Hats that do not fit
Earfh has a cosmetics tab, hats on mobs and six skin tones for the human characters. Getting a hat to sit on every head was the hard part. The fit tool agreed with the owner's eye on 24 of 48 cells, so the fix was to sort heads into four sizes.
Written up later from the repo's history and dated to the days it describes.
On October 15 Earfh got a Cosmetics tab in the Locker, with hats first and then masks that cover the whole head. Cosmetics live in their own account file, apart from the save.
Mobs wear them too. About one mob in twelve spawns with a hat, and a hat drops from a killed wearer 8% of the time as an orb. A finished pool pays 10 Stock.
Fitting a hat to a head
Every character has a different head, and a hat has to sit right on all of them. The fit tool gives a verdict for each combination, and the owner went through the same grid of 48 cells by eye.
The two disagreed. The tool and the owner agreed on 24 of 48 cells, and of the cells the tool passed, 22 were ones the owner called wrong. By the owner's count, only 4 of 48 passed to begin with. The two numbers measure different things, so both belong here.
Two ideas followed from the owner. The first was a sweet spot for each character, a socket where a hat sits best. The second was to scan every head and group them by size. The second won. Heads are now sorted into four classes, S, M, L and XL, and a hat has one fit per class instead of one per character. Herbert's tall head box was the outlier. A mask hides the hat slot by rule.
The rewritten fit was checked against the old one. All 27,621 placements matched and none differed.
Skin tones
The human characters can wear one of six tones, Porcelain to Deep, free, from a Skin row at the top of the Locker's Cosmetics tab. The choice is saved per character and shows on the player, in the hub, on the select cards and on the detail portrait. Hats and masks keep their places. Robots, creatures and food mascots have no row.
The tones are a baked recolor and not a shader. The player sprite already carries the blood-look shader.