Hello everyone, the wiki page somewhat helped me but I'm still confused... I'm trying to create a dread wolf with steel-strong bones, teeth and claws (nails?). I know, not original, but I'm trying to learn so whatever. Now I have several questions.
Q1
Would this change (in orange) suffice to make bones of a hypothetical (and not yet defined) BONE_STRONG material?
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE_STRONG:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
Q2
If I wanted to change nail material to a hypothetical NAIL_STRONG material, would I need to edit the USE_MATERIAL_TEMPLATE:NAIL:NAIL to USE_MATERIAL_TEMPLATE:NAIL:NAIL_STRONG or would I need to edit the USE_TISSUE_TEMPLATE token? Or both? Or neither?
Q3
How would I make such hypothetical materials? Because if I made BONE_STRONG template to be
[TISSUE_TEMPLATE:BONE_STRONG]
[TISSUE_NAME:bone:NP] Whether it has a plural depends on exact part
[STRUCTURAL]
[CONNECTIVE_TISSUE_ANCHOR]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:1000]
[VASCULAR:3]
[PAIN_RECEPTORS:50]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]
that would make the bones *of* steel, not strong *like* steel, right? I don't know, I'm totally stumped... I don't understand anything
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:BONE]
[USE_MATERIAL_TEMPLATE:BONE_STRONG]
[REMOVE_MATERIAL:TOOTH]
[USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_STRONG]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_STRONG]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
This setup defines all of the tissues your creature will be made of, Body detail plans are powerful tools.
What I did here was to create material templates for materials that will act like their respective tissue layer, Bone, Tooth, Nail... , but have the stats of steel.
Also note that in BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS in red I marked where you have BONE_STRONG placed in your OP, this is wrong because the layers section refers to Skin, fat, muscle, bone etc. as they are defined earlier in your creature.
If I were to define something without a body detail plan, it would be defined the same way as nails are.
Here are the material templates
[MATERIAL_TEMPLATE:BONE_STRONG]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:SOLID:bone]
[STATE_ADJ:SOLID:bone]
[STATE_NAME:POWDER:bone meal]
[STATE_ADJ:POWDER:bone meal]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1000]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940]
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225]
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:1000]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[BONE]
[ITEMS_HARD]
[ITEMS_BARRED]
[MATERIAL_TEMPLATE:TOOTH_STRONG]
[STATE_COLOR:ALL_SOLID:IVORY]
[STATE_NAME:ALL_SOLID:tooth]
[STATE_ADJ:ALL_SOLID:tooth]
[STATE_COLOR:LIQUID:IVORY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:IVORY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1000]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940]
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225]
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:1000]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[TOOTH]
[ITEMS_HARD]
[MATERIAL_TEMPLATE:NAIL_STRONG]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:nail]
[STATE_ADJ:ALL_SOLID:nail]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940]
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225]
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:1000]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ITEMS_HARD]
I made these by taking the material templates for bone, nail, and tooth, and changing their stats to be the same as steel.
That should be all you need, if you have any questions as to why I did something, or if something doesn't work(I don't currently have time to test this) then just ask and I'll answer as fast as possible.
Hope this helps you, don't be shy to ask me anything!
P.S. I'm sorry if this isn't everything you need, I'm a little rushed for time right now.(and quite tired)