Thanks! Why no/few bins? Is there still a bug where marksdwarves won't reload ammo from bins?
Absolutely no idea about the bug, it's just because I like seeing how full the stockpiles are.
Firstly, bins and barrels need producing. It's useful to set just one bin in each of multiple (single-item-type) stockpiles, rather than inadvertently all the available bins in one and letting the others gunge up with entirely unbinned items. This is what I do with tradesgoods (one for amulets, one for figurines). Later, I tend to up a 5x5 stockpile to 5 bins. Once I'm swimming in such stuff, I'm usually also swimming in bins (by manufacture or by import of binned goods (exporting no bins at all), but I still don't fill the stockpile. Other stockpile types also benefit from this.
Secondly, for some product that I might actually run out of, seeing empty stockpile spaces is a handy visual hint. Seeing a stockpile full of unknown-'filledness' is not so handy.
Whether this should be used across the board, I don't know, but I tend to initially set all stockpiles to zero bins/barrels, and then allow them the limited amount once I know I'm not devoid of either their designated produce or containers to put them in. This goes for everything from metal bars to weapons. Just about every product except for decomposable food, which I tend to
keep as maximum barrels to avoid the kitchens cluttering with rotting stuff. But it's still nice to know whether those containers are empty/full by seeing that there's 'overflow'.
For the one you're asking about, the ammo stockpile beneath the ranges, I just let them sit there (multiple-items on a tile, in some places, given that they fall there). They don't need moving, they can't be restacked to a single-item of multiple-bolts and I just have no reason to put them into bins at all, really. If I'm avoiding a bug, that's a co-inky-dink.
edited for bad.... editing...x2