Looks interesting. Kobolds in these camps build kilns, right?
Also, how do kobolds deal with eggs? I've had...issues...with egg-laying critters in the past.
EDIT: Downloaded KC, copied the raws over, and got this monster of an errorlog. (Oh, and DF froze up when I tried to gen a new world.) Specifically: Many minerals claimed to be unlocatable and [STALK_WOOD] also claimed to not recognise many plant tokens.
Did I do something wrong or is this mod f***ed up?
Apologies for the late reply.
So, I attempted to recreate this myself thinking I may have messed up the RAWS .rar. However, upon re-downloading DF 31.25 and shoving the kobold ver 1.253 RAW zip inside, I didn't get that same error log (or one at all, for that matter). Nor does the pre-packaged KC yield anything for me.
However, based on your errorlog, it seems that the main problem is rooted in the template file (material_template_default.txt), as it's not finding the stone or, in the case of wood stalks, plant entry. I can't pinpoint it since I don't have your raws, but if I hazarded a guess, it'd be that your material_template_default.txt is different somehow.
Also, fraid I'm unsure about how kobolds mess with eggs, or really much of anything. I just haven't had the time to really sit down and make a good test-run of a fort recently, so I do little more than port to new versions and make sure that it at least gens a world alright.
With this mod, your pretty much unable to dig through stone. If your real lucky, you might find some copper in a soil layer. Last time I checked, you could still trade with the capital for the odd "iron bone armor". But for the most part, your stuck with bone and wood weapons until the baddies drop something better. I couldn't tell you about the tags in the raws though.
As Wyrm said, that's basically the run of the mod, it's not easy mode.