Certain aspects of the model can change (as is apparent when you change professions... or die and turn into a skeleton... or go through eldritch transformation), just not the hat. Commented lines in an unused event (a selenian transformation thing where a stalk grows out of the colonist's head) lead me to believe that part was just never implemented. I'm still trying to find a way to destroy-then-recreate, but so far my tests haven't worked. Granted I may have just not been using the right odin function. Creation of the model seems to be tied to a lot of hardcoded stuff, and I haven't figured a way around it just yet. Not to say it's impossible, but there's a *lot* to dig through and figuring out what is actually functional and what is remnant code is pretty tricky to say the least haha I actually need to test what happens if a colonist with a hat goes through eldritch transformation or dies, come to think of it. I don't think anything weird will happen, but who knows. If you have any confirmation of what happens in those instances, let me know. It's not the easiest thing to test without a lot of custom coding to create the ideal situation. *EDIT* Oh and as for the party thing: I've seen code bits mentioning it. Definitely something I'd love to implement at some point. Basically *everything* they had in progress or axed seems really cool, and I plan to get as much of it working as possible. For instance today I'm working to enable as much of the extra decor as possible. They had seemingly planned to tie those pieces to more interesting functions, and I plan to do that as well, but the initial implementation will just be extra decor options. The sheer amount of unused assets is mind boggling... and nearly all of it is ready to be implemented in-game.