Crew-color skins¶
In a game every player wears a crew color: a colored crewmate skin (packet-based — nothing changes outside the game) plus a color identity used in menus, meeting reveals, and corpses. Colors are unique per game, and the number of configured colors is the hard player cap per game.
skins.yml¶
One entry per color:
colors:
red:
display: "&cRed"
material: RED_WOOL # menu icon; empty = derived from the id
from-player: "" # copy a Mojang account's skin by name, OR:
value: "" # paste a skin texture (base64), signed or not
signature: "" # its Mojang signature if you have one
Three ways to provide the texture — all cached back into the file automatically:
value+signature— a Mojang-signed pair (e.g. from mineskin.org): used directly, works offline.valueonly — an unsigned base64: sent to MineSkin for signing at boot (staggered for their rate limit; retried next boot on failure).from-player— a Mojang account name whose current skin is fetched and signed.
Why signatures?
Minecraft clients only render skin textures carrying a valid Mojang signature — even on offline-mode servers. That's why raw base64 alone can't be applied and MineSkin exists.
/sc setskin <color> <onlinePlayer> grabs a player's skin for a color live.
Behavior¶
- Colors auto-assign on join (first free); players swap via the lobby
Customize menu (1s cooldown). Renamed/custom color ids are fine — set
material:for the menu icon. - Corpses wear the color the victim died in; the meeting death reveal prints names in their colors.
- Colors without textures still work as identity slots — players keep their own skins until you add textures.
- The Shapeshifter and Mushroom Mixup reuse this engine for disguises/scrambles (Mixup needs textured colors).
Self-view
Players see their own original skin (their client renders it locally); everyone else sees the crew color. This is a known cosmetic limitation.