I've been working quite seriously on problems of Kaduria, or features as some may call them. The main focus at the moment is in the dungeon generation which is in pretty good shape, but requires extra things for special level themes, some room types etc.
Cowshed (or is it cowhouse?) is one of those special room types constructed using small repeating building blocks. I think they are going to be blueprints which is a building block type of class I first designed for Teemu. Blueprints are simply static pieces of dungeon features rather than dynamic shapes like room walls. Using small shapes of various type you can actually get quite nice results that look deceivingly random.
I've started to use namespaces rather than notations for enums. The namespace for cowshed (and stables) subtypes is called 'navetta'. I think it serves two purposes to name namespaces like that, first it's surely annoying if anyone other than finnish speaking person ever sees the source code of Kaduria, and as secondary point it's also quite useful as that way namespace names don't easily get mixed to anything else.
Working on dungeon generation is kind of nice. It's the easiest part of the project I think, because it's a "linear" problem compared to other features of a roguelike game.