ADD_MATERIAL
simply "adds a material" that the creature now can use and call it's own "Horse Skin" "Dwarf Fat"
it is a faster way to give a creature many materials at once instead of defining each in the creature
ADD_TISSUE
is pretty much the same as ADD_MATERIAL but with tissues
BP_LAYERS and ARG#'s
ok this is also another way to cover body parts of a creature with tissues (without tissues the creature is simply insubstancial)
So something like this:
[BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]
would cover any BP that is categorized as BODY with the given ARG#'s
So [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] - this is inside the creature
ARG1 is SKIN
ARG2 is FAT
ARG3 is MUSCLE (meat, also contains motor/sensory nerves)
ARG4 is BONE
ARG5 is CARTILAGE
now it seems backwords that
[BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]
would go: ARG3 then ARG2 then ARG1 (Muscle,Fat,Skin)
reasons for this is that layers are just that a "layer" think of painting. You would never put the base coat last or in the middle, because the base coat goes on first and is never seen when the wall is done painting.
same goes for DF tissue layers, you don't want Bones on the outside and skin where the bones are.
But do know things placed in the ARG#'s for:
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] - this is inside the creature
have to be a tissue defined in the creature (through a Detail_Plan or [TISSUE:(customID)] or [USE_TISSUE_TEMPLATE:(customID):(templateID)] call in the creature)