Regarding that jungle-camp mod - by the look of the xml, it's actually part of a larger mod. It has stuff like "BONUS_COFFEE" and "TECH_NATUROPATHY" and so on - tech and bonuses which aren't in K-Mod. -- So that means it isn't trivial to just plonk the new camp straight into K-Mod. (Also, I don't mean to imply that I actually intend to add the jungle camp... I was just browsing the xml to see what it was meant to do.)
Regarding global warming again; in my experience with K-Mod, in most game it has very little effect, but in /some/ games it can become a big deal. And I think that's a good thing. I think it adds some variety and some tension to the late game. In most games, the world passes the sustainability threshold during the industrial era - and never again drops below the threshold - because civs just keep building more and more factories etc. And as long as the world is above the threshold, global warming will accelerate. It's really just a matter of time. As I said, most of the time the game is over before GW really gets going - but not always.
It is possible to have a sustainable civ in the late game, with factories and power etc., - but it isn't easy. Basically you have to run environmentalism, have recycling centers everywhere, use nuclear or hydro power rather than coal power; and actually completely disconnect your coal. (either trade it away, or just don't mine it). If you are willing to forgo air units, then you should disconnect your oil as well. (Coal and oil both produce unhealthiness in factories and industrial parks.) -- And with all that, you're likely to have a civ who's pollution is just below the local sustainability threshold. -- So if all civs did that then you could completely halt global warming. And of course, if you keep enough trees in your land, you won't need to do all that stuff to be sustainable.
It's pretty unlikely that the AI would want to help you with all that; but at least it would get you a very low "relative contribution" - and if your relative contribute is low, that means someone else's must be high -- which means they will get more GW anger -- which will encourage them to build more recycling centers and switch to environmentalism!
Having said that; the AI does take some actions to reduce their pollution -- particularly if they are getting a lot of "save the planet" anger. Under most conditions, they won't chop forests or jungles after the threshold has been reached -- although by that stage it's usually too late anyway.
By the way; although you can't destroy your own buildings, you can effectively disable coal power plants by building some other kind of power plant. The coal plant will stop producing pollution if you have a cleaner source of power.
The next version still isn't ready yet; but there is progress. I'm still not planning any major changes. There will just be a whole heap of minor improvements and bug fixes.
One bad thing is that when I was playing multiplayer 1.10b recently, we got an OOS error.
I was a very disappointed, because I thought I'd completely eliminated all OOS problems. So I'm thinking that one of my more recent changes must have a mistake in it.
Since then I've been kind of paranoid about OOS problems, and I've changed a bunch of suspicious looking stuff. It's really difficult to be certain that OOS is not possible, because of the way the original code is structured, but I'm hopefully optimistic that I've fixed the problem. -- (Surely the problem must have been somewhere in all the junk I changed... otherwise I have no idea.)