anchor.diff:  						//	mutant_color = pref_species.default_color
   
   				if("mutant_color")
  -					var/new_mutantcolor = input(user, "Choose your character's alien/mutant color:", "Character Preference") as color|null
  +					var/new_mutantcolor = input(user, "Choose your character's primary alien/mutant color:", "Character Preference") as color|null
   					if(new_mutantcolor)
   						var/temp_hsv = RGBtoHSV(new_mutantcolor)
   						if(new_mutantcolor == "#000000")
   							features["mcolor"] = pref_species.default_color
  -						else if((MUTCOLORS_PARTSONLY in pref_species.specflags) || ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright, but only if they affect the skin
  +						else if((MUTCOLORS_PARTSONLY in pref_species.specflags) || ReadHSV(temp_hsv)[3] >= ReadHSV("#202020")[3]) // mutantcolors must be bright, but only if they affect the skin
   							features["mcolor"] = sanitize_hexcolor(new_mutantcolor)
   						else
   							user << "<span class='danger'>Invalid color. Your color is not bright enough.</span>"
   
  +				if("mutant_color2")
  +					var/new_mutantcolor = input(user, "Choose your character's secondary alien/mutant color:", "Character Preference") as color|null
  +					if(new_mutantcolor)
  +						var/temp_hsv = RGBtoHSV(new_mutantcolor)
  +						if(new_mutantcolor == "#000000")
  +							features["mcolor2"] = pref_species.default_color
  +						else if((MUTCOLORS_PARTSONLY in pref_species.specflags) || ReadHSV(temp_hsv)[3] >= ReadHSV("#202020")[3]) // mutantcolors must be bright, but only if they affect the skin
  +							features["mcolor2"] = sanitize_hexcolor(new_mutantcolor)
  +						else
  +							user << "<span class='danger'>Invalid color. Your color is not bright enough.</span>"
  +
  +				if("mutant_color3")
  +					var/new_mutantcolor = input(user, "Choose your character's tertiary alien/mutant color:", "Character Preference") as color|null
  +					if(new_mutantcolor)
  +						var/temp_hsv = RGBtoHSV(new_mutantcolor)
  +						if(new_mutantcolor == "#000000")
  +							features["mcolor3"] = pref_species.default_color
  +						else if((MUTCOLORS_PARTSONLY in pref_species.specflags) || ReadHSV(temp_hsv)[3] >= ReadHSV("#202020")[3]) // mutantcolors must be bright, but only if they affect the skin
  +							features["mcolor3"] = sanitize_hexcolor(new_mutantcolor)
  +						else
  +							user << "<span class='danger'>Invalid color. Your color is not bright enough.</span>"
  +
  +
   				if("mutant_tail")
  -					var/new_mutant_tail = input(user, "Choose your character's tail for when they are human:", "Character Preference")  as null|anything in mutant_tails
  +					var/new_mutant_tail = input(user, "Choose your character's tail:", "Character Preference")  as null|anything in mutant_tails
   					if(new_mutant_tail)
   						mutant_tail = new_mutant_tail
   
  
positive.code: 				//if("be_taur")
  				//	be_taur = !be_taur
  
  				/*
  				if("tail_lizard")
  					var/new_tail
  					new_tail = input(user, "Choose your character's tail:", "Character Preference") as null|anything in tails_list_lizard
  
negative.code: 
  				dat += "</td>"
  
  			if(config.mutant_races) //We don't allow mutant bodyparts for humans either unless this is true.
  
  				if((MUTCOLORS in pref_species.specflags) || (MUTCOLORS_PARTSONLY in pref_species.specflags))
  
  					dat += "<td valign='top' width='21%'>"
  
  					dat += "<h3>Alien/Mutant Colors</h3>"
  
  					dat += "<span style='border: 1px solid #161616; background-color: #[features["mcolor"]];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=mutant_color;task=input'>Change</a><BR>"
  
  					dat += "<span style='border: 1px solid #161616; background-color: #[features["mcolor2"]];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=mutant_color2;task=input'>Change</a><BR>"
  
  					dat += "<span style='border: 1px solid #161616; background-color: #[features["mcolor3"]];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=mutant_color3;task=input'>Change</a><BR>"
  
  					dat += "</td>"
  
  