Wanting to check out the sand theme, and since the Kiln only has the "Shape bricks (4) from sand" and having no idea how/if it's possible to get all the different types in one embark, I used DFHack's createitem command to get all this in-game
Commands: createitem [Item token] [Material] [Quantity (optional)]
For the sand blocks to construct the walls, floors, and stairs:
createitem BLOCKS INORGANIC:SAND_TAN 200
createitem BLOCKS INORGANIC:SAND_YELLOW 200
createitem BLOCKS INORGANIC:SAND_RED 200
createitem BLOCKS INORGANIC:SAND_BLACK 200
createitem BLOCKS INORGANIC:SAND_WHITE 200
For all the furniture:
createitem ARMORSTAND INORGANIC:SAND_TAN
createitem BED INORGANIC:SAND_TAN
createitem BOX INORGANIC:SAND_TAN
createitem CABINET INORGANIC:SAND_TAN
createitem CHAIR INORGANIC:SAND_TAN
createitem COFFIN INORGANIC:SAND_TAN
createitem DOOR INORGANIC:SAND_TAN
createitem HATCH_COVER INORGANIC:SAND_TAN
createitem SLAB INORGANIC:SAND_TAN
createitem STATUE INORGANIC:SAND_TAN
createitem TABLE INORGANIC:SAND_TAN
createitem WEAPONRACK INORGANIC:SAND_TAN
Images:
Top Left: SAND_TAN same color scheme as SAND_YELLOW, doors/hatch cover are red, is that the red that SAND_RED is supposed to be?
Top Right: SAND_YELLOW colors all appear to be as intended
Bottom Left: SAND_RED is it supposed to look gold rather than red? doors/hatch cover are the same color as the SAND_WHITE set
Bottom Mid: SAND_BLACK doors/hatch cover are the same color as the SAND_WHITE set
Bottom Right: SAND_WHITE doors/hatch cover look darker than the rest of the set, not sure if said doors/hatch are working as intended since SAND_YELLOW's doors and hatch are the exact same shade as the rest of it's set
Bottom Picture: Your V4.8 Post looks the same as it does in _Meph_extra_decorations_2.png
I'm hoping SAND_TAN is supposed to look the way it does in your V4.8 Post because that's my favorite shade
If not (so I can edit for personal preference) you said you used a different color for the test image you took of the hedges in the V4.7 Post (where they looked the same color as they do in _Meph_smoke_animation.png) and a different color for release, do you know what I should edit to make SAND_TAN display as it does in your picture and _Meph_extra_decorations_2.png?
Also, aside from the issues with the doors and hatch covers, you can see the text looking stuff behind the cabinets, chests, slabs, and coffins
Looking at _Meph_extra_decorations_2.png and _Meph_extra_decorations_2-bg.png appears to reveal why:
You can see said text behind where the cabinet, chest, slab, and coffin reside
The display issues with the doors and hatch covers reminds me of a similar problem I encountered, I got the Adamantine sprites you made working in-game perfectly fine, then I noticed that sexy green cloth themed one that's in _Meph_extra_decorations_2.png above the sand theme, found it to be the THREAD_PLANT one in the overrides.txt, and that similar to the Adamantine you hadn't gotten around to finishing adding the rest of the entries for it, the construction entries were in and working but the furniture wasn't yet.
I copied the furniture entries for SILVER, since they were in the same position in _Meph_furniture.png as the THREAD_PLANT furniture was in _Meph_extra_decorations_2.png, changed the _MDF_overrides_7 to _MDF_overrides_14 for everything that had a sprite in the same position, then tested:
Here's the overrides.txt code:
######################################################################################
#furniture overrides for THREAD_PLANT
[OVERRIDE:14:B:ARMOR_STAND:Armorstand::_MDF_overrides_14:80:::THREAD_PLANT]
[OVERRIDE:14:I:ARMORSTAND:ARMORSTAND::_MDF_overrides_14:80:::THREAD_PLANT]
[OVERRIDE:251:B:WEAPON_RACK:Weaponrack::_MDF_overrides_14:81:::THREAD_PLANT]
[OVERRIDE:251:I:WEAPONRACK:WEAPONRACK::_MDF_overrides_14:81:::THREAD_PLANT]
[OVERRIDE:210:I:CHAIR:CHAIR::_MDF_overrides_14:82:::THREAD_PLANT]
[OVERRIDE:210:B:CHAIR:Chair::_MDF_overrides_14:82:::THREAD_PLANT]
[OVERRIDE:227:B:CABINET:Cabinet::_MDF_overrides_14:83:::THREAD_PLANT]
[OVERRIDE:227:I:CABINET:CABINET::_MDF_overrides_14:83:::THREAD_PLANT]
[OVERRIDE:146:B:BOX:Box::_MDF_overrides_14:84:::THREAD_PLANT]
[OVERRIDE:146:I:BOX:BOX::_MDF_overrides_14:84:::THREAD_PLANT]
[OVERRIDE:239:B:SLAB:Slab::_MDF_overrides_14:85:::THREAD_PLANT]
[OVERRIDE:239:I:SLAB:SLAB::_MDF_overrides_14:85:::THREAD_PLANT]
[OVERRIDE:233:B:BED:Bed::_MDF_overrides_14:86:::THREAD_PLANT]
[OVERRIDE:233:I:BED:BED::_MDF_overrides_14:86:::THREAD_PLANT]
[OVERRIDE:234:B:STATUE:Statue::_MDF_overrides_14:87:::THREAD_PLANT]
[OVERRIDE:234:I:STATUE:STATUE::_MDF_overrides_14:87:::THREAD_PLANT]
[OVERRIDE:209:B:TABLE:Table::_MDF_overrides_14:88:::THREAD_PLANT]
[OVERRIDE:209:I:TABLE:TABLE::_MDF_overrides_14:88:::THREAD_PLANT]
[OVERRIDE:48:B:COFFIN:Coffin::_MDF_overrides_14:89:::THREAD_PLANT]
[OVERRIDE:48:I:COFFIN:COFFIN::_MDF_overrides_14:89:::THREAD_PLANT]
[OVERRIDE:19:B:CAGE:Cage::_MDF_overrides_7:90:::THREAD_PLANT]
[OVERRIDE:19:I:CAGE:CAGE::_MDF_overrides_7:90:::THREAD_PLANT]
[OVERRIDE:246:I:BARREL:BARREL::_MDF_overrides_7:91:::THREAD_PLANT]
[OVERRIDE:88:I:BIN:::_MDF_overrides_7:92:::THREAD_PLANT]
floor (see constructions)
[OVERRIDE:155:B:HATCH:Hatch::_MDF_overrides_7:94:16:::THREAD_PLANT]
[OVERRIDE:155:I:HATCH_COVER:HATCH_COVER::_MDF_overrides_7:94:16:::THREAD_PLANT]
#:THREAD_PLANT doors
[OVERRIDE:240:I:DOOR:DOOR::_MDF_overrides_7:95:::THREAD_PLANT]
#:THREAD_PLANT doors
[OVERRIDE:240:B:DOOR:Door::_MDF_overrides_7:95:::THREAD_PLANT]
######################################################################################
The createitem commands:
For the thread bars to construct the walls, floors, and stairs:
createitem BAR PLANT_MAT:GRASS_TAIL_PIG:THREAD 200
For all the furniture:
createitem ARMORSTAND PLANT_MAT:GRASS_TAIL_PIG:THREAD
createitem BED PLANT_MAT:GRASS_TAIL_PIG:THREAD
createitem BOX PLANT_MAT:GRASS_TAIL_PIG:THREAD
createitem CABINET PLANT_MAT:GRASS_TAIL_PIG:THREAD
createitem CHAIR PLANT_MAT:GRASS_TAIL_PIG:THREAD
createitem COFFIN PLANT_MAT:GRASS_TAIL_PIG:THREAD
createitem DOOR PLANT_MAT:GRASS_TAIL_PIG:THREAD
createitem HATCH_COVER PLANT_MAT:GRASS_TAIL_PIG:THREAD
createitem SLAB PLANT_MAT:GRASS_TAIL_PIG:THREAD
createitem STATUE PLANT_MAT:GRASS_TAIL_PIG:THREAD
createitem TABLE PLANT_MAT:GRASS_TAIL_PIG:THREAD
createitem WEAPONRACK PLANT_MAT:GRASS_TAIL_PIG:THREAD
And the Image:
(Also got those statues working in gold and they look glorious)
Chests, Coffers, and Bags are all a BOX in the game files, the in-game difference being what they're made out of, so of course the BOX comes out to be a bag since it's made of thread, but that's not an issue
First take note that the Cage, Barrel, Bin, Door, and Hatch Cover lines were not changed yet aside from replacing "::::INORGANIC:SILVER" with ":::THREAD_PLANT" so I figured they should still just be displaying the same Silver sprites.
The Cage, Barrel, and Bin did. They displayed as the Silver sprites perfectly fine.
The issue is again the doors and hatch covers, like up above with the sand, except the doors are just displaying as black squares and the hatch cover is displaying part of the sprite on top of a black square.
I tried replacing the door and hatch cover entries with ones from the other furniture type entries like metal, rock, gold, even your copper one, only changing the material at the end.
Every time I got the same black squares and DFHack, immediately upon finishing loading my save, always gave me this:
"
TWBT: invalid material flag THREAD_PLANT"
Like I said before I'm completely new to modding DF, I've just been attempting to read through and make sense of your mod files, so I've got no clue about TWBT or how it works.
Plant thread is of course not a valid building material for doors or hatch covers in vanilla DF, so considering the error message, I wonder if TWBT would have needed to be programmed to recognize it as a valid building material for doors and hatch covers in order to display them properly, or something
If that is the case, I wonder if the issue with the sand is a similar one:
Although DFHack isn't giving any errors about the sand doors or hatch covers, you can't make said items with sand in vanilla DF (as far as I'm aware)
So maybe it's not just the plant thread doors/hatch covers which aren't displaying correctly because of an issue in TWBT
Maybe that's the issue the sand ones are having as well
You've been modding the game since 2011 so maybe you'd have known what's up just from looking at it
If not, I hope I saved you a chunk of troubleshooting time because I just looked at the clock and I've apparently been trying to figure out what's going on with all these doors for the past 6 hours
wew
EDIT: Aside from letting me know how to edit SAND_TAN to make it look the way it does in your V4.8 Post, could you please also tell me how to get the hedge rows to have that nice green from your test screenshot?
I've tried making them out of every single plant at the surface of a 4x4 embark and they all come out the same darker green.
If there's also a way to get the constructed grass floors to have a nicer green, like the natural grass in:
That would be amazing as well
Cheers