It looks like I have to rethink plant growth simulation, because it was too simple to work properly. If you can set up plant simulation it's one of the only places in roguelike development where you can then reduce the work in random generation by some dramatic amount. But for that to work the simulation needs data which is consistent with the dungeon layout, everything that contributes to growth of plants.
That's actually all I have to say about it. Well, other than in Kaduria the plant simulation is going to be quite detailed, because the amount of data the environment has. I'm not looking forward in clearing the mess I made, but when it's done at least something should work in this project.