OMG YESSSSSSSSSSSSSS!
I’ve been craving something like this in every major city-building/town planning/management game I’ve played since Zeus and it’s stockpile “request” system. The only game to really manage it lately (that I’ve played at least) is Factorio, and for most of that game it’s a case of manually setting up every item flow until you hit end-game and can automate things with robots that fly between ports arbitrarily.
This is going to be a massive improvement to the game for players who are all about efficiency, and plenty more besides! Even though I’m very much a “narrative player”, I always try to optimise my storage around providing needed materials to workshops (it helps to keep the crafter near their workshop and thus make the space more “theirs”.) I try to ensure every single item is stored in a deliberate location next to the workshop/s which will use it, specifically in order to cut down on travel time for crafters. But this change allows me to use centralised storage overflow without having so much of the “cluttered work camp” feel in the early game – I can put my carpenter’s shop next to the forest and keep a supply of logs on the other side of town for my blacksmith to use, instead of trying to find “the sweet spot” where I can have both a lumber and mining site for the sake of keeping all the wood in one place. From a perspective of creating a story while playing, this is awesome! From a perspective of optimising efficiency, it’s just as good too!
The fact that the new containers look so awesome is just the cherry on top! I can see a bit of influence in some of them from the awesome storage mods (e.g. the shelves are clearly inspired in some part by the awesome shelves added in various storage mods), and that’s really great to see. It allows those modders to reasonably easily convert their items into working with the new system, so they can even better fulfill their intended role. Most importantly, IMO, it allows us to build homes that look “lived in” by having a better variety of furniture with stuff clearly on it/in use.
Honestly I think the biggest benefit for me is the fact that I can now make houses which include a workshop, and tie the two rooms together aesthetically as well as functionally. That’s a massive improvement compared to a single communal workshop, which was previously the most efficient way to do things.
Could we please get some confirmation, though, about which hearthlings are able to draw from input bins? Are they only for nearby crafters, or can we do as @nikosthefan suggests and use them to help out with things like building too? If workers are able to draw required items from nearby input containers, it allows us to prioritise those materials required for building and thus it allows further optimisation of the building process. Of course we can already fill up crates with the required resources and move them to the construction site (the hearthlings will prioritise the nearest resource for the job), but those crates won’t have a filling priority like the input bins do. If workers are able to use bins for the same thing, it means we can “set and forget” a ratio of bins to builders to haulers and make sure the builders are always supplied with what they need.
I can understand why this seemingly simple and obvious improvement took so long to complete, but now that it’s working (well, there’s always polishing and refinement heheheh) it’s going to be something so useful that later on we’ll look back and wonder how we ever made do without it.