I very much agree with this suggestion. Perhaps it would be simplest to re-organise the tabs/types to have a dedicated one for plants’? So the ‘plants’ tab would have a sub-type for medicinal herbs, silkweed/other fiber plants, tree saplings and other seedlings, and probably new plants in future (decorative flowers to be used in crafting?)
As for animal feed, a sub-type of food for animal feeds would probably suffice. However, I would like to be able to differentiate between the different feed varieties (livestock, poultry, rabbit feed, any future ones, etc.) so that I can distribute the correct type of feed to storage areas near the pastures which need that feed. If I have a shephard’s cottage next to the sheep pastures and have storage in there for animal feed, I don’t want it filling up with poyo feed lol.
I think that advanced settings to be used per-stockpile would be invaluable. Again, the mod seems to do a great job, but having the option there in the vanilla game would make it much more accessible to players who never come to the Discourse or who don’t want to use mods for whatever reason. I would love to have options to set specific limits for specific items, but also be able to include wildcards/by type; and even have an option for that chest to be the priority storage for certain items. For example: “I want this chest to hold 10 logs, 3 coal, 2 leather, and the rest of the space fills up with ore” to provide a go-to chest for blacksmith materials; while another chest might have “accept all ingots but keep at least 3 iron ingots in stock”.
I know that Radiant prefer macro-management over micro, but having tight control over the supply lines is one way to ensure that the macro management goes smoothly. After all, if we can set up “requisition” chests, we can then throw all incoming materials into generic storage and have workers pull the required materials into the requisition chests so that the materials are there whenever crafters need them.