Did you even read my posts? As I've stated, my problem is with dwarves wasting resources, not "missing out on anything". Now, I can keep micromanaging and killing off the ones that grab things I want to save, but my suggestion, as originally posted, is that wood, bone, and stone crafting should be restricted once enough (I feel 5 is a decent number) dwarves are legendary in those fields.
Strange moods are supposed to be uncontrollable. You're complaining that you can't control them. Diagnosis: working as intended.
Actually, I'm complaining that I need to control them.
You know what I hate about the HFS? You need to kill it!
You're missing the point of strange moods. Dwarf takes items, dwarf makes artifact, you marvel at the result and wish the item was more useful. Losing is fun, whether you lose a fortress or a forgotten beast skeleton. (Why do you need those forgotten beast bones? They're not even worth a lot!)
Jesus, I don't understand how half the people have interpreted my first post as "I don't think moods are useful". It's not that I don't like dwarves getting moods, it's just that after I've had a dozen legendary crafters crop up, I simply don't need any more. Now, with the way the game currently works, I either let the mooder go on if he/she's using resources that I don't care about, and kill the ones who do. However, my suggestion was that after I have 5 legendary bone crafters already, I simply do not need more unskilled dwarves going into that profession. I like encrusting my goods, and I like masterwork, but all you need for that is ONE legendary dwarf, not five, not ten, not twenty, and that's the way my fort is going.
It's not horribly detrimental as I can simply assign them to do other jobs, but I figured if the game slowed down or halted moods in a field that's overcrowded, opting instead to strike less populated professions with a mood, then we wouldn't have to micromanage every single detail (which I understand is a part of the game and half the reason I play it, but why not cut down on parts that are simply tedious?).
First off, why are we misinterpreting your first post?
I've had my fort for a little while now, and I'm starting to get irritated by upstart dwarves constantly getting moods for professions that I already have several experts in...
...
I've just recently moved all of my craft shops into separated, locked rooms so I can kill off moody dwarves if they're consuming a resource I consider precious.
Yes, that doesn't even
hint at finding moods irritating and useless. I understand that you don't see why you need so many bonecarvers. Well, a few reasons:
1. You don't have enough bone bolts.
2. It gives you an excuse to slaughter cats.
3. You really don't. DF is like real life: You take what the RNG throws at you and roll with it. The difference is that people in the real world don't ever go crazy to create awesome, legendary lead axes or what-have-you.
I'm just not impressed enough with a subjective problem that you've misidentified anyway to think it warrants screwing up an otherwise good thing.
Whole stacks being consumed for single bone projects is a bug. Fucking up strange moods isn't a solution to that problem.
Weenog you sure have a funny attitude when it comes to game improvement. Looking at all of your recent, inflammatory posts on other topics, however, I'm just surprised you haven't devolved to name calling yet.
My, oh, my. Someone thinks that the best way to fix a bug ISN'T to screw up another, functioning aspect of the game in a way that has no ability to fix most of the problem? He must be a troll!
In case you can't tell, that was sarcasm. If you are saying he's on the verge of name-calling, actually explain why his post is trolling you and don't assume that we'll agree with you just because he doesn't think your little anecdote suggests a solution that weenog decries as not helping the base of the problem. If you've got a bush that you need to kill, do you trim at some of the twigs and cut yourself while doing so? No, you hack at the root!