It will generate a world in version 0.47.05 without errors. Put all of the files in YingFortress\objects into the raws\objects folder, except secret_yinglet.txt which needs to go in raws\objects\text folder. I didn't test beyond that.
To be clear, 0.47.05 gives these errors, which I consider harmless.
*** Error(s) found in the file "raw/objects/entity_yingfort.txt"
VALSALIA_ENCLAVES:Unrecognized Entity Token: DESCRIPTION
VALSALIA_ENCLAVES:Unrecognized Entity Token: DESCRIPTION
VALSALIA_ENCLAVES:Unrecognized Entity Token: DESCRIPTION
VALSALIA_ENCLAVES:Unrecognized Entity Token: DESCRIPTION
VALSALIA_ENCLAVES:Unrecognized Entity Token: DESCRIPTION
VALSALIA_ENCLAVES:Unrecognized Entity Token: DESCRIPTION
Unrecognized Position Responsibility Token: DELIVER_MESSAGES
*** Error(s) finalizing the interaction YFCURSE_TIPLOD
Error Initializing Text: raw/BOOK_INSTRUCTION
Error Initializing Text: raw/SECRET_YINGLET
Edit: Also for 0.47.05, add this line in three places in
entity_yingfort.txt:
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]@Avenkyr PA90, is this supposed to be a total-conversion mod, where some of the vanilla object files shouldn't be loaded? It's just about got enough content to justify pruning some of the vanilla stuff. Maybe you could [CUT_xxx] case-by-case.
Edit:
Biteleaves cost 70☼ at embark, is that intentional?
Baxxid chitin material template doesn't have any type-of-use tags, is it useless?
If you buy tidekillers at embark time, they drown immediately after embark. Same with chioqua.
Later edit:
This reaction has a typo:
[REACTION:YF_HAMMER_NATIVE_ALUMINIUM]
[NAME:hammer native aluminium into bars]
[BUILDING:CRAFTSMAN:NONE]
[CATEGORY:YINGFORTRESS]
[REAGENT:A:1:METAL_ORE:NATIVE_ALUMINIUM]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ALUMINUM][PRODUCT_DIMENSION:150]
[SKILL:STONECRAFT]There is no ore named
NATIVE_ALUMINIUM. It should be
NATIVE_ALUMINUM, American spelling.
My craftsying just hammered a quartzite boulder into aluminum bars.
Edit: Spinning gluckie fur into yarn creates dirt rasper fur yarn.
Edit: Entity
VALSALIA_ENCLAVES doesn't have the five
TRAPCOMP possibilities, meaning that they can't build those trap types AND they can't build screw pumps. Since they're the only fort-playable entity, that's important.
Edit: The
YF_CRAFT_METAL_* weaponcrafting reactions will happily make weapons out of charcoal or ash. Presumably potash and soap as well. Adding a
METAL_ITEM_MATERIAL token might help.