Difference between revisions of "Technical Trainee"
Studenterhue (talk | contribs) (→A Brief History of Yellowshirts: Switch back to using "Technical Assistant" for historical accuracy, add a note about the rename) |
Studenterhue (talk | contribs) (→Cue Training Montage: Rename "Making Do" into "Prepwork", with the idea that will be a section on acquiring certain tools for the job. I've moved the paragraph on the flash under here because I think it makes more sense there, seeing it's about an interesting "tool") |
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|img = TechassistantNew.png | |img = TechassistantNew.png | ||
|difficulty = Easy | |difficulty = Easy | ||
|requirements = | |requirements = Less than 75 rounds played. See [[#When Can I Play Technical Trainee?|below]]. | ||
|access = [[Engineering]], [[Maintenance]], [[Mechanics Workshop]], [[Tech Storage]] | |access = [[Engineering]], [[Maintenance]], [[Mechanics Workshop]], [[Tech Storage]] | ||
|rpAccess = None | |rpAccess = None | ||
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It's an unconventional choice, but Technical Trainee can work as a job for newbies. You're pretty low on the food chain, and people don't expect much from you, so you learn things like the [[Construction|construction system]] in peace. Unlike with [[Staff Assistant]], you actually do have direction, so if you're bored with greyshirts, you might want to try being a yellow-shirt. | It's an unconventional choice, but Technical Trainee can work as a job for newbies. You're pretty low on the food chain, and people don't expect much from you, so you learn things like the [[Construction|construction system]] in peace. Unlike with [[Staff Assistant]], you actually do have direction, so if you're bored with greyshirts, you might want to try being a yellow-shirt. | ||
== | ==When Can I Play Technical Trainee?== | ||
Technical Trainee is intended for newbies (or should we say newbees?). To ensure this, if someone has more 75 rounds played, they cannot play this role. What counts as a round played? | |||
*For both RP and Classic servers, connecting to the server and declaring ready before roundstart | |||
*For the Classic servers, joining the round after roundstart, before the 40 minute mark and with no shuttle en route | |||
*For the RP servers, same as above but before the 60 minute mark. | |||
The rounds can be non-consecutive, it doesn't matter which servers you spent those 75 rounds on since it's based on the number of rounds played across all servers (i.e. you can spend those 75 across all the servers or just one server), and choosing to observe doesn't count towards that 75. | |||
== | ==Cue Training Montage== | ||
Welcome to the Engineering department! If you want to be an [[Engineer]], you picked the right role. While this game does not have a built-in Engineer tutorial, your [[Engineer]] and [[Chief Engineer]] colleagues will (or at least should) be happy to show you the ropes. The best teacher is experience, so practice what they teach you. You can start by helping around with engineering duties. When there's downtime, feel free to pursue a side project. It's a fun way to apply what you've learned, and the stakes are lower. | |||
===Prepwork=== | |||
=== | |||
{{wip|Reason=Technical Trainees got Engineer-level access in [https://github.com/goonstation/goonstation/pull/19165 PR #19165]. Many of these workarounds unnecessary, but not all of them, this role still lacks some tools.}} | {{wip|Reason=Technical Trainees got Engineer-level access in [https://github.com/goonstation/goonstation/pull/19165 PR #19165]. Many of these workarounds unnecessary, but not all of them, this role still lacks some tools.}} | ||
Doing [[Engineer]] work as a Technical Trainee is a lot like doing Engineer work as a [[Staff Assistant]]. (In fact, you have the same access, so in a way, you're like a greyshirt but yellow.) It's hard not having the proper access, but you can do it, with enough resourcefulness. | Doing [[Engineer]] work as a Technical Trainee is a lot like doing Engineer work as a [[Staff Assistant]]. (In fact, you have the same access, so in a way, you're like a greyshirt but yellow.) It's hard not having the proper access, but you can do it, with enough resourcefulness. | ||
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Likewise, you can still do some fire-fighting. Just go into [[Maintenance]] and find a firefighting closet, or, if your map has one, head to [[Emergency Storage]]. Grab a [[General Objects#Fire Extinguisher|fire extinguisher]], a [[Engineering Objects#Firesuit|fire suit]], and [[Engineering Objects#Firefighter Helm|firefighter helm]] and pull (click on it while holding down {{Key|Ctrl}} or press the ''Pull'' button in the bottom left corner of your HUD) a [[General Objects#Tank|foamtank]], and you're set for braving the flames. Just make sure to head to [[Medbay]] if you get too badly damaged. | Likewise, you can still do some fire-fighting. Just go into [[Maintenance]] and find a firefighting closet, or, if your map has one, head to [[Emergency Storage]]. Grab a [[General Objects#Fire Extinguisher|fire extinguisher]], a [[Engineering Objects#Firesuit|fire suit]], and [[Engineering Objects#Firefighter Helm|firefighter helm]] and pull (click on it while holding down {{Key|Ctrl}} or press the ''Pull'' button in the bottom left corner of your HUD) a [[General Objects#Tank|foamtank]], and you're set for braving the flames. Just make sure to head to [[Medbay]] if you get too badly damaged. | ||
By the way, did you know that as a Technical Trainee, you obtain a stun weapon right from the get go? You see, [[Tech Storage]] spawns with a [[Security Objects#Flash|flash]], a device that stuns people at close range if they don't have good eye protection. Most jobs don't get access to Tech Storage, but you do, so you can get your hands on a decent weapon fairly easily...if someone doesn't grab it first. It has limited uses though, so use it wisely. It would be waste, for example, to just randomly flash someone while walking down the hall just for kicks. | |||
===Fun Project Ideas=== | |||
If you're bored because there's no repair work to do and the engine is fully functional, why not spruce up the station/ship a little with a small renovation project? Not only is it fun and engaging, but it's often a great way to practice the things you've learned. Since you're a Technical Trainee, people don't expect much from you, so you can do silly gimmicks without any real pressure. Here are some ideas: | |||
*Buy up/barter for other crew members' trinkets and other weird items, like toys from the [[Arcade]] or [[Artifact Research#Hand-held Artifacts|handheld artifacts]]. Build some [[Construction#Display Cases|display cases]] and create a museum of curios! | |||
*Get some [[Engineering Objects#Glass Sheets|glass sheets]] from [[Tool Storage]], gather up some [[Critter|animals]], and make a zoo. | |||
*Experiment with [[Construction#Rocket Shoes|rocket shoes]]. See how fast you can go. <strike>Die horribly!</strike> | |||
*Has the [[Quartermaster]] bought some [[Vehicles#Skateboard|skateboards]]? Ask them for a few, find some [[Engineering Objects#Metal Sheets|metal sheets]], and build a skate park somewhere. | |||
*Grab a [[crowbar]] and some [[Engineering Objects#Wire|wire]]. Find a big room, and pry up the floor tiles with the crowbar. Voila, a canvas for some [[Guide to Wiring|wire art]]! | |||
*Make a bunch of colored bulbs and/or lights with the [[Making and Breaking#General Manufacturer|general manufacturer]] in [[Tool Storage]] and swap out the station's/ship's lights. You could color-code lights for each department area, give the [[Bar]] or [[Chapel]] some mood-lighting, or just see how much of the station/ship you can outfit with blacklight. | |||
*Make a [[Construction#Player Vending Machines|custom vending machine]] and sell wares for fun and profit. You can offer hand-crafted [[Construction#Paper mask|paper domino masks]], rare [[Spacemen: The Grifening]] cards, delicious food from the [[Bar]], drugs designed by the [[Scientist]]s, random but useful tools, whatever. | |||
Since you're basically an upgraded [[Staff Assistant]], you also do a lot of the same silly antics. See [[Staff Assistant#Play|here for the list.]] | |||
==A Brief History of Yellowshirts== | ==A Brief History of Yellowshirts== | ||
Technical Trainees were previously known as '''Technical Assistants'''. They have a long, long history, dating back to the days when Exadv1, SS13's creator, was still actively developing the game and SS13 had not yet split off into multiple branches such as Goonstation, /tg/station, etc. One of the very first jobs Exadv1 added to SS13 was an assistant role for the engineering department, though it's unknown if he actually named it "Technical Assistant" or some other name. Certainly Goonstation's take on the role did (and still does). | Technical Trainees were previously known as '''Technical Assistants'''. They have a long, long history, dating back to the days when Exadv1, SS13's creator, was still actively developing the game and SS13 had not yet split off into multiple branches such as Goonstation, /tg/station, etc. One of the very first jobs Exadv1 added to SS13 was an assistant role for the engineering department, though it's unknown if he actually named it "Technical Assistant" or some other name. Certainly Goonstation's take on the role did (and still does). | ||
Back then, Goonstation Technical Assistant didn't get [[Engineering]] access, so they often had to ask the [[AI]] for help getting into the place. Technical Assistants spawned in [[Tech Storage]], and since there was only one [[Security Objects#Flash|flash]] but multiple assistants, they would often fight each other over who got dibs on the flash. As you might imagine, this flash also made greytiding (or should it be yellowtiding?) Technical Assistants quite annoying to deal with. | |||
=== RIP === | === RIP === |
Latest revision as of 06:00, 18 September 2024
ENGINEERING DEPARTMENT | |
---|---|
Technical Trainee | |
Technical Trainee |
Difficulty: Easy Requirements: Less than 75 rounds played. See below. Access Level: Engineering, Maintenance, Mechanics Workshop, Tech Storage Additional Roleplay Access Level: None Supervisors: Chief Engineer, Captain, Engineer Subordinates: None Responsibilities: Assist the Engineers and Chief Engineer with their duties. Guides: Construction, Guide to Wiring, Engineering Objects |
As a Technical Trainee, your job is to help your fellow Engineering personnel keep the station/ship up and running. Typically, you'll help the Engineer(s) set up the engine, so you may get to, say, stoke a fire hotter than a star or operate a nuclear reactor. You'll also perform maintenance duties, such as replacing broken lights, repairing walls and floors, and fighting fires. These duties are not exactly glamorous, but they are worth doing. After all, would you want to work in a station/ship that's dark, on fire, and full of holes?
There are always two Technical Trainee slots.
It's an unconventional choice, but Technical Trainee can work as a job for newbies. You're pretty low on the food chain, and people don't expect much from you, so you learn things like the construction system in peace. Unlike with Staff Assistant, you actually do have direction, so if you're bored with greyshirts, you might want to try being a yellow-shirt.
When Can I Play Technical Trainee?
Technical Trainee is intended for newbies (or should we say newbees?). To ensure this, if someone has more 75 rounds played, they cannot play this role. What counts as a round played?
- For both RP and Classic servers, connecting to the server and declaring ready before roundstart
- For the Classic servers, joining the round after roundstart, before the 40 minute mark and with no shuttle en route
- For the RP servers, same as above but before the 60 minute mark.
The rounds can be non-consecutive, it doesn't matter which servers you spent those 75 rounds on since it's based on the number of rounds played across all servers (i.e. you can spend those 75 across all the servers or just one server), and choosing to observe doesn't count towards that 75.
Cue Training Montage
Welcome to the Engineering department! If you want to be an Engineer, you picked the right role. While this game does not have a built-in Engineer tutorial, your Engineer and Chief Engineer colleagues will (or at least should) be happy to show you the ropes. The best teacher is experience, so practice what they teach you. You can start by helping around with engineering duties. When there's downtime, feel free to pursue a side project. It's a fun way to apply what you've learned, and the stakes are lower.
Prepwork
This page is under construction. The following information may be incomplete. Technical Trainees got Engineer-level access in PR #19165. Many of these workarounds unnecessary, but not all of them, this role still lacks some tools. |
Doing Engineer work as a Technical Trainee is a lot like doing Engineer work as a Staff Assistant. (In fact, you have the same access, so in a way, you're like a greyshirt but yellow.) It's hard not having the proper access, but you can do it, with enough resourcefulness.
Your lack of Engineering access might prove to be a problem, but it can be solved. The simplest way to just to ask the Head of Personnel, Captain, or Head of Security to give your ID access to the various engineering areas. This is a pretty reasonable request, so they shouldn't be too annoyed. Besides that, you could also follow an Engineer or the CE around;it'd be best to mention this to them to alleviate their "Is the person following me trying to kill me?" sense. In addition, you could ask the AI via radio that you want a door open.
Failing all that, you can still make do. You have maintenance access, and sometimes there are tools in there, but more importantly, you can still access Tool Storage. It might not have the fancy-schmancy tools like deconstruction devices or oxygen grenades, but it does have construction supplies like metal and glass sheets, so you can still fix floors, walls, and windows with the right know-how. Tool Storage (usually) also has a general manufacturer, so you can craft some bulbs and lubes to fix any broken lights and obtain highly-useful tools crowbars and screwdrivers.
One tool you'll likely have a hard time obtaining, though, is the multitool. Engineers spawn with it, but you don't, and while general manufacturers can make it, it starts off without the special materials for it. Without a multitool, you can don't do things like fix APCs, and without Mechanics Workshop access, you can't really replace any missing electronics, but you can still some electrical work. Tech Storage has boards for certain computers, and Tool Storage has glass and wires, so if, say, the console for the cloning scanner is gone, you can still whip up a replacement.
Likewise, you can still do some fire-fighting. Just go into Maintenance and find a firefighting closet, or, if your map has one, head to Emergency Storage. Grab a fire extinguisher, a fire suit, and firefighter helm and pull (click on it while holding down Ctrl or press the Pull button in the bottom left corner of your HUD) a foamtank, and you're set for braving the flames. Just make sure to head to Medbay if you get too badly damaged.
By the way, did you know that as a Technical Trainee, you obtain a stun weapon right from the get go? You see, Tech Storage spawns with a flash, a device that stuns people at close range if they don't have good eye protection. Most jobs don't get access to Tech Storage, but you do, so you can get your hands on a decent weapon fairly easily...if someone doesn't grab it first. It has limited uses though, so use it wisely. It would be waste, for example, to just randomly flash someone while walking down the hall just for kicks.
Fun Project Ideas
If you're bored because there's no repair work to do and the engine is fully functional, why not spruce up the station/ship a little with a small renovation project? Not only is it fun and engaging, but it's often a great way to practice the things you've learned. Since you're a Technical Trainee, people don't expect much from you, so you can do silly gimmicks without any real pressure. Here are some ideas:
- Buy up/barter for other crew members' trinkets and other weird items, like toys from the Arcade or handheld artifacts. Build some display cases and create a museum of curios!
- Get some glass sheets from Tool Storage, gather up some animals, and make a zoo.
- Experiment with rocket shoes. See how fast you can go.
Die horribly! - Has the Quartermaster bought some skateboards? Ask them for a few, find some metal sheets, and build a skate park somewhere.
- Grab a crowbar and some wire. Find a big room, and pry up the floor tiles with the crowbar. Voila, a canvas for some wire art!
- Make a bunch of colored bulbs and/or lights with the general manufacturer in Tool Storage and swap out the station's/ship's lights. You could color-code lights for each department area, give the Bar or Chapel some mood-lighting, or just see how much of the station/ship you can outfit with blacklight.
- Make a custom vending machine and sell wares for fun and profit. You can offer hand-crafted paper domino masks, rare Spacemen: The Grifening cards, delicious food from the Bar, drugs designed by the Scientists, random but useful tools, whatever.
Since you're basically an upgraded Staff Assistant, you also do a lot of the same silly antics. See here for the list.
A Brief History of Yellowshirts
Technical Trainees were previously known as Technical Assistants. They have a long, long history, dating back to the days when Exadv1, SS13's creator, was still actively developing the game and SS13 had not yet split off into multiple branches such as Goonstation, /tg/station, etc. One of the very first jobs Exadv1 added to SS13 was an assistant role for the engineering department, though it's unknown if he actually named it "Technical Assistant" or some other name. Certainly Goonstation's take on the role did (and still does).
Back then, Goonstation Technical Assistant didn't get Engineering access, so they often had to ask the AI for help getting into the place. Technical Assistants spawned in Tech Storage, and since there was only one flash but multiple assistants, they would often fight each other over who got dibs on the flash. As you might imagine, this flash also made greytiding (or should it be yellowtiding?) Technical Assistants quite annoying to deal with.
RIP
Sadly, the shuttle containing this shift's technical and medical assistants crashed. Into the moon. Forever.
To make up for their deficit, the Staff Assistant got their objectives and access to Tech Storage.
A Shocking Renewal
On September 24th, 2021, Technical Assistants got rehired as a Latejoin job, along with the Head Surgeon, Research Assistant, and Medical Assistant.
On September 6, 2024, Technical Assistants were named Technical Trainees to distance it from roles like Staff Assistant and Security Assistant.
Crew Objectives
When they are loyal crew members, Technical Trainees get optional objectives to entertain themselves while waiting for something to happen. They can expect the following objectives, which might look familiar:
- Make sure that you are wearing your own butt on your head when the escape shuttle leaves.
Pretty self-explanatory, you can ask a bored Medical Doctor, Medical Specialist, Roboticist, or Medical Director to cut it off, then you can put it on your head.
- Escape on the shuttle alive wearing at least one piece of mail courier clothing.
Mail courier clothing here means the postmaster's hat and jumpsuit; there's a "Police cap" that looks just like the postmaster's hat, but that doesn't count for this objective. It isn't always easy to come by. You can try asking the Quartermaster(s); they have postmaster clothes in their lockers, and postmaster's hats sometimes appear in the Haberdasher's Crates they can order. On some maps, there is mail courier clothing hidden somewhere along Belt Hell. If there's a Mail Courier around, you might be able to persuade them into parting with a piece of their uniform.
Completing this objective for the first time unlocks the The mail always goes through medal. There aren't any rewards associated with it, aside from the satisfaction of having worn some pretty snazzy-looking clothes.
- Escape on the shuttle alive with a non-assistant ID registered to you.
You can get a job change from the Head of Personnel pretty easily, just make sure it's not any sort of assistant job.
- Get your grubby hands on a spacesuit.
It just needs to be the suit, so you can most likely just ask the AI to let you into Engineering's space suit storage to grab one. Failing that, this objective does care about what type of spacesuit it is either, so if you find one from another department, it should still work. If you get this on an underwater map like Oshan Laboratory, diving suits will still count for this objective.
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |