game.record_change(t.position, 'other')
 cmd_PLAYER_FACE.argtypes = 'string'
 
-def cmd_PLAYER_HAT(game, hat, connection_id):
-    t = game.get_player(connection_id)
-    if not t:
-        raise GameError('can only edit hat when already logged in')
-    if not t.name in game.hats:
-        raise GameError('not currently wearing an editable hat')
-    if len(hat) != 18:
-        raise GameError('wrong hat string length')
-    legal_chars = t.get_cookie_chars()
-    for c in hat:
-        if c not in legal_chars:
-            raise GameError('used illegal character: "%s" – '
-                            'allowed characters: %s'
-                            % (c, legal_chars))
-    game.hats[t.name] = hat
-    game.changed = True
-    game.record_change(t.position, 'other')
-cmd_PLAYER_HAT.argtypes = 'string'
-
 def cmd_GOD_PLAYER_FACE(game, name, face):
     if len(face) != 18:
         raise GameError('wrong face string length')
     game.players_hat_chars[name] = hat_chars
 cmd_GOD_PLAYERS_HAT_CHARS.argtypes = 'string string'
 
-def cmd_THING_HAT_DESIGN(game, thing_id, design):
-    if len(design) != 18:
-        raise GameError('hat design of wrong length')
-    t = game.get_thing(thing_id)
-    if not t:
-        raise GameError('thing of ID %s not found' % thing_id)
-    if t.type_ != 'Hat':
-        raise GameError('thing of ID %s not a hat' % thing_id)
-    t.design = design
-cmd_THING_HAT_DESIGN.argtypes = 'int:pos string'
-
 def cmd_THING_DESIGN(game, design, pw, connection_id):
     player = game.get_player(connection_id)
     if not player:
         raise GameError('wrong password for thing')
     if not hasattr(player.carrying, 'design'):
         raise GameError('carried thing not designable')
+    if player.carrying.type_ == 'Hat':
+        legal_chars = player.get_cookie_chars()
+        for c in design:
+            if c not in legal_chars:
+                raise GameError('used illegal character: "%s" – '
+                                'allowed characters: %s'
+                                % (c, legal_chars))
     size = player.carrying.design_size
     if len(design) != size.y * size.x:
         raise GameError('design for carried thing of wrong length')
 
                                                            quote(t.thing_char)), c_id)
                     if hasattr(t, 'installable') and not t.portable:
                         self.io.send('THING_INSTALLED %s' % (t.id_), c_id)
-                    if t.type_ == 'Hat':
-                        self.io.send('THING_HAT %s %s' % (t.id_,
-                                                          quote(t.design)), c_id)
-                    elif hasattr(t, 'design'):
+                    if hasattr(t, 'design'):
                         self.io.send('THING_DESIGN %s %s %s'
                                      % (t.id_, t.design_size, quote(t.design)),
                                      c_id)
                     write(f, 'GOD_THING_NAME %s %s' % (t.id_, quote(t.name)))
                 if hasattr(t, 'installable') and (not t.portable):
                     write(f, 'THING_INSTALLED %s' % t.id_)
+                if hasattr(t, 'design'):
+                    write(f, 'GOD_THING_DESIGN %s %s' % (t.id_, quote(t.design)))
                 if t.type_ == 'Door' and t.blocks_movement:
                     write(f, 'THING_DOOR_CLOSED %s %s' % (t.id_, int(t.locked)))
-                elif t.type_ == 'Hat':
-                    write(f, 'THING_HAT_DESIGN %s %s' % (t.id_,
-                                                         quote(t.design)))
-                elif hasattr(t, 'design'):
-                    write(f, 'GOD_THING_DESIGN %s %s' % (t.id_, quote(t.design)))
                 elif t.type_ == 'MusicPlayer':
                     write(f, 'THING_MUSICPLAYER_SETTINGS %s %s %s %s' %
                           (t.id_, int(t.playing), t.playlist_index, int(t.repeat)))
 
       <button id="switch_to_name_thing"></button>
       <button id="switch_to_password"></button>
       <button id="switch_to_enter_face"></button>
-      <button id="switch_to_enter_hat"></button>
       <button id="switch_to_enter_design"></button>
     </td>
   </tr>
 <li>(un-)wear: <input id="key_wear" type="text" value="W" />
 <li><input id="key_switch_to_drop_thing" type="text" value="u" />
 <li><input id="key_switch_to_enter_face" type="text" value="f" />
-<li><input id="key_switch_to_enter_hat" type="text" value="H" />
 <li><input id="key_switch_to_enter_design" type="text" value="D" />
 <li><input id="key_switch_to_take_thing" type="text" value="z" />
 <li><input id="key_switch_to_chat" type="text" value="t" />
         'intro': '@ enter design:',
         'long': 'Enter design for carried thing as ASCII art.'
     },
-    'enter_hat': {
-        'short': 'edit hat',
-        'intro': '@ enter hat line:',
-        'long': 'Draw your hat as ASCII art.  The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom.  Eat cookies to extend the ASCII characters available for drawing.'
-    },
     'write': {
         'short': 'edit tile',
         'intro': '',
   mode_take_thing: new Mode('take_thing', true),
   mode_drop_thing: new Mode('drop_thing', true),
   mode_enter_face: new Mode('enter_face', true),
-  mode_enter_hat: new Mode('enter_hat', true),
   mode_enter_design: new Mode('enter_design', true),
   mode_admin_enter: new Mode('admin_enter', true),
   mode_admin: new Mode('admin'),
       this.mode_control_tile_draw.available_actions = ["toggle_tile_draw"];
       this.mode_edit.available_modes = ["write", "annotate", "portal", "name_thing",
                                         "enter_design", "password", "chat", "study",
-                                        "play", "admin_enter", "enter_face",
-                                        "enter_hat"]
+                                        "play", "admin_enter", "enter_face"]
       this.mode_edit.available_actions = ["move", "flatten", "install",
                                           "toggle_map_mode"]
       this.inputEl = document.getElementById("input");
         return fail('already carrying something');
     } else if (mode_name == 'drop_thing' && !game.player.carrying) {
         return fail('not carrying anything droppable');
-    } else if (mode_name == 'enter_hat' && !game.player.hat) {
-        return fail('not wearing hat to edit', 'edit');
     } else if (mode_name == 'enter_design' && (!game.player.carrying
                                                || !game.player.carrying.design)) {
         return fail('not carrying designable to edit', 'edit');
         for (let [i, direction] of this.selectables.entries()) {
             this.log_msg(i + ': ' + direction);
         };
-    } else if (this.mode.name == 'enter_hat') {
-        this.log_msg('legal characters: ' + game.players_hat_chars);
+    } else if (this.mode.name == 'enter_design') {
+        this.log_msg('@ The design you enter must be '
+                     + game.player.carrying.design[0][0] + ' lines of max '
+                     + game.player.carrying.design[0][1] + ' characters width each');
+        if (game.player.carrying.type_ == 'Hat') {
+            this.log_msg('@ Legal characters: ' + game.players_hat_chars);
+            this.log_msg('@ (Eat cookies to extend the ASCII characters available for drawing.)');
+        }
     } else if (this.mode.name == 'command_thing') {
         server.send(['TASK:COMMAND', 'HELP']);
     } else if (this.mode.name == 'control_pw_pw') {
           if (game.player.carrying && game.player.carrying.protection) {
               this.inputEl.value = game.player.carrying.protection;
           }
-      } else if (['enter_face', 'enter_hat'].includes(this.mode.name)) {
+      } else if (this.mode.name == 'enter_face') {
           const start = this.ascii_draw_stage * 6;
           const end = (this.ascii_draw_stage + 1) * 6;
-          if (this.mode.name == 'enter_face') {
-              this.inputEl.value = game.player.face.slice(start, end);
-          } else if (this.mode.name == 'enter_hat') {
-              this.inputEl.value = game.player.hat.slice(start, end);
-          }
+          this.inputEl.value = game.player.face.slice(start, end);
       } else if (this.mode.name == 'enter_design') {
           const width = game.player.carrying.design[0][1];
           const start = this.ascii_draw_stage * width;
         tui.inputEl.value = "";
     } else if (tui.mode.name == 'enter_face' && event.key == 'Enter') {
         tui.enter_ascii_art('PLAYER_FACE', 3, 6);
-    } else if (tui.mode.name == 'enter_hat' && event.key == 'Enter') {
-        tui.enter_ascii_art('PLAYER_HAT', 3, 6);
     } else if (tui.mode.name == 'enter_design' && event.key == 'Enter') {
         tui.enter_ascii_art('THING_DESIGN',
                             game.player.carrying.design[0][0],
 
                                 cmd_GOD_THING_NAME, cmd_THING_DOOR_CLOSED,
                                 cmd_GOD_THING_PROTECTION, cmd_THING_PROTECTION,
                                 cmd_SET_MAP_CONTROL_PASSWORD, cmd_SPAWN_POINT,
-                                cmd_THING_MUSICPLAYER_SETTINGS, cmd_THING_HAT_DESIGN,
+                                cmd_THING_MUSICPLAYER_SETTINGS,
                                 cmd_THING_MUSICPLAYER_PLAYLIST_ITEM, cmd_TERRAIN,
                                 cmd_THING_BOTTLE_EMPTY, cmd_PLAYER_FACE,
                                 cmd_GOD_PLAYER_FACE, cmd_GOD_PLAYER_HAT,
-                                cmd_GOD_PLAYERS_HAT_CHARS, cmd_PLAYER_HAT,
+                                cmd_GOD_PLAYERS_HAT_CHARS,
                                 cmd_TERRAIN_TAG, cmd_THING_DOOR_KEY,
                                 cmd_THING_CRATE_ITEM, cmd_MAP_CONTROL_PRESETS,
                                 cmd_THING_SPAWNPOINT_CREATED, cmd_GOD_THING_DESIGN,
 game.register_command(cmd_GOD_PLAYER_FACE)
 game.register_command(cmd_GOD_PLAYER_HAT)
 game.register_command(cmd_GOD_PLAYERS_HAT_CHARS)
-game.register_command(cmd_PLAYER_HAT)
-game.register_command(cmd_THING_HAT_DESIGN)
 game.register_command(cmd_THING_DOOR_KEY)
 game.register_command(cmd_THING_CRATE_ITEM)
 game.register_command(cmd_THING_DESIGN)
 
         'intro': '@ enter design:',
         'long': 'Enter design for carried thing as ASCII art.'
     },
-    'enter_hat': {
-        'short': 'edit hat',
-        'intro': '@ enter hat line:',
-        'long': 'Draw your hat as ASCII art.  The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom.  Eat cookies to extend the ASCII characters available for drawing.'
-    },
     'write': {
         'short': 'edit tile',
         'intro': '',
     mode_take_thing = Mode('take_thing', has_input_prompt=True)
     mode_drop_thing = Mode('drop_thing', has_input_prompt=True)
     mode_enter_face = Mode('enter_face', has_input_prompt=True)
-    mode_enter_hat = Mode('enter_hat', has_input_prompt=True)
     mode_enter_design = Mode('enter_design', has_input_prompt=True)
     is_admin = False
     tile_draw = False
         self.mode_control_tile_draw.available_actions = ["move_explorer",
                                                          "toggle_tile_draw"]
         self.mode_edit.available_modes = ["write", "annotate", "portal",
-                                          "name_thing", "enter_face", "enter_hat",
-                                          "enter_design", "password",
+                                          "name_thing", "enter_face", "enter_design",
+                                          "password",
                                           "chat", "study", "play", "admin_enter"]
         self.mode_edit.available_actions = ["move", "flatten", "install",
                                             "toggle_map_mode"]
             'switch_to_admin_thing_protect': 'T',
             'flatten': 'F',
             'switch_to_enter_face': 'f',
-            'switch_to_enter_hat': 'H',
             'switch_to_enter_design': 'D',
             'switch_to_take_thing': 'z',
             'switch_to_drop_thing': 'u',
         elif self.mode.name == 'admin_thing_protect':
             if hasattr(self.game.player.carrying, 'protection'):
                 self.input_ = self.game.player.carrying.protection
-        elif self.mode.name in {'enter_face', 'enter_hat'}:
+        elif self.mode.name == 'enter_face':
             start = self.ascii_draw_stage * 6
             end = (self.ascii_draw_stage + 1) * 6
-            if self.mode.name == 'enter_face':
-                self.input_ = self.game.player.face[start:end]
-            elif self.mode.name == 'enter_hat':
-                self.input_ = self.game.player.hat[start:end]
+            self.input_ = self.game.player.face[start:end]
         elif self.mode.name == 'enter_design':
             width = self.game.player.carrying.design[0].x
             start = self.ascii_draw_stage * width
             return fail('already carrying something')
         if mode_name == 'drop_thing' and not self.game.player.carrying:
             return fail('not carrying anything droppable')
-        if mode_name == 'enter_hat' and not hasattr(self.game.player, 'hat'):
-            return fail('not wearing hat to edit', 'edit')
         if mode_name == 'enter_design' and\
            (not self.game.player.carrying or
             not hasattr(self.game.player.carrying, 'design')):
                 ['HERE'] + list(self.game.tui.movement_keys.values())
             for i in range(len(self.selectables)):
                 self.log_msg(str(i) + ': ' + self.selectables[i])
-        elif self.mode.name == 'enter_hat':
-            self.log_msg('legal characters: ' + self.game.players_hat_chars)
+        elif self.mode.name == 'enter_design':
+            self.log_msg('@ The design you enter must be %s lines of max %s '
+                         'characters width each'
+                         % (self.game.player.carrying.design[0].y,
+                            self.game.player.carrying.design[0].x))
+            if self.game.player.carrying.type_ == 'Hat':
+                self.log_msg('@ Legal characters: ' + self.game.players_hat_chars)
+                self.log_msg('@ (Eat cookies to extend the ASCII characters available for drawing.)')
         elif self.mode.name == 'command_thing':
             self.send('TASK:COMMAND ' + quote('HELP'))
         elif self.mode.name == 'control_pw_pw':
                         info_to_cache += t.face[6:12] + '\n'
                         info_to_cache += t.face[12:18] + '\n'
                     if hasattr(t, 'design'):
-                        import textwrap
                         line_length = t.design[0].x
-                        wrapper = textwrap.TextWrapper(drop_whitespace=False,
-                                                       width=line_length)
-                        lines = wrapper.wrap(t.design[1])
+                        lines = []
+                        for i in range(t.design[0].y):
+                            start = i * line_length
+                            end = (i + 1) * line_length
+                            lines += [t.design[1][start:end]]
                         if t.type_ == 'Sign':
                             info_to_cache += '-' * (line_length + 4) + '\n'
-                        for line in lines:
-                            info_to_cache += '| %s |\n' % line
-                        if t.type_ == 'Sign':
+                            for line in lines:
+                                info_to_cache += '| %s |\n' % line
                             info_to_cache += '-' * (line_length + 4) + '\n'
+                        else:
+                            for line in lines:
+                                info_to_cache += '%s\n' % line
             terrain_char = self.game.map_content[pos_i]
             terrain_desc = '?'
             if terrain_char in self.game.terrains:
                 self.input_ = ""
             elif self.mode.name == 'enter_face' and key == '\n':
                 enter_ascii_art('PLAYER_FACE', 3, 6)
-            elif self.mode.name == 'enter_hat' and key == '\n':
-                enter_ascii_art('PLAYER_HAT', 3, 6)
             elif self.mode.name == 'enter_design' and key == '\n':
                 enter_ascii_art('THING_DESIGN',
                                 self.game.player.carrying.design[0].y,