think they just need to take the hit. As long as they have mostly the same functionality, I don't understand why we can't use different UI systems for each game.
I'm someone who has used the bundle ever since 1.17 to hold items that I deemed potentially useful and didn't want to have to carry around in separate slots or take up space in my ender chest. As a Java player, my only issue with it was that it's difficult to pull a specific item out of it. You need a lot of space in your inventory to pull the tenth item out which really isn't ideal and I can only imagine how irritating it would be to pull a 64th unique item out it. All of the constant throwing items on the floor just to be able to access the last item is not fun. So when I read in the changelog that you could now scroll through the bundle and pick specific items out of it, I was really happy! The change that I'd been looking for had been answered! Except, it really hasn't. The new UI has changed the bundle in such a way that I would probably stop using it. My bundle currently has the following inside: 3 diamonds, 4 wither skulls, 10 chorus fruit, 1 clock, 9 golden apples, 1 beacon, 2 damaged anvils, 1 regular anvil, 2 stonecutters, 1 ender chest, 2 crafting tables, and 10 torches. It's stuff that I think I might need in various different situations and don't want to have to use separate slots in my inventory or ender chest for. I can see all of the contents just fine in a version prior to this snapshot. I just want to be able to take specific items out if I need to. But in this snapshot, I can't see the golden apples, clock, chorus fruit, wither skulls or diamonds at all in the UI and I can't select them even if I scroll so can't take them out anyway. That's five items that I can no longer see which creates new problems for me personally due to my current way of using the bundle. First of all, the clock is only in my bundle so that I can see if it's day or night when I'm underground without having to dedicate an actual item slot to the clock. Given that it's a purely visual item so I never actually need to take it out of the bundle, it would always get buried behind the +27 or whatever number it happens to be. The fact that I can no longer see it makes it 100% pointless for me to have on my person. Not good. My second issue is with valuables. I like to keep the diamonds on me in case my pickaxe breaks and don't have access to my spares. My wither skulls are there because I didn't know where else to put them and didn't want to lose them. The golden apples are there because I play on hardcore and would prefer to have easy access to them. If the bundle no longs shows these valuables, then with time, I will forget that they are there and lose them. Not good. My third issue is the anvils which I actually can see in my current layout, but now wish I couldn't. Using anvils damages them, and as such, there are three different unique anvil items in the game. So as I use them, I would merely clutter up my bundle even more and make more items invisible. Not good. Especially when a difference of one additional item can change whether you can see 8 unique items in a bundle or 4 due to the weird way that the UI can only show two rows. These UI changes and the loss of information is not something that sits well with me. I was completely fine with the UI in the previous versions. I would prefer that we have the old UI but with the added ability to scroll through the bundle to select something. I get that a lot of people don't have a scroll wheel, but I don't see why we couldn't use the arrow keys instead or maybe even the page up and page down keys. I was excited for the bundles finally being fully added to the game but with how they are now, I'm not so sure.
I had the likely unoriginal thought that the UI could be changed to a carousel of items. In this, you can either use the keys to go left and right through them, like 5 at a time and also hold down to go quickly through them. But also, you could use the scroll wheel to move through the items. This would also make it easy for mobile because they could just tap on it and then scroll through it sideways with their fingers.
My only problem with the new Bundle really is the new UI. The controls feel intuitive; left click to add instead of switch and right click to release items, and scroll to access specific items higher up. The UI though, it really does need a few pages for accessing specific items deeper in. It messes with the usual inventory problem, where you need space to let items out but might not be able to at the current time. While hiding the items is something even Shulker Boxes do, the Bundle probably shouldnt since you should be able to access everything as it is, its a bag for crying out loud!
They really need to just make it like any other storage. Right click the bundle to show the storage spaces like with chests. Like, just put the freaking storage spaces on top of the current inventory you are currently looking at.
The bundle is kind of a "mixed stack", so taking items out of the bundle is a kind of "splitting the stack", I think that was the logic behind the choice of mouse buttons
10:36 this is so very clearly just a bug and the intention is to still display 2 rows with just the last item being hidden by a +n symbol. Bundles changes pros: -actual early game recipe -interactive interface -being able to pick what you want out of it instead of having to go through weird shenanigans to get around it or dumping everything on the floor Bundles cons according to you so far: -u have to right click instead of left click to get an item out (kind of like rightclicking a chest or shulker or any other container but okay) -you can only see the last 8 items (I believe end goal of moyang would be to allow you to scroll through the entirety of the bundle) So 10 minutes into this video I am yet to see how bundles have been made worse lol Edit: 11:07 uhm what? Put some items in a shulker box and pick it up and hover over it for a second... tell me how many items you see lol 12:08 "just a little bit of added functionality" isnt exactly what I would call being able to pick what item you want out of the bundle... I feel like you have been a bundle supporter from the start (back when it was bad) and are now so used to having an opinion that is different from most other players that you are fishing for reasons to still be the "guy with the hot take" when the bundle is seeing actual improvement. 14:12 finally a criticism I can agree with. I think the +n should indicate how many unique items there are. Since there is a bar indicating how full the bundle is, there is no need for the +n to show how many total items there are.
Hi Pix, the shulkerboxes on Bedrock, I play on PC, show only a few items and the +(X) elements at the end of the list. So Bundles will be consistent with how the shulkers work already, but I would love to see the full list on both items. I do think that may be is a solution for small screens so is readable but maybe the code should check what is the definition of the device to show the full list.
Not everybody uses the same buttons and Pixlriffs would make an excellent tyrant! Most mod packs customize bundles, to every which way around, they save space and make for exceptionally poor chests.
I wonder if there will be differences in how the changes to bundles are seen by those who DID previously use them, as you did, versus those who were not regularly using them before. You mentioned muscle memory getting in the way of the new UI a bit, and that wouldn't necessarily be a problem for people just picking up bundles now in this experiment. Of course, the people who were excited enough to be using bundles previously are also likely those to be still interested in them now.
The problem of not being able to move bundles with the number keys could at least be adressed by using shift+number key for selecting an item inside the bundle.
I think the new controls are _fine._ Maybe a bit unintuitive since left click normally swaps the item I'm holding for the one selected, and right clicking to add items to the bundle worked just fine... but I can adapt. What I really dislike is the new UI. It's too bloated. The items in the bundle are bigger than they are in the inventory. I could fill an old bundle with 64 unique items and easily see all 8 rows simultaneously. With the new UI, 64 unique items would require 16 rows to see them all, hence why they compromised with the +n slot. Revert this scaling so all 64 possible items can be visible and selectable, and the compromise isn't needed (and if it doesn't fit on a mobile screen, add a scroll bar like the double chest already has on classic UI). Also, I liked that the old bundle UI matched the inventory, whereas the new one feels kinda empty, like the items are just floating in a void.
If you hover over a shulkerbox before placing it on the ground, you only see 3 or 4 items listed, so... I'm quite used to there being more information hidden. I do, however, think they should swap the mouse clicks, but still keep both. Most tools have left and right click functions, but I agree that it made more sense with the majority of the bundle's functions to match standard inventory functions with the other mouse button.
9:30 i'm pretty sure that 1 - being able to interact with the bundle while holding an item and 2 - the interface going from 8 -> 4 items instead of 8 -> 7 is a bug.
The only part I agree with you on is how the display after 8 items hides information. That part does feel bad. But shulker boxes do that too. If you have each of 27 spots in a shulker box filled with a different item, when you hover over it only shows like the first 6 types of things. But they should just let people scroll through the rows. They could still display it by 2 rows of 4 at a time, but make it continue to scroll. That wouldn't be harder to implement code-wise. And left-clicking on items while holding the storage container is also how you add items to a shulker box without putting it down, so it's again a way that players are used to. Then again I've always thought it was really stupid for them to hold features back from the game just because more limited devices like mobiles couldn't use them the same. Like, if you're playing MC on mobile you're already limiting yourself, you know that going in, from less control options to a smaller screen. And I still don't see how this will work control-wise on mobile. There's no scroll and no number keys on mobile. And hover doesn't work very well either.
except the key difference between shulkers hiding information on the hover and bundles hiding information is that shulkers still have a way to allow you to see everything when you ACTUALLY interact with their storage. having to throw the entire bundle out to find out what else is in there is bad design for what they're intending here.
I think they shouldve either turned the original bundle recipe to take leather instead of 5 rabbits hide OR make it only take 1 rabbits hide, not both.
I also really like the way bundles have been working because they’re crafted with rabbit hide, making it useful, though I can understand that being laborious for superflat players.
I used to play Bedrock on mobile (that's where I started playing). I can somewhat imagine how the new bundle interface would work? The problem with showing all the items is that Bedrock Mobile's inventory screen is weird. The inventory fills up the entire left side of the screen, right to the edges, with the crafting grid on the right side. So if you have a bundle with dozens of items it would just overflow over the crafting/armor interface, or cover up your whole inventory, which could be a bit of an issue. The inventory is clunky enough as it is, without a way to shift-click. The only thing it really has going for it is that you can select exactly how many items you want out of a stack (I miss this after switching to Java!) I haven't tried out the bundles at all yet though, this is just an intuition! I'm curious to see where they're going with this.
As of today, snapshot 24w34a has expanded the bundle UI to include three rows, guaranteeing 8-12 items are visible at all times.
www.minecraft.net/en-us/article/minecraft-snapshot-24w34a
I'll still miss the old interface, but I think it's definitely an improvement; I can see myself trying to stick to 12 items per bundle and perhaps, if the Minecraft team gives us the ability to dye bundles like we can with other leather craftables, they'll still be viable for organisation.
I would love to give my ideas to mojang but don't know where to drop them so I just randomly post on videos I see
@@philldaniel7485 There is an official feedback site, where you can give feedback on changes, and have them be considered by Mojang. That's going to be more direct than posting on random videos.
The lack of information definitely feels like a teething problem that could easily be fixed and I hope they do. Given that the number keys select the nth *item* rather than the nth *slot* there's really no reason why there needs to be exactly 8 slots in the first place, and certainly no reason why additional items need to push existing items down an entire row even if there is a cap on the number of shown slots. But it reminds me a lot of the early snapshots of the chiseled bookshelf, before books could be added or removed from arbitrary slots, which gives me hope that these simple odd behaviours will be straightened out before release.
In my broader opinion, the teething problems still don't overpower the positives of being able to dynamically select items from within a bundle (to say nothing of the new crafting recipe and the fact that they will actually be for sure in the fully vanilla game) so I'd struggle to agree with the title. They could and should very easily be made better, though :)
I completely agree, I still feel like the positive changes made are definitely overpowering the teething problems like you say
its also important to realize this is the perspective of someone who is used to how bundles worked before - like pixelriffs, i've used bundles since they were first added too and agree with how having reduced information about their contents, having to fight so hard against my muscle memory to use them, and no longer being able to do certain things with them anymore has sullied my experience with them in the latest snapshot to the point i do consider this iteration a downgrade, despite the positive changes...
2 steps forward (better recipe, bundlescroll functionality) - 3 steps back.
but that wont be the perspective of most players who either haven't used them much at all, or who's first time trying them out will be whenever they're actually implemented in a full release.
i do think the issues around some of the intuitive controls the game familiarises us with just... not at all having the expected behaviour when interacting with bundles - such as with the number keys, or trying to swap a bundle in your cursor with the item in a slot is a problem tho, not just another "hard adjustment", but at least its a simple fix imo - an accessibility/control toggle so players that aren't limited to playing without a scrollwheel aren't bound by that compromise.
as for concerns that it gives some players an advantage over people with different set ups, or on other platforms, technically yes, it is - but i have this to point out:
the inventory already behaves differently between pc, console and mobile devices; controllers don't have number keys, and the touch screen doesn't have any keys or a cursor, so just having the current functionality in the first place could already be considered an advantage over, or inconsistency with players that don't.
the point is that different platforms require different controls schemes that need to be designed around independently. there is no one-size-fits-all solution here that can satisfy everyone - so we might as well embrace the differences.
the ui feature where items in the tooltip preview are locked to their position in a row when taking items out is convenient for touch screens for example, meaning items are in the same place you expect them to be as their position in the ui is where you interact with them from - but on pc this is unintuitive, the number keys and scroll wheel interact with them from the first item rather than the first slot, so it makes more sense to just bump everything up so the first item is always in the first slot as its not the position if the items in a row that matters, but the order.
My issue with this is time. Bundles were first introduced years ago, and this is the best they can put forward after all this time? IT seems like a very low effort project with zero beta testing.
The most frustrating part about holding back the bundles is that the last two updates are perfect examples of updates that would benefit from the bundle. Archaeology and the trial chambers become frustrating inventory management experiences to go through because of all of the singular items that you get that take up one inventory slot that could’ve easily have just gone in the bundle. Bundles feel like they were essential to archaeology but because they were never added a lot of the items that you get from those dig sites just get thrown out and ignored. It irritates me that they would rather put out a big update and ignore features that enhance that update only to then add that feature years down the line when those mainstay update features like structures have already been looted, explored and tired out
Having used Bundles over the span of a year plus in Vanilla Survival, I've gotten use of the old functions of Bundles. They weren't perfect but being able to see everything that you have in the Bundle makes you not lose track of what you have in that Bundle.
The Snapshot introduced some good things like the cheaper crafting recipe and the new UI. But the sprite change, the controls revamp, and the information hiding seems like a one step forward two steps back moment.
It somewhat goes against the biggest criticism of Bundles, which is the freedom of choosing what is in the bundle.
How can you have the freedom to choose an item, when you don't even know what's in the Bundle?
"You can pick whatever you want from the bundle, as long as what you want is one of the last 4 things you put into it, and we're not going to show you what else is in there until you take out one of these 4 items!"
“How can you have the freedom to choose an item, when you don’t even know what’s in the Bundle?”
I agree, it’s really an annoying addition. Not to mention, without seeing the entire inventory, how am I going to know if I might as well take the bones/fish/whatever out? After all, they do eventually start adding up to almost 64 items and might as well be taken out of the Bundle?
Remember that this is an experiment, so constructive criticism will improve the Bundle. They will probably also change it anyways next snapshot.
To add on, I do think it's weird that Bundles hide the items after a certain amount. Can't they just make more slots? Also I think the general UI looks kinda ugly, I think the OG chest-looking UI was better. Finally, I agree that if a number space doesn't work (such as 9) it should be used to put it into your inventory.
Thank you, some of us really need to kept being reminded that
@@PasticiosAwesome This does make a lot of sense. But something I don't understand about the new UI is why does it hide an entire row of slots, just to tell you there are more items? It could be using 7 slots to display the most recent items and the last one to tell you how many extra are there, but it only shows 4 items.
@@PasticiosAwesome I'm fairly certain it hides the other slots because each slot right now is completely interactable, a UI that changes drastically in real time while having each of those slots able to be interactable is not something the game supports rn especially when Bundle's UI is essentially just a floating tooltip.
A good way to keep the new functionality while still having every item visible is by implementing a way to scroll throughall the items inside the bundle.
@@user-tzzglsstle585e38 this is snapshot release for the bundle it is not longer experimental. There is a little difference in the way mojang views the item.
Why even add the +(num) thing in the first place? just show us everything
To solve the accessibility problem they created.
Its a good solution to a problem that really shouldn’t exist
I think it's because of UI scale. At the scale they're showing us, 64 items wouldn't fit on the screen - but it still needs to be visible on touchscreen devices when they implement the same system on Bedrock Edition.
@@PixlriffsThey should just use the old UI that was smaller and showed every item, no??
Or maybe it could be scrollable… most of the time it won’t have 64 items… it’s surely impractical to have the same UI between a 4k display with mouse/keyboard and a phone…
an ui of 64 fields is not great imo
3 rows where you can scroll through would be a good fix i think.
for mobile i think, click to open and be able to shift through the inventory like a book would be optimal
Having multiple "pages" could be a way to access any item in the bundle without having to display 64 item at once ?
I love this idea! I feel like it should be relatively simple to just add a little "next page" button in a corner of the UI
Yep, and also make the UI 3x3, that way it is consistent with things like the hotbar (9 slots), dropper (3x3), chest (3x9), etc.
2x8 just feels really wrong
Could also be scrollable with the mouse wheel or equivalent gesture; scrolling past the last item in the grid could scroll the grid.
i love this ideaaa!! definitelyy
The bundle could have 3x3 slots. Minus the next page slot.
It would have 8 slots per page. It's a perfect number for Minecraft.
You can have litterally 64 different items in the bundle and the it would have 8 pages maximum.
And maybe the UI can be accessed with right clicking. It would solve the problem we have when moving the bundle in the inventory.
Now someone post all this on Minecraft suggestions, i'm tired of waiting to have the bundle in my world 😢
I think having a little scroll bar so you can just scroll down more to see the other items would be good.
On mobile, that presumably wouldn't have any problems because instead of using the mouse scroll wheel, you'd just physically touch the scroll bar on screen like the creative inventory, which works fine?
On controller, you'd use either the right stick like the creative inventory scroll wheel, or the d-pad.
They dont want us to see the other items because it might confuse people why cant we select ones further away, but I think they could just make those slots darker
As someone who hasn't used the bundle at all, the right clicking to remove things makes sense to me, it's like splitting a stack. The argument that the controls are worsened due to muscle memory from using a feature labelled as "experimental" doesn't hold water to me when it's clear Mojang wasn't happy with that original implementation. Using the experimental additions essentially puts you in the position of a tester and imo you shouldn't get attached to anything included in that category. Not being able to see everything is clearly an issue and the display bug will obviously be something that will be fixed. It's clear trying to find a way for mobile, console, and pc players to have the same options is what's making the bundle such a hassle to implement, and it's quite frustrating to have the game experience limited by the requirements of a system that you don't use at all.
I agree that the old gui was better for information off what's in the bundle. The experimental gui feels like a bad compromise, there must be a way to keep the old gui style and still be able to scroll thru the bundle and choose what you want to jank out.
Bundles are probably the number one reason I feel that Bedrock edition is holding the game back. Having the entire game on all platforms needing to have parity with a mobile game is really limiting the additions and revamps they can do to the game. Obviously not everyone has a PC that can run Java, which is fine, but sacrificing good ideas and potential for expansion for the sake of Bedrock is sort of frustrating.
Just because Mojang is terrible at UI design doesn't mean that Bedrock is holding the game back.
Do note that most of Minecraft's playerbase is on mobile platforms.
Bedrock isn't holding it back. The developers that can't figure it out are the ones holding it back.
Bedrock is the real minecraft that's why they need to make it work for bedrock.
Saying that bedrock is holding the game back just shows how ignorant people are. It's mojang being incompetent that's the problem
@@josevladimiraustria2736 sorry what?
bedrock is the real minecraft?
it's the expensive knock off, little bro.
As a bedrock player on PC, i can relate to a lot of the comments about the attempts to maintain device parity being frustrating, and i can see what you mean about the control scheme and change of information after 8 item types making a lot less sense. I'd like to pose that they are working on fixing the issue with the way the rows hide information, it's not actually intended to work that way.
Also it should be noted that Mojang is currently dealing with another crisis that I'm actually surprised hasn't gotten more publicity lately, which is a crash of Realms for Bedrock players, which started Wed Aug 14th and continues to be an issue as of my writing. I imagine based on the posts that this is an "so hands on deck" situation for them and looking into the snapshot feedback has taken a temporary back burner.
I agree with your points, but I disagree that they made it worse. They're not quite there yet, but these are definitely steps in the right direction, especially with the crafting recipe. The UI needs tweaks, but it's nice to see that Mojang is trying out new solutions rather than trying to force a new mechanic into outdated game elements. It's the first time we've ever had an item with unique UI like this.
Not being able to see the full contents of the bundle makes this implementation worse, regardless of any other improvements. This would completely kill my use of them, because I wouldn't know what's in any of my bundles.
@@bwjclegoIt's not set in stone, and they could revert that, and not the other improvements they've made
Blocking the view of all the contents alone makes this implementation vastly worse than the previous 1.17+ bundle.
In just about every use case for the Bundle, viewing all items is effectively a necessity, and it’s an entirely uncompromisable aspect of their design. I’ve carried whole enchanting setups in Bundles before, which is now incredibly annoying to do because if I have a few other items, I LITERALLY CANNOT TELL WHICH BUNDLE HAS THAT STUFF. The change makes the only way to reliably check and access the full contents to dump the entire thing… WHICH IS LITERALLY WORSE THAN NOT HAVING A SCROLL SELECT
Then you have the less intuitive controls, the altered recipe conceding to the people who don’t know you can lure rabbits with dandelions and carrots, and the weirdly dark UI…
But wheeeee it shows the item you want or extract now! This totally makes it better! (That feature is a nice touch, but it’s also like sprinkling a bit of sugar on a plate of sawdust and trying to call it edible).
I just want them to make the UI more consistent with the inventory aesthetic.
I completely agree! I've been using bundles regularly for the past 8 months. I really don't like the changes. I would rather be able to see everything in the bundle than grab out specific items and not be able to see everything. I really liked the empty bundle icon too. It was much easier to tell when they were empty.
The newer crafting recipe definitely makes more sense in the early game but it would be nice if you could use leather or rabbit hide.
The original recipe was 5 rabbit hide right?
Take 4 of those, craft them into leather, and you have a bundle with one rabbit hide to spare
keep in mind a 2x2 of rabbit hides make one leather, so you essentially can use either.
@@masonjar213_ 6 rabbit hide, actually. Also, you can't "unpack" a piece of leather into 4 rabbit hide, which was particularly annoying.
@@masonjar213_ Yes but 4 rabbit hides doesn't seem quite as early game as one leather.
@@majestia19 I’m saying you can use both if you want because you can craft 4 rabbit hide into 1 leather
I agree on your take on the Bundles UI, it's a bit weird. I do hope they change it as it would allow us to see 8 items then scroll/change and view a new 8 different items in its UI.
Since they limited it to eight interactable items at a time, they could even use the 9/0 keys to scroll up/down for keyboard-only users.
@@tygerion4404 Oh I like that idea. With a set of 8, there could be a total of 8 pages if you fill a bundle with 64 individual items. That might be an option to have a way to scroll through it
@@tygerion4404 yup they could use 9 as a scroll to switch into a different tab of items,
when there are 9 items in the bundle, it should be showing *7* items, not *4* items... This feels like a bug.
As for showing slots 9+, maybe instead of just cutting it at 8, maybe after the second row it should have a divider, and then show additional rows... this gets the complication of there being up to 64 item types though... perhaps expand the rows to an 8-width? ... which would feel like an excessive use of screen space if you don't have tons of items.
Best guess is that they just inserted a new row at the top and stuffed the new item at the end. Either way, that’s probably a shortcut that will be cleaned up later as it’s visually broken
I would argue that left clicking picking up the bundle and right clicking taking items out of the bundle is actually very consistent with left clicking taking a whole stack and right clicking taking part of a stack, since a bundle can total up to a stack of items?
Also I feel like the entire row going missing when a 9th item is added is definitely a bug, I think there are plenty of changes coming before this is properly added to the game. As I've seen someone suggest, I hope they add pages to the scrolling, maybe also accessed by the number 9 on the keyboard? (or 8/1 if the +num thing stays lol) (lol being less able to find things as items are added to a bag is a little bit too realistic!)
Also I don't like the texture/colour/size/something of the capacity bar on the item UI. I don't know what it is about it, it just feels jarring somehow. Definitely brings to mind a placeholder for an early version of something, hopefully it can be made more fitting somehow!
(Maybe the reason they removed the empty texture is because that open bag look is now for previewing items so they didn't want to confuse that?)
the styling of the bundle UI feels like a combination of them sticking to dark theme for hover information & their shiny new modern UI theme for the settings/new world UIs. and ngl as someone who already struggles with those UI elements because of vision issues, it does make me mildly concerned that we might see an in-game UI overhaul that will enforce this modern feeling high contrast dark mode on the entire thing.
The fact that you can see the inventory grid while hovering over the bundle icon is really confusing for my brain. You can see that grid from the normal inventory but the normal bundle items aren't sticking to it(which is easily solved by upping the opacity of the bundle's UI).
the fact that the margins? padding? around the items in the bundle is much bigger than in the main inventory also throws me off, it makes the UI much bigger than it has to be tbh.
I'm glad they replaced the rabbit hide with leather for the recipe. In the early part of the game, when I'm first exploring the world, gathering random items & filling-up my inventory, getting multiple rabbit hides without Looting III is a bit of a pain. That said, I feel like 1 leather is too cheap for something that is basically a poor man's shulker box.
It does seem weird that there isn't a better way to view everything inside the bundle without dumping its entire contents on the ground. What seems logical to me is to have a single row of items displayed when interacting with the bundle, with a "button" at the end of the row that would cycle through additional items not currently displayed.
I've stayed away from bundles, because they aren't part of the vanilla experience, so any changes they make to them now won't bother me. Even if I did use bundles, I'd adjust to whatever they did. I play both versions of the game (Bedrock more than Java, but still), so having to adjust to things being different is nothing new. I feel like bundles should be an aspect of the game that Mojang simply accepts will function differently between the two versions.
I am a little flummoxed by this insistence that different platforms with different power and capabilities should all run exactly the same game. It wasn't that long ago that we all just accepted that if we were playing a mobile version of a game it _wouldn't_ be the same as the full version. Bundles are falling prey to this "it all has to be the same" thinking. If something is working in Java, put it in the Java game and leave sorting it out for Bedrock and PE till a later time. Who knows, Microsoft might even get extra sales out of this recognition of reality.
If they were creating a new game, I could see it, because then they could realistically keep feature parity across versions for basically all features. If they were actively working on fixing the *big* differences (e.g., bringing Bedrock redstone up to snuff, changing how waterlogging works in one or the other version so it matches, etc.) with a view toward eventually bringing the two versions completely together, then I could see it. But they're not doing either of those things. And when they're not doing either of those things, it feels weird and inconsistent and maybe even hypocritical, to hold back features from Java Edition just because they might not work exactly the same way in Bedrock. Sure, the whole way you play the game is completely different from a mobile user to the point where you don't even build the same types of infrastructure in your world, but at least you can't interact with this one little utility item in a way that would be difficult for someone playing on a phone. Wat?
Honestly what they really should be doing, as more powerful mobile devices become available, is making a version of Java Edition that can run on Android and work with a touchscreen interface, with a view toward eventually phasing Bedrock edition out entirely, or at least giving players on non-PC platforms the option to have genuine real actual feature parity on the stuff that matters.
I'm not surprised by this honestly. I mean, we're talking about Microsoft. They did the same thing with the series s/x. Full parity even if it caused developers to pull their hair out, and made implementing certain features more difficult or made development time much longer.
Mobile especially is a big part of the problem. The rest of Bedrock (PC and consoles) would have handled the original bundle design just fine. They could have just added a couple extra buttons to mobile to get it to work as well, but I kind of doubt anyone playing on mobile has the same sort of play styles as other Minecraft players to be using bundles much in the first place, or if they are they probably have controllers paired to their device which would have the functionality to use the bundles.
@@sambuma And meanwhile the rest of us get nobbled. Unreal expectations don't help anyone, calm acceptance goes a long way. Mojang should not seek to dumb down Java to accommodate those unreal expectations.
Agreed. Keep the features the same where possible, but adjust the user interfaces for desktop vs. touch devices.
14:49 I would love to see this and all the Keyboard Shortcuts implemented on Bedrock!! 🤞🏼
Make using the shield a right click/left trigger action on Bedrock instead of sneaking, while they're at it, lol. The shield is so monumentally useless on Bedrock currently vs. the Java implementation.
@@erin.anderson That would mean a whole new button for Touch Players. Tbh, I’m okay with Crouch to Shield, I got used to it.
When I play Java, shield is hard to use for me lol
I'm so glad I'm not the only one who felt this way, iv seen a few posts about how great it is to get the bundle now, but iv been playing with the bundle since it was added to experimental! This just seemed like a massive downgrade to me, one of the main way I used the bundle is in chests full of stuff to keep my storage small and decorative, it becomes completely useless for that if you can't see half the items in them!
In can see why taking stuff out of the bundle out of order is a valuable but it's definitely not worth this for me at least (if it releases similar to this I just have to hope it's fixed with QL mods)
Thank you Pixlriffs! constructive criticism is great. The world isn't perfect and everyone can improve, giving feedback and suggestions on ways to improve are great. Just being negative and complaining is never the way to go. You are greatly appreciated!
To me the bundle UI would be perfect, if the display of the items was kept the way it worked previously (where it tries to fit the items into a variably sized grid that goes up to an 8×8 grid for a bundle full of distinct items). Then you could scroll through the whole grid with the mouse wheel, the keyboard numbers 1-8 could select an item in the current row and the numbers 0 and 9 could change the current row.
I think it'd be interesting if right clicking on a bundle gave you the first item, but right clicking an empty slot with a bundle emptied out the last item. Then you could have the option of accessing items from either end
Ironic that X and Pix have the exact opposite opinion XD Both are valid, I just found it funny because I follow both
I have a comment completely unrelated. I see you're getting close to a million subs. I'm rooting for you to hit a million this year! 😁
To me bundles have always just felt like an unsatisfactory, vague attempt to pacify the community's call for better ways to manage inventory. I just started a playthrough on 1.21 and I was waiting until a backpack mod came out I could use. I don't understand why, when they are promoting exploration and adventure within the game, they don't provide the early game means to collect stuff as you travel. Them trying to create parity across multiple platforms for everything they do is going to just stifle progress and change.
My personal dream functionality that may be against what they intended for this item but I nonetheless would enjoy, would be essentially to treat them like a much more limited capacity & functionality Shulker Box. You go to "place" them like a block in the world, but instead of actually placing them, it would just bring up a UI that you can organize as needed like any other means of storage. When you leave the menu, the bundle is still in your inventory. If for whatever reason this is too overpowered, have it take a few seconds to "place" or have the contents spill onto the ground if you are hurt while the interface is open.
I just feel like adding items in without a full interface is fine, just dragging them in or clicking over them, but removing them seems much more tedious, and realistically I think I would find myself only ever unloading them back at a base to place into more permanent storage.
Since the UI appears when hovering over it in Java, I assume it also appears when its slot is "selected" in Bedrock, which could be irritating to have that popping when moving the cursor across slots to get to the slot you want, if any of them contain a bundle. So I think the UI shouldn't appear unless you use/right-click the bundle (since the 'split stack' function does not apply to non-stackable items). Then show a 3x3 with paging like other commenters have suggested and tap or scroll to the desired item--how about being able to also press left/right (A or D) to move between its UI pages?
I definitely agree that for consistency, left-clicking a bundle should still pick it up like with any other item, and pressing a number 1-9 (while its inventory is not open) should transfer/swap it to different slots just like with other items. The point is that however it works should be consistent and intuitive meaning that the controls we are used to using with other items in the inventory UI should work the same way on a bundle.
I hadn't realized that the mouse buttons used for interacting with the bundle had changed, and I have to agree that the new controls seem less intuitive. What I think they ought to do is separate the bundle interaction buttons in the keybinds options menu so that anyone can modify them to whatever they like best.
Now that I think about it, are the buttons used inside inventories adjustable via the keybinds options at all? I don't think I've ever tried changing them, but if not they really should be in my opinion.
You can't change inventory controls. I use a mod called Item Scroller that allows to change some controls.
I think you are correct about left vs right click. Normally left clock does a lot of stuff when interacting with your inventory and right click does nothing for unstackable items like bundles. Now they have moved all the default left click functionality to right click so they could add extra functionality on left click, when all of the new functionality could be right click like it was before.
The saddest part about Bundles is modded minecraft has done it better for years at this point. When Bundles first came out mods had better options, years later they go back to Bundles and they are some how even worse? I seriously question the quality of the team working on this at Mojan at this point.
Storage has been one the biggest issues with Minecraft for years as more and more blocks and items are added to the game and it really feels like Mojan just can't come up with any good idea's to solve it.
Well, unfortunately this is what you get when the devs care more about a mobile app version of the game ported to consoles, etc. and having extreme parody. Than making something usable and good.
The 2 games will NEVER be the same and I don't think they should be EXACTLY the same. Because at some point, one version has to be made worse (copper bulb) to achieve the parody. It's okay to interact with the bundle in different ways on different platforms...it doesn't have to be the same.
I think a UI change that affects bundles, ender chests and shulkers could help. Start with the creative inventory UI, make one of the tabs the main(normal) inventory and all other tabs, you can assign a shulker or bundle to if it is in your main inventory. This would allow you to use the inventory in the shulker/bundle as if it was your regular inventory once you select that tab.
Shulkers and bundles increase your carrying capabilities, but we need a better way to access those inventories. Think of each tab as a pocket that you can line with a shulker or bundle and the main inventory is a pocket that doesn’t require a lining.
I completely agree with you about the bundles but all they need to do is add a touch feature for bundles and a button or like they do when grabbing items for mobile.
The fishing rod has a button on Bedrock mobile. Maybe the bundle will too.
I'd be with with it just working like the shulker box, but holding 66~75% less than the Shulker box (to keep the shulker box valuable). I should be able to place my bundle on the ground and sort through it that way (again, like a chest or a shulker).
Just make it a mini chest, that keeps it's contents when you pick it up.
being able to pull things out and put things in while it's still in your inventory is still an interesting idea, but will probably still take some trial and error to get it right... but if they make it chest/shulker-like, we can start using it efficiently enough right away, and it will still give them the time to get the in-inventory details perfected later.
Just let me put my bag on the ground to root through it. I don't care how attractive or unattractive the bag-block-entity-whatever looks, that can always be improved later too.
This game needs extra inventory space more than it needs pretty things and/or extras, I'd choose function over form for now.
As a bedrock player I am just super excited that bundles are in the future 😅
I love bundles in early game and always carry 5 or 6 with me to carry food and put those items you never want to throw away in early game cause you may need them and bring back a TON of stuff while out exploring the world. They want us to explore more, the only way to allow that is to give us inventory mgmt items sooner in the game. Chest boats work only when enough waterways are around. Donkeys and llamas are always readily available and honestly are not the best thing to tote around with you all the time. And you can carry the bundles inside each other which is incredibly handy.
Honestly? I think the most obvious solution to the lack of information problem is also the simplest. It has, in fact, been around since the 1970's.
Just put a darn scroll bar on the thing. They were invented and are still in use several decades later for a reason. Mods with extremely high capacity storage (Applied Energistics, Refined Storage, etc) already do this to allow more or less infinite item display in the interface, and it's mobile-friendly.
Oh no, if I pick up an item and left click on the bag it should swap the item into that inventory slot. Yes, that seems quite backwards. And the interface is coded messily for sure. It should shift. It feels like like that UI has been coded by someone in their second year of school. That is for sure going to be fixed.
I pretty much completely agree with you.
1. Right click should be used for everything
2. Hovering shows 4 items in one row, and the fill bar beneath. No need for multiple rows. When you scroll (or use arrow keys), it scrolls through all the items left to right. There's a single item highlighted, just like on your hot bar. Right click will remove the highlighted item and close the interface. If there are items to the left and right, it just adds a white wedge to each side.
3. Right Click and drag functionality. If you start your right click on an empty slot, it empties the bundle. If you start your right click on an item, it puts it in the bundle.
4. This would be pretty intuitive using number keys. Whatever one is highlighted goes to slot . If it can be swapped with the item in that slot without exceeding bundle capacity, it does. If no item is highlighted (if you hover over it, but haven't used the scroll wheel or arrow keys), the bundle itself is swapped.
5. Increase the capacity of bundles to 4x64 or 9x64, so it can be used to store tools that aren't often used.
It's the inability to see all the items in the bundle that makes me the most upset, why not show them all? I forget what I put in a bundle sometimes even when I can see everything. I also agree with you completely about how they show the items with the new bundle, it's like the bundle limits you to 8 different items now, that does seem really bad.
One extra little sticking point for me is that the bundle's UI spaces everything out waaay too much. They should be spaced the same distance apart as a regular chest/inventory.
And if they did 5 columns in 2 rows, they could actually USE all of the number hotkeys, with the 10th either being "0" or a blank space that gets replaced with the "+9" metric (rather than only giving us 8-but-more-like-7.
I think a GREAT change, visually, would be:
- 2 rows of 5 (hotkeys 1-0)
- space between items shrinks to standard inventory spacing
- replace "+7" indicator with a row or two of half-sized (or quarter-sized) icons under the main rows, displaying what else is in there. (Not interactable with scroll-bar or number keys, but at least still visible) This would give an obvious indicator that "there are more items in the bundle" and would give more information than the "+7" does.
I've heard the bundle described as a "poor man's shulker box". To be honest, I think the lack of information is part of the point. I have not played with it but it seems to just be a portable junk drawer of sorts where you can put stuff you just happen across while focusing on something else and then dump it out later. I do not think it is meant for builders (or at least not for large building projects)
Keep up the good work. No top and tails needed😀
I work with UI and I think what would have done for the case of more than 8 item types in the bundle is displaying the first 7 (no empty slots) and making the 8th slot a button for the next page. This way, at least you can still reach all items in the bundle, even if takes more digging. Which makes sense for the metaphor. If you're digging through some kind of bag, it's harder to reach anything closer to the bottom.
But, considering bundles work like stacks, as someone who studied computer science, I can't not point out that there is a way to reach anything inside a bundle as long as you have a second empty bundle. Just move items from one to the other until what you want is at the top.
This is probably asking too much, but I'd love if "pick block" could reach inside bundles and bring the item into the hotbar. This would be great when building with a bunch of different blocks.
I feel like the best way to interact with bundles is to move the "throw all items from bundle" to the left click and have right click open the bundle's inventory. You would keep your hotbar, and then any items moved from the bundle could be moved into your inventory after hitting escape to close the bundle.
I'm pretty sure a lot of the issues with "hiding" stuff is an unintentional bug. Having the empty spaces without showing everything isn't supposed to happen.
I agree on most points.(Shulker boxes also don't show their contents by the way.) I think the issue is that people keep looking at bundles and expecting Modded backpacks. I honestly would love to see an early game backpack as well as the bundles. Something you can put on your back that acts as either a second inventory or that increases your inventory size. The bundles in my mind only need to hold a stack and should be simple. I think if they reversed the left and right keys on the interact and dropped the mouseover number thing then they would be perfect. Keep them showing the inventory and the wheel scroll as well.
I liked the way that they operated before. The UI also showed you everything that was inside, which was helpful. The only thing I would have added is the ability to drag them across the inventory to either add/remove items without needing to click every single item. I do like being able to drag & drop items inside the Bundle now though, but I hate the limited UI that only displays a small selection of items - I'd actually want that functionality for Shulker Boxes.
As they are now, I probably won't use them. They're too fiddly and annoying. Good for single stackable items with low weights, like Maps, Horns, Mob Heads etc, but for heavy weighted items like tools and armour you can only add one item and that's it, defeating their purpose
I'm hoping that the scroll function to select items in the bundle can be expanded so that if you have more than 8 items in there, you can scroll down to see what else is in there.
As you said tho, there's a potential to have 64 individual items in a bundle, there's not the space to show that many item slots in one UI, it'd cover the whole of your inventory UI, and would probably be pretty difficult to see on a small screen like on mobile or Switch. To be honest, I've never tried putting 64 individual items in the current iteration of bundles so I'm not sure if it shows you every item in there?
I'm not entirely convinced that the "fullmess bar" on the interactive bundle UI needs to be quite so big either, it takes up a huge amount of space on the UI that could be better used giving you more info about what's in the bundle. The X/64 on current bundles works fine and takes up far less UI space.
Aside from that, I like the idea that you can now "reach into your bundle" and drag out whatever you want, not just the last item you put in. That always really annoyed me about them, it's supposed to be a bag, it'd be like having to empty your entire backpack to get your laptop out because that was the item you put in first, instead of just taking your laptop out because you can see it, and that's what you want.
I prefer the old right click for interacting with it aswell, and for the hiding information they could jjst add a scrolling element into the tooltip. Maybe having the 9 key or the key corresponding to the +n thing act as a Next Row interaction, which could also work for mouse wheel as scrolling past the +n text, on consoles as selecting it or as going down, and on mobile by tapping it or making it an arrow to indicate that you can tap on it, and having a lower rows add another arrow to indicate going up
I'm pretty sure the empty slots on the first row even when there are more than 8 items, is a bug. Not sure how they released with this in it because I've seen it on every youtubers videos so their QA should've caught this.
I think it would be beneficial if they did more than *just* add bundles to the game. Like add some sort of other feature along with the addition of bundles. For example, when they added chiseled bookshelves, they made it so chiseled bookshelves could give off some kind of redstone signal. Like I think it’d be kind of cool if they made it so you could place a bundle down (and based on how full it is determines how big the block is, and size determines weight). Like imagine being able to make pressure plate traps, kind of like an Indiana jones type thing, where there’s an item of interest that you have to replace with a bundle to in order to grab said item, which would prevent setting off some sort of trap. Maybe it could add some sort of update to the jungle temple traps or something, idk. Or instead of a lever activating a secret door, maybe it would be the removal of a heavy bundle off a pressure plate? Of course the only kicker would have to be that there would have to be a reason why you couldn’t open the bundle’s UI if they were placed down, otherwise it would be more like a shulker box than its own item…
Right clicking a stack picks up half of the stack, so I think right clicking to take an item out of a bundle is consistent with right click meaning “pick up part of a stack but not all of it”.
so after watching xuma's coverage of the snapshot i actually thought that the way it hit layers was a bug or something. i appreciate you taking the time to explain why it's doing that. the hiding of the information is definitely the worst feeling of the bundles. i hope mojang can figure out what else they could to do remedy that
The decorated pot holds items, but doesn’t even have a gui. The only way to know if there is something inside is to break it. That said, they aren’t meant to be an inventory solution, so I’ve never had a problem with it. The bundle is a different story. Not being able to see all the contents is counter productive to why we would have bundles.
Imo, the ui hiding stuff is my biggest issue to.
The rest I think is mostly a “you’ll have to play with it for a bit to get used to it”, like basically every new item, but the hiding of items are indeed just a feel bad.
Maybe seeing everything, but highlighting the first 8(or whatever it will end up as) items as “available”, with a different color background or something.
I always felt the last-in-first-out principle with bundles was a problem. While it makes more sense if the bundle was a stack of things, it means that getting the bottom item out requires completely emptying the bundle. If it were changed to FIFO, then you could cycle through the entire bundle just by picking it out of your inventory and using that now-empty space to cycle through the items in the bundle. New UI or not, I’d prefer LIFO/FIFO to be configurable; of course, Mojang are allergic to user preference.
They need a compromise, a mix between the old one and the new one. They should use the old UI (the one that _actually matches_ the inventory art style) but add the scrolling/taking out functionality. Or if that's too problematic for accessibility (due to the limit of numbers on the keyboard), then they can add multiple pages instead.
You’re right that the mix of interaction with bundles makes for repeated mistakes, but it’s pretty funny how hostile bundles were to users on their first use - spewing the contents on the floor, or the confusion being unable to take items out because right clicking just was not a thing…
Bundles should have a right-click open (that stays open until closed) interface that looks similar to a chest, to see everything you have in there, with left click to pick up and withdraw. Outside of the bundle interface should be similar to how it worked previously, right click to drop items into it from inventory. And if a bundle is currently held, right click would withdraw the last deposited item into the inventory space below.
Preview hover could be overlapped stacked icons of the contents, not some attempt at a stable interface that just looks messy and hides things.
Obviously a view from a Java player, but bedrock clients have chest interactions and it should follow similar cursor movements.
I still say right-click to open a bundle UI would be the best way.
Without the ability to see and choose which item you get from the bundle, it is like they are trying to fix a problem by giving you an extra problem.
ohhh, so that's why the interface does that. i watched a couple of other videos talking about them, and people (including me) thought that the interface was just buggy/breaking.
i don't think that it's worse, but i do agree that they could be much better. i've been using them in a modded world to collect all the saplings and flowers when i go exploring, and not being able to see which ones i have without dumping the contents would be annoying, even if it would be nice to be able to take out items further down the list than the most recent. also it bugs me that the number keys refer to the item number instead of the place in the grid, and the change to left clicking to putting items in but right clicking to take them out. definitely prefer that all interactions are one button.
i do really like the change to the recipe, though, and the ability to scroll through some of the items. overall definitely some positives and some negatives about this version, imo.
ya know, I kinda thought bundles would show you what were in them in a side window, like when you open the crafting book a menu opens to the side, I thought bundles would use that. so you click the bundle, and the window pops up on the side and now your interacting over there, its an idea, and this is a work in progress so who knows, maybe it will happen
the way the ui looks is also very jarring
normally items aren't on a dark background like this, and many of them are difficult to see
I think they should make it so that you can move it to your hotbar with number keys therefore removing the ability to use it without a scroll wheel but to fix that, they make it so that you can double click on the bundle to keep the UI open when u move ur mouse and then select items with the mouse pointer and then click off the UI to stop the menu staying closed.
Also they need to make it so that you can see every item
Honestly dude, the Bundles were perfect.
Been using them for four years now, and got really used to them. Just like every other thing in Minecraft, the downsides are things you learn to work with.
The cheaper recipe is nice, but I think I would still have the rabbit hide. It is a very powerful item when used right, so at least having to look for it for a short while makes sense.
It doesn't look too bad. It looks unfinished though.
If I had to guess, I'd say they went with a smoother, expansive mechanic with the bundle before, but ran into some roadblocks and so they decided to go this different route where the bundle is more like layers. The rows you see appear to be starting from the lowest rows and working their way up, instead of starting at the top and working their way down. So if the bundle has 16 possible rows, 1 for each individual item totaling 64 slots, then the bundle appears to start with row 15 at the top and 16 at the bottom, and as you fill it with items it works its way up to row 14, row 13, etc.
This kind of seems to be designed so that bundles work like a narrow sack of goodies, something like Santa's sack of presents. Where the top layer of items are obstructing your ability to dig all the way down to the lower layers of items. You would have to remove the top layers of items in order to gain access to the lower layers of items. I'm surprised that it lets you dump all contents in one click though. If it functions with layers, I would expect a single click to only dump the top 2 layers with every click.
But such a design is very limiting considering a whole double chest lets you see every single item in the chest. They can probably change it so when there are more than 8 slots used, the last 8 slots will always be visible and interactable and the +7 number can be moved somewhere else. But I'm sure they can make a happy middle ground. Something that has limited functionality, hopefully avoiding whatever roadblock they may have encountered, but still doesn't hide information from the player.
Using the bundle to add items to it seems a little odd to me. I can't think of any other item that you can just add to it from clicking an item while holding the item you want to change. I would kind of expect having to put the bundle and items in the 2x2 or 3x3 crafting interface in order to add stuff to the bundle.
And there are storages that don't show you every single item; you have to do something additional to get information about all the items.
A hopper chain will only show you the hopper you're accessing and the only way to see what else there is is to look at the other hoppers, even though removing items from the hopper at the end will eventually fill it with all items backed up in the hopper chain.
Shulker boxes also don't show you all their contents when you mouse over them, just the first few items. You have to place the shulker box and open it to see its contents and only if its not obstructed from opening.
I guess in similar vain would be the ender chest, but that doesn't show contents at all; you have to place it to see any items in its storage, which also means you need a silk touch pickaxe to see its contents and then keep it in your inventory.
One potential solution to the hidden information problem might be to make that +X icon clickable--if you click/select it, it rotates which 'rows' of the bundle's contents are visible in the interface. That way, even if you can't see the full contents at a glance, you could quickly 'scroll' through the contents of the bundle to see/interact with it all. I think it would also help if the +X icon became #9 rather than taking the place of #8. That way there's a dedicated way to rotate the inventory contents.
Also, I really don't like how the UI keeps leaving empty slots at the "front" of the interface. There's no need for that and it cuts the amount of visible information for no reason. Have the empty spaces at the end.
I'm more concerned that they made Pixlriffs' video titles sound grumpy. ;)
Shulker boxes in vanilla hide the contents past a certain number of stacks - but that doesn't excuse them restricting bundle view to a 2x4
Honestly I prefer bundles filling more of a "loot bag for exploring" role. You would use them to store loot from your explorations, then empty it all out at home. Being able to pick and choose what you take out makes them feel like discount shulker boxes and much less unique in general
I hate the new bundle controls too and while I like that hey made it more accessible, they removed the only other use rabbit hide had for the past 4 years and it's frustrating to see it be a single use item again. I don't know why they didn't just make rabbits spawn in more biomes like the plains, savannah, or regular forests too (they current spawn in a handful of snow biomes, desert, flower forest, cherry grove, and meadow). They make rabbits spawn in rarer or at least less common biomes and expect people to get this early game item. So now instead they just give it to leather when leather has plenty of uses already. I really hope they implement a way to have rabbits and rabbit hide be more useful whether it's the bundle or something else because it's a single use item that is only used purely for making more leather.
As for the controls, they're super frustrating as someone who's always used the bundle. I also don't like the new bar showing how much of the bundle is filled when you're interacting with the new UI when the number was perfect.
I was mostly focused on the terrible redstone changes that I didn't realize they made bundles 500% worse than before (redstone changes are still more devastating, of course)
For mobile, could they have it so that you tap the bundle to open the GUI, then you can tap to remove the items you want? That sounds like a pretty intuitive way to handle that side of things.
Pix, question for you. When you quick swap items to your hotbar, do you use the number keypad or do you use the row up at the top of the keyboard? I’m not skilled enough currently to use the number keys, it just feels alien to me, so I’m curious which you use
Also I do wish it wasn’t just a stack, but that it held a flat 64 items. The problem I have with it is that one of the best uses in my mind that it could have is storing unstackable items in the same inventory slot. I mean it does feel a bit broken sure, but my first thought was storing all your extra tools and utility blocks in there. Like you don’t need your bed or you axe or shovel or hoe constantly, but as soon as you do you then have to dig through the enderchest to pull it out, or else you’re sacrificing a bunch of inventory. If you could put those extra tools, plus your ender chest, crafting table, and bed in there, you’re saving potentially 6 inventory slots and a bunch of time
I so t really understand two things. 1) why not add a backpack character slot and use a backpack that uses a chest interface?
But specifically to bundles, what’s wrong with a chest UI? Like, open a bundle and it just does like a chest does. And if you have a chest full of bundles, you take bundle out of chest and into inventory and open it there. Or just cascade them out.
Shulker boxes also hide information when you're just hovering over them in your inventory. They only list the first 3 or 4 slots.
yes, but when actually fully interacting with the shulker, you see everything. imagine if the only way to see past 3 or 4 slots of a shulker was to pour the entire thing on the floor. it's bad design, and even the preview limits of the shulker is something that has been critiqued by many people in the form of several different shulker visualisation mods.
On the number selection thing, I’d love to see the ability to select an item in the bundle with the number keys, then swap that item (not the bundle) into the hotbar with a second digit. The item in that slot, if any, would be placed in the bundle if there is room, or into the inventory otherwise.
I think searching through a bundle should be done the Zelda: Tears of the Kingdom way, which is just scrolling through a horizontal list.
They could also use that in a way to maybe see through a bundle that is in the hotbar?
Just click the same number key the bundle is in while it is highlighted in the hotbar, and then it would also open a scroll menu, a small one right above the hotbar, and reclick the number to exit?
I mostly just want some kind of unique redstone functions with bundles really.
Like maybe a lecturn can select a slot in the bundle and a dispenser will shoot out the 54th item... Somehow... maybe not, idk.
I think this is the only time I've ever heard Pix sound genuinely upset. Even when things don't go his way in the survival guide or on servers, he always seamlessly rolls with it.
Edit: I know Mojang has been working really hard lately to make sure all new features have the best parity possible between Java and Bedrock, but at this point, I think think they just need to take the hit. As long as they have mostly the same functionality, I don't understand why we can't use different UI systems for each game.
I'm someone who has used the bundle ever since 1.17 to hold items that I deemed potentially useful and didn't want to have to carry around in separate slots or take up space in my ender chest. As a Java player, my only issue with it was that it's difficult to pull a specific item out of it. You need a lot of space in your inventory to pull the tenth item out which really isn't ideal and I can only imagine how irritating it would be to pull a 64th unique item out it. All of the constant throwing items on the floor just to be able to access the last item is not fun. So when I read in the changelog that you could now scroll through the bundle and pick specific items out of it, I was really happy! The change that I'd been looking for had been answered! Except, it really hasn't. The new UI has changed the bundle in such a way that I would probably stop using it.
My bundle currently has the following inside: 3 diamonds, 4 wither skulls, 10 chorus fruit, 1 clock, 9 golden apples, 1 beacon, 2 damaged anvils, 1 regular anvil, 2 stonecutters, 1 ender chest, 2 crafting tables, and 10 torches. It's stuff that I think I might need in various different situations and don't want to have to use separate slots in my inventory or ender chest for. I can see all of the contents just fine in a version prior to this snapshot. I just want to be able to take specific items out if I need to. But in this snapshot, I can't see the golden apples, clock, chorus fruit, wither skulls or diamonds at all in the UI and I can't select them even if I scroll so can't take them out anyway. That's five items that I can no longer see which creates new problems for me personally due to my current way of using the bundle.
First of all, the clock is only in my bundle so that I can see if it's day or night when I'm underground without having to dedicate an actual item slot to the clock. Given that it's a purely visual item so I never actually need to take it out of the bundle, it would always get buried behind the +27 or whatever number it happens to be. The fact that I can no longer see it makes it 100% pointless for me to have on my person. Not good.
My second issue is with valuables. I like to keep the diamonds on me in case my pickaxe breaks and don't have access to my spares. My wither skulls are there because I didn't know where else to put them and didn't want to lose them. The golden apples are there because I play on hardcore and would prefer to have easy access to them. If the bundle no longs shows these valuables, then with time, I will forget that they are there and lose them. Not good.
My third issue is the anvils which I actually can see in my current layout, but now wish I couldn't. Using anvils damages them, and as such, there are three different unique anvil items in the game. So as I use them, I would merely clutter up my bundle even more and make more items invisible. Not good. Especially when a difference of one additional item can change whether you can see 8 unique items in a bundle or 4 due to the weird way that the UI can only show two rows.
These UI changes and the loss of information is not something that sits well with me. I was completely fine with the UI in the previous versions. I would prefer that we have the old UI but with the added ability to scroll through the bundle to select something. I get that a lot of people don't have a scroll wheel, but I don't see why we couldn't use the arrow keys instead or maybe even the page up and page down keys.
I was excited for the bundles finally being fully added to the game but with how they are now, I'm not so sure.
I had the likely unoriginal thought that the UI could be changed to a carousel of items. In this, you can either use the keys to go left and right through them, like 5 at a time and also hold down to go quickly through them. But also, you could use the scroll wheel to move through the items.
This would also make it easy for mobile because they could just tap on it and then scroll through it sideways with their fingers.
My only problem with the new Bundle really is the new UI. The controls feel intuitive; left click to add instead of switch and right click to release items, and scroll to access specific items higher up. The UI though, it really does need a few pages for accessing specific items deeper in. It messes with the usual inventory problem, where you need space to let items out but might not be able to at the current time. While hiding the items is something even Shulker Boxes do, the Bundle probably shouldnt since you should be able to access everything as it is, its a bag for crying out loud!
They really need to just make it like any other storage. Right click the bundle to show the storage spaces like with chests. Like, just put the freaking storage spaces on top of the current inventory you are currently looking at.
In my opinion, mojang should keep the new controls and give us the old UI back.
The bundle is kind of a "mixed stack", so taking items out of the bundle is a kind of "splitting the stack", I think that was the logic behind the choice of mouse buttons
10:36 this is so very clearly just a bug and the intention is to still display 2 rows with just the last item being hidden by a +n symbol.
Bundles changes pros:
-actual early game recipe
-interactive interface
-being able to pick what you want out of it instead of having to go through weird shenanigans to get around it or dumping everything on the floor
Bundles cons according to you so far:
-u have to right click instead of left click to get an item out (kind of like rightclicking a chest or shulker or any other container but okay)
-you can only see the last 8 items (I believe end goal of moyang would be to allow you to scroll through the entirety of the bundle)
So 10 minutes into this video I am yet to see how bundles have been made worse lol
Edit: 11:07 uhm what? Put some items in a shulker box and pick it up and hover over it for a second... tell me how many items you see lol
12:08 "just a little bit of added functionality" isnt exactly what I would call being able to pick what item you want out of the bundle... I feel like you have been a bundle supporter from the start (back when it was bad) and are now so used to having an opinion that is different from most other players that you are fishing for reasons to still be the "guy with the hot take" when the bundle is seeing actual improvement.
14:12 finally a criticism I can agree with. I think the +n should indicate how many unique items there are. Since there is a bar indicating how full the bundle is, there is no need for the +n to show how many total items there are.
Hi Pix, the shulkerboxes on Bedrock, I play on PC, show only a few items and the +(X) elements at the end of the list.
So Bundles will be consistent with how the shulkers work already, but I would love to see the full list on both items.
I do think that may be is a solution for small screens so is readable but maybe the code should check what is the definition of the device to show the full list.
Not everybody uses the same buttons and Pixlriffs would make an excellent tyrant!
Most mod packs customize bundles, to every which way around, they save space and make for exceptionally poor chests.
I wonder if there will be differences in how the changes to bundles are seen by those who DID previously use them, as you did, versus those who were not regularly using them before. You mentioned muscle memory getting in the way of the new UI a bit, and that wouldn't necessarily be a problem for people just picking up bundles now in this experiment.
Of course, the people who were excited enough to be using bundles previously are also likely those to be still interested in them now.
The problem of not being able to move bundles with the number keys could at least be adressed by using shift+number key for selecting an item inside the bundle.
I think the new controls are _fine._ Maybe a bit unintuitive since left click normally swaps the item I'm holding for the one selected, and right clicking to add items to the bundle worked just fine... but I can adapt.
What I really dislike is the new UI. It's too bloated. The items in the bundle are bigger than they are in the inventory. I could fill an old bundle with 64 unique items and easily see all 8 rows simultaneously. With the new UI, 64 unique items would require 16 rows to see them all, hence why they compromised with the +n slot. Revert this scaling so all 64 possible items can be visible and selectable, and the compromise isn't needed (and if it doesn't fit on a mobile screen, add a scroll bar like the double chest already has on classic UI). Also, I liked that the old bundle UI matched the inventory, whereas the new one feels kinda empty, like the items are just floating in a void.
If you hover over a shulkerbox before placing it on the ground, you only see 3 or 4 items listed, so... I'm quite used to there being more information hidden. I do, however, think they should swap the mouse clicks, but still keep both. Most tools have left and right click functions, but I agree that it made more sense with the majority of the bundle's functions to match standard inventory functions with the other mouse button.
9:30 i'm pretty sure that
1 - being able to interact with the bundle while holding an item and
2 - the interface going from 8 -> 4 items instead of 8 -> 7 is a bug.
The only part I agree with you on is how the display after 8 items hides information. That part does feel bad. But shulker boxes do that too. If you have each of 27 spots in a shulker box filled with a different item, when you hover over it only shows like the first 6 types of things. But they should just let people scroll through the rows. They could still display it by 2 rows of 4 at a time, but make it continue to scroll. That wouldn't be harder to implement code-wise. And left-clicking on items while holding the storage container is also how you add items to a shulker box without putting it down, so it's again a way that players are used to.
Then again I've always thought it was really stupid for them to hold features back from the game just because more limited devices like mobiles couldn't use them the same. Like, if you're playing MC on mobile you're already limiting yourself, you know that going in, from less control options to a smaller screen. And I still don't see how this will work control-wise on mobile. There's no scroll and no number keys on mobile. And hover doesn't work very well either.
except the key difference between shulkers hiding information on the hover and bundles hiding information is that shulkers still have a way to allow you to see everything when you ACTUALLY interact with their storage. having to throw the entire bundle out to find out what else is in there is bad design for what they're intending here.
I think they shouldve either turned the original bundle recipe to take leather instead of 5 rabbits hide OR make it only take 1 rabbits hide, not both.
I also really like the way bundles have been working because they’re crafted with rabbit hide, making it useful, though I can understand that being laborious for superflat players.
I used to play Bedrock on mobile (that's where I started playing). I can somewhat imagine how the new bundle interface would work?
The problem with showing all the items is that Bedrock Mobile's inventory screen is weird. The inventory fills up the entire left side of the screen, right to the edges, with the crafting grid on the right side.
So if you have a bundle with dozens of items it would just overflow over the crafting/armor interface, or cover up your whole inventory, which could be a bit of an issue. The inventory is clunky enough as it is, without a way to shift-click. The only thing it really has going for it is that you can select exactly how many items you want out of a stack (I miss this after switching to Java!)
I haven't tried out the bundles at all yet though, this is just an intuition! I'm curious to see where they're going with this.
Still early doors with bundles things may change