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The creator

Controls bind to appearance keys, and min/max is read from the driver at runtime, so adding one is a single line in a step of Config.Creator:

{ type = "spinner", key = "mask_1", label = "MASK", half = true },

half = true puts it in a two-column row, and camera = "head" | "torso" | "feet" | "wrist" frames that shot while the control is in use โ€” that is how SHOES and WATCH work. The step and control field lists are in Config reference ยง 14.

Every value is a number. Pickers are labelled STYLE 1, STYLE 2 and so on, with no names and no option to add them, because clicking the value turns it into a box you type a style number into โ€” the only workable way to reach style 247 of 300, and to get back to it tomorrow. It also cannot go stale: drawable numbers move when you stream an add-on hair or clothing pack, so a name after the insert point would describe a different garment.

Colour swatches work the same way; Config.EyeColors gives each index a hex, which paints the dot. Tattoo zones are numbered from the order of Config.Tattoos, with 0 meaning bare skin.