UE Modification

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Gene-modding for fun and profit

Except it's not fun and no-one in their right mind would pay for it. But if you're still here for some reason, here's how you'd do it. Please note: If you are not a total nerd who chose to learn something solely because you found it interesting. this guide is unlikely to help you in any meaningful way. A basic grasp of Hexadecimal numerals and color codes is helpful, but an explanation is provided if you don't know what those words you just read meant.

What on earth is a UE?

A UE, or a Unique Enzyme, is a special piece of genetic data, integral to all living creatures complex enough to have genetic code. Mothroaches, for example, do not have Unique Enzymes, but Mothpeople do.
There are 3 pieces of genetic data which control the make-up of a specific person, of which UE is the first.

  • UE, Unique Enzymes: This is a persons' Name and Blood Type
  • UI, Unique Identifiers: This is a persons' shared physical characteristics, such as skin color, eye color, hairstyle, and gender.
  • UF, Unique Features: This is a persons' special nonhuman features. For example, wing patterns, or ethereal color.

If we want to get something from this, though, we'll need to modify this genetic data, transfer it between people, and know what we'll get when we change something.

Hexawhatchamacalit?

We'll also need a very basic knowledge of base 16 numerals, also known as Hexadecimal. Hexadecimal is somewhat beyond the scope of this guide, so I'll only explain it very briefly.
Hexadecimal, or base 16, is a numerical system that uses the digits 0-9, but also 6 extra digits, A-F, representing decimal numbers from 10-15. Each digit in a hexadecimal number is 16x larger than the last: 1, 16, 256, etc. For example, In hex we would write the decimal (normal english numbers, base 10) number 42 as 2A. our first digit is A, so 10 * 1, and our second is 2, so 2 * 16. 32 + 10 = 42. Now, onto the actual genetics.

Blocks

When you first view the UI tab of the genetic scanner, you will be assaulted by a screen **full** of seemingly meaningless hexadecimal. These numbers are what you'll need to alter to effect change in someone's appearance.
Each persons' UI and UF digits are separated into the individual components of their appearance, called blocks, arranged left to right, then top to bottom, and the digits in each block are read top to bottom, then left to right. Each block contains a hexadecimal number, either 3 or 6 digits long. 6 digit long blocks are for anything where color is the detail being changed, and 3 digit blocks are for everything else. 6 digit color blocks are actually just HEX(adecimal) color codes that determine the color of their associated thing, and changing them changes the color of that thing.

3 digit blocks usually alter something by putting all the possible options for that thing into a list, then mapping their value to that list. The smallest number 3 digits of hexadecimal can represent is 0, and the largest is 4095, so if there were two options, 0-2047 would be the first, and 2048+ would be the second.

The order in which blocks are arranged is always the same, though blocks might be missing depending on the person being modified. Eg. The UF tab of a lizardperson will not show the Wing Pattern block, unless said lizardperson has been surgically implanted with moth wings.

How do we use this? Here's an example: to change someone's eye color to pure blue, we'll need to first have the hexadecimal color code for pure blue. I happen to know this is 0000FF. We then need to find the block or blocks corresponding to our recipients eye color. Blocks are always arranged in the same order, excepting any that may be missing, so we can simply count the blocks until we reach the correct one(s). Alternatively, if we know our recipients eye color is pure Yellow (HEX color code FFFF00), we can find the 6 digit block or blocks that are currently at pure Yellow, and know those are the eye color blocks. If we then change those block(s) to 0000FF, we'll have a person with pure blue eyes.

Changing Blocks

But how do we change those blocks? We pulse them. The genetic scanner has a special targeted radiation pulsing device inbuilt into it that allows you to randomly alter the value of any selected digit up or down, following a Normal (Gaussian) Distribution. This means that the change is likely to be in the middle of the possible range of changes. If your changing by a maximum power of -+ 7, the change is likely to be somewhere around 3-4. An estimation of the odds of the change falling into specific ranges is provided in the console GUI. (Forewarning: Using T4 parts, or at least T3, is so much more convenient that it makes the entire process fast enough to be useful. Please do not attempt large scale UI/UF modification without at least T3 parts.) There are two different settings for the radiation pulsar you can adjust.

  • Power: The higher the power, the larger the maximum change in the digit's value, up or down.
  • Duration: The longer the duration, the longer the operation takes to complete. 1 duration = 1 second. Higher duration make the pulse more accurate. There is a chance when pulsing a digit that you actually pulse a completely random digit instead. This can be mitigated with longer duration, higher tier parts, or both. With T4 parts, you can keep the duration at the minimum of 1 second, and it should still be nearly perfectly accurate.

To change a digit to the value you want, try to close in on the value, increasing the power as you get farther from the value you want, and reducing it as you get closer. Trying to keep your value in the middle of the maximum and minimum change range is a good idea. Once all the digits you wanted to change in all the blocks you wanted to change are at their new values, your victim testing participant should be able to step out of the scanner and have neon pink hair or have a different gender or whatever.

Block Arrangements

Now how do we know what digits are what blocks? Trial and error would be time consuming, and unbecoming of such a handy guide! So instead: use this cheat sheet. It can be trusted to be mostly accurate, because it was assembled from the games' code directly.

UI Blocks in order:

  1. Gender, goes from Male to Female to Plural to Neuter
  2. Skin Tone (non color, its complexion not technicolor blue skin)
  3. Left Eye Color (Color, so 6 digits hexcode)
  4. Right Eye Color (Color, so 6 digits hexcode)
  5. Hairstyle, goes from every option in the game so i cant list it here.
  6. Hair Color (Color, so 6 digits hexcode)
  7. Facial Hairstyle, every facial hair option in the game
  8. Facial Hair Color (Color, so 6 digits hexcode)
  9. Hairstyle Gradient, what gradient pattern your hair color uses, if any
  10. Hairstyle Gradient Color, (Color, so 6 digits hexcode)
  11. Facial Hairstyle Gradient
  12. Facial Hairstyle Gradient Color (Color, so 6 digits hexcode)

UF Blocks in order, and the species features they require:

  1. Mutant Color (Color, so 6 digits hexcode) Requires you to have an adjustable species color Eg. Lizard-person
  2. Ethereal Color (Color, so 6 digits hexcode) Requires you to be an ethereal. Note that an ethereals' skin color also influences the color of their ethereal glow.
  3. Lizard Markings, Requires you to have lizard parts with markings, eg. lizard torso
  4. Tail, requires you to have a tail ie. felinid
  5. Lizard Tail, requires you to have a lizard tail
  6. Snout, requires a snout or the ability to have one (lizard parts)
  7. Horns, requires horns or the ability to have them (lizard parts)
  8. Frills, requires frills or the ability to have them (lizard parts)
  9. Spines, requires spines or the ability to have them (lizard parts)
  10. Ears, requires external ear organs ie. felinid cat ears
  11. Moth Wings, requires moth wings
  12. Moth Antennae, requires moth antennae
  13. Moth Markings, requires moth markings/torso
  14. Mushroom Caps, requires you to have a silly mushroom cap for a head. (mush-people are currently unavailable in normal gameplay but if an admin spawns themselves or you in as one, this is for them)
  15. Pod Hair, requires you to have pod-person leaf hair
  16. Fish Tail, requires you to have a fish tail, IE. genetically infuse yourself with fish.