If you have a creature that has caste-based blood, will the blood rain be chosen randomly from each caste or will it be all from one caste?
Also, an idea.
How about "Play now" simply randomly takes the dwarves from a nearby site? It would be a good placeholder implementation for the "situation" that is going to be in eventually.
It enumerates all the valid blood types from each caste, but it doesn't take caste frequency into consideration.
"Play now" is supposed to be slightly easier to use, because it has a lot of the professions selected within the seven dwarves. A random collection of historical dwarves would mostly be from a few professions and not necessarily useful ones.
How about something like searchable "piles" of refuse or debris?
By that I mean tiles which are identified as refuse or debris and, when searched, an adventurer would find one or more random items. That way, the game would not have to track any additional items until after an adventurer searches through a pile, so no memory/speed hit would occur. Although, after searching through a pile one or more times, I suppose the pile would either have to be removed or flagged so that it can not be searched infinitely for infinite items. Similarly, I could imagine an adventurer coming across a chest or box in which criminals or other adventurers might have stashed something. Again, items could be randomly genterated after a container is searched.
The issue is world gen tracking, rather than the tracking of items during play (though play tracking has some general problems independent of garbage). We have chests/bags/etc. filled with stolen objects, and those are all tracked during the weeks in world gen numerically as site stockpiles are raided, and then placed on site for you to find. There'd just be a higher volume of garbage with more diverse types to track. When I get around to it, I'll probably try to find some sort of middle ground between random generation and complete tracking. The easiest would probably be to allow garbage of any type of good that is currently present at the site, without respecting historical-but-not-present trade goods.
Will, in future when we can drain animals blood into barrels, get the option for things like werebeasts etc to 'donate' some of their blood so you can safely convert your dwarves to a selected class?
I think the main issue with something like vampire blood sausages might be the historical material tracking, probably, although theoretically that information could survive all the way to the finished product if the blood is pure. It needs to know where the blood came from to give it the proper cursing powers. Once the food has the right material, everything else would be automatic as the code currently stands with ingested syndromes... although come to think of it, I'm not sure it goes through each food ingredient. I know it goes through the spatter on the item. Yeah, it only looks at the spatter and the main material of the item. I guess item improvements and ingredient triggers will be for later.