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.
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?).
I've given this some thought as well, although the part that bothers me the most is usually dwarves "swapping" professions due to a mood occuring. I guess for most this might be a non-issue but if using a tile-set such as Ironhands where each profession has a set graphic, having a farmer of some kind mooding and becoming a legendary crafter of some kind is a huge nuisance to me.
I'd personally prefer if a dwarf with no or very little skill in a profession defaulted to a "possessed" mood, which would also make much more sense than a man who has never previously held a crafting tool in his life suddenly being a legendary wood/bone/stonecrafter. The possessed mood could then also be changed to involve any profession regardless of the dwarfs current skills for some added variety (which would also make sense since a possession shouldn't really have anything to do with the dwarfs own skills anyhow).
As for the original issue of capping moods, I'm not sure if that would be the best way to tackle the issue. There is and should still be some randomness to it imo and not just a matter of waiting for the moods to get through the skill list to the right profession. The amount of legendary dwarves generated through moods is a bit high though, but the above-mentioned method should help with that somewhat.
And yes, I noticed you were primarily concerned with the waste of materials. That's actually really easy to control as it is (which I'm not sure if I like or not but I guess it helps for issues like these). Dwarves never pick forbidden materials for their moods, and you can even pause and forbid them as they are bringing them to the workshop and they'll just drop it and go find something else. I'm not 100% sure but I think you can even forbid it after it's been put into the workshop and they'll go get a replacement.
I actually agree with the majority of your post. And yes, forbidding is another workaround to accomplish the goal (I'm not saying I CAN'T solve my problem, I'm saying I'm tired of having to).
Making dabblers go possessed instead of fey is also an idea I like - happening upon a novel idea doesn't turn somebody into an expert.
Perhaps a cap is not the best solution, but an alteration of the chances of who gets struck by a mood in order to more spread out the professions. I now have 4 stonecrafters, 6 bone carvers, and 3 woodcrafters at legendary, but not a single one of my smiths (4 armorers, 1 weapon, 2 blacksmith, 1 metalcrafting) has been struck by a mood for benefit.
Randomness and lack of control is also another factor I enjoy about this game, but when you get your seventh legendary bone carver in a row, it just starts to get tedious.
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.