I don't understand why one would need wiki pages for such things.
Detail plans have many associated notes that explain most of the functionality:
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[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
This command is just a shortcut for the similar lines (USE_MATERIAL_TEMPLATE|<token>|<template>) in a creature definition.
[ADD_MATERIAL:SKIN:SKIN_TEMPLATE]
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[BODY_DETAIL_PLAN:STANDARD_TISSUES]
This command is just a shortcut for the similar lines (USE_TISSUE_TEMPLATE|<token>|<template>) in a creature definition.
[ADD_TISSUE:SKIN:SKIN_TEMPLATE]
...
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[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
This command creates tissue layers using tissue token HAIR on every bodypart that has category HEAD. Categories are strings you type up in the bodypart raws. The number is a thickness. You can also place a position or relation token after the thickness, but it isn't required. You can put multiple tissue layers in each command. Each one starts with a group token (BY_CATEGORY, BY_TYPE, BY_TOKEN).
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:1:TOP]
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:1:BACK]
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[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]
This body detail plan accepts argument tokens that can fill the role of the tissue token. For instance, the dwarf sends in SKIN, FAT, MUSCLE, BONE and CARTILAGE.
[BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]
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etc., etc.
The only remotely confusing thing there is the concept of variable arguments. I explain them (and nearly everything else about plans) in
what I suppose is now my modding guide (scroll down a bit), as nobody else is intent on editing it.
Creature variations become completely self-explanatory when you look at them.
That said, I guess I'll write up something...