Noob as hell here, trying to get into modding. Would appreciate it greatly if you could answer several basic questions I had about creature modding:
1. I know body detail plans are alot more quicker to write, but will there be any disadvantage if I manually declared tissues, materials, layering every step of the way? Will this slow down the game?
2. In the raws when declaring materials/tissues with body detail plans, those which are not needed are removed by the [REMOVE MATERIAL/TISSUE:...] tokens. Is it necessary to do so for everything that is not needed?
3. How are tissue layers ordered? What makes bones go underneath fat for example. Especially if I was to layer manually, say, inserting a layer of rock on the outside of a bronze colossus? Closest reference I've seen has been the Iron Man raws, which use [TISSUE_LAYER_UNDER:...].
1. BDPs allow you to quickly define or create materials and tissues (which use the materials) for a creature so that you may use it faster when creating (would you rather a BDP that will quickly add BONE, FAT, and MUSCLE or do you want to manually define [MATERIAL:BONE][STATE_NAME:SOLID:BONE].... or [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE] where all the presets are done it is completely up to you on you preference of making a batch of creatures, a really long creature definition, or having that one very custom one)
2. Anything not needed you don't have to remove, however that creature still has them (in their code, maybe applied for game mechanics to act against, Like most creatures with SKIN have LEATHER however you don't see LEATHER layering them because it's used for the tanning reaction, but since the creature still owns that LEATHER you get things like "fox leather" when skin is tanned)
They can be removed if you wish, it will have a slight performance boost (to a great boost depending on how deep you go with cleanup) it's better to just hope your BDPs are adding the bare minimum that you need so you can add the rest manually (My honest opinion, someone will argue this)
3. Tissue layers are more or less how I call "Painted On" for you're example of Bone being under the Fat, it's as simple as Layering the Bone 1st then Layering the Fat, then whatever else you want over the Fat
Things like Tissue Layer Under/Over I don't fully understand, as in:
a. Does it place the layer under the last layer
b. Does it attach the layer to the last layer as an undercoating/coating
So if the last one was SKIN under/over would hug the new tissue on the respected side, so if creature was flayed/skinned alive that under/over layer would go with it
Tips:
Creature Modding falls into a bunch of areas that make it difficult to manage right
You have your CASTEs which normally is MALE and FEMALE for breeding pairs that help the creature survive the generations
You have Tissues+Materials which the only thing that gets complicated are the tags on tissues and how they effect BodyParts
You have the Body (which should be created BEFORE tissue layering, order of events, don't try to paint a house when it's not built yet)
Stats Mental and Physical, each stat will effect different actions (some are purely social interaction)
Behavior (Aggressive, Skittish, Adv. Mode ambush times, is it a predator(ambush or chase) etc etc)
Interactions (Some creatures don't, but something like the Giant Cave Spider spits webs that's an interaction. Fire Imp throwing fireballs, Dragons Fire)
Attacks (What Body part to hit with, stats for the hit, does it have an attack that injects a material (snake bites))
Settings like Max age, litter size(optional to include, default is 1-2 with a chance for 3) does it lay eggs, does it fly, can it swim, is it able to breathe underwater
And it gets more insane when you want to make a complex creature/race using many CASTES some tags are CREATURE level only like Tissues and Materials, but some are CASTE level like BODY, FLIER, and TISSUE_LAYER
I have several creatures that have each caste it's own style, more arms for one, wings on the other, one is made from rock, one is metal, scales, etc etc. These types of creatures have to be planned or thought out as of what materials you need, tissues, what tissues are FUNCTIONAL(Brain, Eyes, Spine tissues) how to easily layer them on the creature do you use a BDP do you simply layer by BP_CATEGORY, ID, TYPE so many ways to do it.
Pre-Edit:
4. I believe the Body-RCP is for the randomly generated creatures the game uses, I've never modified it for fear of my mod crashing
5. Yes IF you had 10 upperbodies it would get it's own version of your part that attaches to them if there happened to be more than you'd get upperbody 1's upper right arm > upperbody 2's lower right arm, etc etc for each one. Naming gets a bit weird