The issue with one drop of blood staining the whole river is basically the same problem as a pool of blood being tracked everywhere on the ground. It would be ideal to track amounts, though a bit more expensive, which is why I haven't addressed the problem at all yet. I was thinking of tracking something like 2000 spots and then just having them disappear from the oldest first after that, or leaving them without volume info, or something. None of that is really satisfactory, but I don't have the map bits to do more. Alternatively, it could just increase the removal chance for flows as they go along, but I'd rather let the complete problem stew a bit longer.
Stoneworker and many other titles are new. The job titles now match the labor list, with some extra titles (like stoneworker) for dwarves that have a mix of skills. The labor list has also been expanded (and without categories, so a bit more scroll pain for now).
Blood is not its own flowing liquid at this point. It does exist as an item, a map marker in varying degrees and as a contaminant on units and items now, but you can't create independent flows of anything other than water and magma. That will come later, though there will always be limited slots, and fluids will have to be immiscible barring some inspiration, due to storage constraints. It might be possible to do flows of specific fluids (like a swamp whiskey silo) using an indexing scheme, but the slot number will have to be reasonably small.
Flow pushing is one of the remaining issues with flow directions in the task list (as part of the countdown). The others are handling frozen liquids versus map tiles and considering outdoor farming (not really a flow issue but it came out of considering overflows). Units will probably be affected, but it remains to be seen exactly what I'll manage. I have the flow directions established, include a timed initial push direction which I'll be using for the units. It should all get in. However, although I've gotten in rough continuous current directions (which should work for player made river branches and so on), I'd need to do more with floating objects to get long-term pushes in, so that probably won't happen for a bit.
The blood flow is staining the walls of the river down below. It currently doesn't think about the shores which are now one unit above in the z direction, as the legacy code didn't account for it. It's in the observation list, but I'm not sure what I'll get to.
Just a break-down of what's left, aside from flows (including overflows):
Cave-ins, which we've discussed elsewhere, but I'm not going to spend too much time on it for now. Couple or three days.
Updating the zlib stuff -- this has already been done so far as I know. I just have to coordinate with somebody. It shouldn't be an issue.
Testing -- this is all the stuff that arose as I did the other stuff, basically. The only large item that appeared here is the need for water detection, and I've discussed this a bit in
the geologist suggestion thread. There are also 32 specific tests I've written down, which shouldn't take all that long. There's also 17 pages of observations I've made as I've played which I have to go through, though a lot of those will just result in a new req/bloat, and there are 5 pages I've already relegated to req/bloat status. There may be a day or two I spend just updating the dev pages. I'll also need to update/excise the inaccurate portions of the manual even if I don't write a proper one.