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Editing 40d:Noise
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− | + | Certain jobs generate '''noise''' which disturbs nearby sleeping dwarves. Depending on a job's noise level and proximity, your dwarves could sleep "uneasily due to noise", "very uneasily due to noise", or be woken up by noise. These events will produce unhappy [[Thought|thoughts]] in varying degrees. | |
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− | Certain jobs generate '''noise''' which disturbs nearby sleeping dwarves. Depending on a job's noise level and proximity, your dwarves could sleep "uneasily due to noise", "very uneasily due to noise", or be woken up by noise. These events will produce unhappy [[ | ||
Neither walls nor doors will insulate dwarves from noise. Distance and how loud a job is are the only factors determining whether a dwarf's sleep will be disturbed. | Neither walls nor doors will insulate dwarves from noise. Distance and how loud a job is are the only factors determining whether a dwarf's sleep will be disturbed. | ||
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Dwarves walking through a sleeping dwarf's room (even over his head) will not cause noise, which is important for [[bedroom design]]. | Dwarves walking through a sleeping dwarf's room (even over his head) will not cause noise, which is important for [[bedroom design]]. | ||
− | + | ==Noisiness of various jobs== | |
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+ | It's important to remember that noise is created in all 3 dimensions, including across [[z-level]]s - ''see below for [[noise#visualization|visualization]]''. | ||
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+ | '''Short distances:''' | ||
+ | * Eating is believed to cause noise within 1 or 2 tiles; probably 1. It is unknown whether the noise radiates from the eating dwarf or his food. | ||
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+ | '''Within 3-4 tiles:''' | ||
+ | * Jobs performed at [[workshops]] | ||
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+ | * ''It has been claimed that most other jobs cause noise within 2-4 tiles. More research is necessary to determine the specifics.'' | ||
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+ | * An operating [[water wheel]] causes noise within ''at least'' 3 tiles. | ||
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+ | '''Within 8 tiles:''' | ||
+ | * [[Mining]] and [[wood cutting]] | ||
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+ | '''Within 16 tiles:''' | ||
+ | * Placing and removing [[building]]s causes noise within 16 tiles. For example, placing a chair will cause a 33x33x33 cube (or 35937 tiles) of noise centered on the chair. Hopefully this will change in future versions. | ||
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+ | * Construction causes noise within 16 tiles, and is known to wake dwarves up. | ||
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+ | * [[Combat]] has also been observed to wake dwarves up, which suggests that it causes noise within 16 tiles as well. Strangely, [[sparring]] does not cause any noise at all -- which is just as well, considering dwarves will only spar in a [[barracks]], which is essentially a communal bedroom. | ||
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+ | * Firing [[siege engine]]s also produces noise within 16 tiles. | ||
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− | + | Non-noise actions: | |
+ | * Hauling, and taking from/placing in stockpiles | ||
+ | * Sparring | ||
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====Visualization==== | ====Visualization==== | ||
− | Noise radiates across | + | Noise radiates across [z-level]]s in the shape of a cube, in all 6 directions (north/south, east/west, ''and'' up/down), so noise that travels 4 tiles will generate noise in a 9x9 pattern on 9 successive floors. The noise radiates from the center of the noise-producing apparatus. |
Level 0 Level ± 1 Level ± 2 Level ± 3 Level ± 4 Level ± 5 | Level 0 Level ± 1 Level ± 2 Level ± 3 Level ± 4 Level ± 5 | ||
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.*********. .*********. .*********. .*********. .*********. ........... | .*********. .*********. .*********. .*********. .*********. ........... | ||
.*********. .*********. .*********. .*********. .*********. ........... | .*********. .*********. .*********. .*********. .*********. ........... | ||
− | .*** | + | .***www***. .*********. .*********. .*********. .*********. ........... |
− | .*** | + | .***wWw***. .*********. .*********. .*********. .*********. ........... |
− | .*** | + | .***www***. .*********. .*********. .*********. .*********. ........... |
.*********. .*********. .*********. .*********. .*********. ........... | .*********. .*********. .*********. .*********. .*********. ........... | ||
.*********. .*********. .*********. .*********. .*********. ........... | .*********. .*********. .*********. .*********. .*********. ........... | ||
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........... ........... ........... ........... ........... ........... | ........... ........... ........... ........... ........... ........... | ||
− | + | w = Workshop (3x3 as shown; 5x5 are similarly centered) | |
+ | W = Origin of noise | ||
* = Noise | * = Noise | ||
. = No noise | . = No noise | ||
== Noise in practice == | == Noise in practice == | ||
− | * Don't dig near bedrooms when there are dwarves sleeping in them | + | |
− | + | * Try not to place [[buildings]] like doors while your dwarves are asleep. Or if you do, make sure they are at least 16 tiles away from the nearest sleeping dwarf. | |
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+ | * Don't dig near the bedrooms when there are dwarves sleeping in them. | ||
== Designing in anticipation of noise == | == Designing in anticipation of noise == | ||
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− | + | * A good way to start is to put all your bedrooms on level -9 or lower. This means you don't have worry about restricting your woodcutting. | |
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+ | * If you anticipate there to be fighting in your [[Trade Depot]], you should keep bedrooms away from there. (It is believed that fighting creates noise within 16 tiles, since it has the power to wake units up.) | ||
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+ | * Remember that jails, hospitals, and sleeping barracks should also ideally be kept away from noise, in addition to standard and noble bedrooms. | ||
{{Moods FAQ}} | {{Moods FAQ}} | ||
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