Every modern roguelike that respects itself should have a mushroom patch simulator or MPS. In Kaduria it's only a fractional part of the entire dungeon generation and plant simulation scheme, but it's good to have.
The idea in MPS is that generation of mushroom depends on host plants, usually trees. This is what happens in nature and even we think plants are scattered "randomly" in nature, it's the opposite. Plants as well as animals live in a world where they fall into ecological "slots" each depending on their skills to survive in that environment. We humans also have our slot, it's just quite large. But if we think of it there are environments we can't live in like extremely cold or hot areas or water. And if we think the bigger picture our slot starts to look small when we include our solar system or even the galaxy.
Random generation that depends on some other factor could be called dynamic random generation which is less predictable than older static random generation where each part of the generation process has very little to do with another one or there is no connections between them at all. But rather than following strict rules of nature it's often better to use random components to produce pseudo-natural results. The main reason for this is that if you would follow strict rules your simulation would have to be extremely detailed including realistic plant growth and environmental conditions. It's little bit too heavy in context of a computer game I think.
But let's return to previous issue with role-playing system. I still have problems with it and that's why I have returned to dungeon generation with another iterative process to find and store todo-items for the main todo list I was talking about. The supermassive Level class certainly needs lot of work even to detect all problem areas, not to mention how to fix them later. So I have plenty of work to do before I have to think about the RPG system.