You should refrain for making templates for material you only use once. Just define a completely new tissue/material in the creature file itself. All tokens workt he same. That way you wont be editing 5 seperate files, but just 2. It also makes compatibility with other mods easier.
For materials you can use:
[MATERIAL:CUSTOM]
to define a completely new material. Place tokens below to define properties, they all work the same as material template tokens.
[USE_MATERIAL_TEMPLATE:CUSTOM:SOME_TEMPLATE]
to load a material from template. Note that you can still modify the same way as above.
[USE_MATERIAL:CUSTOM:SOME_MATERIAL]
to load a material from the creature itself, the rest is the same as above. Not sure if this works with inorganics or materials from other creatures.
Tissue are pretty much the same with:
[TISSUE:CUSTOM]
[USE_TISSUE_TEMPLATE:CUSTOM:SOME_TEMPLATE]
[USE_TISSUE:CUSTOM:SOME_TISSUE]
The tissue tag [TISSUE_MATERIAL: can use any material, from any creatures and even inorganic. Look for ironmen for examples.
Tissue layer definition is as follows:
[TISSUE_LAYER:BY_TOKEN:CUSTOM_BODYPART:CUSTOM_TISSUE:LOCATION]
LOCATION is optional, can be TOP, BOTTOM, FRONT, SIDES and BACK.
BY_TOKEN can also be BY_TYPE or BY_CATEGORY. The tag after it should then point to a bodypart type or category.
Add multiple of these to make multiple layers.
Add tissue layers at the bottom of the file, or at least below the other stuff I mentioned.
It takes a few to get this down, but once you do its easier then making templates and body plans for each new creature part. You can also make some pretty crazy stuff with it, like immortal balls of feathers or annimated suits of armor which yield usable weapons and (unusabl
) armor when butchered.