Are there any grand plans for how Fortress Mode stockpiles are managed, or some kind of visual identifier, UI something, Grand View? Anything that will make it a sporadic plan-as-you-go player feel more empowered when handling stockpiles?
We are going to do a hauling overhaul as part of this cycle of bugfix releases. That is going to intersect stockpiles, but I don't know if it's going to cover exactly what you want.
Since fussing about with stockpiles is one of the most tedious parts of DF for me, I thought I'd mention some improvements on hauling and stockpiles which would greatly speed up the process for me.
1) Defining global stockpile types:
I use almost none of the default stockpiles. For each stockpile I change something- disable some item types, manage materials or quality. This means that every time I want to enlarge one of them, I have to set it up from scratch with P->T. I'd much rather the stockpile definitions that are now hardcoded (Animal, food, Furniture Storage, etc) were made globally editable. Which means:
-allow the player to set up new stockpile types for the main stockpile command (P) (instead of just editing settings for an existing stockpile). These types should be kept throughout the game (or better yet, throughout all games).
-make the settings global- editing settings for Finished Goods stockpile should edit them for all existing Finished Goods stockpiles. If you want to have different FG stockpiles simultaneously- define a new type!
As ebbor notes, there should of course still be an option to edit the settings of a particular stockpile.
2)Split hauling from crafting
Currently when you issue an order of, say, construct 10 beds, what happens is the carpenter runs to the wood stockpile, brings one piece of wood, constructs a bed and then runs to the stockpile again. What should happen instead is that HAULERS should start bringing in ALL the necessary wood, and as soon as the first is brought the carpenter should begin constructing beds (while the haulers continue bringing more wood for the next ones).
(I think I put this in ESV some time ago...)
3)Make cloth stockpiles distinguish between dyed and undyed cloth.
Probably more to come?