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Editing Noise
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− | {{Quality| | + | {{Quality|Exceptional}} |
:''"Sound" redirects here. For the game's soundtrack, see [[Soundtrack]].'' | :''"Sound" redirects here. For the game's soundtrack, see [[Soundtrack]].'' | ||
− | Certain jobs generate '''noise''' which | + | 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]]s in varying degrees. |
− | + | 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. | |
− | + | Noise is produced when a noisy job is completed. Thoughts about noise do not appear until the sleeping dwarf has woken up. | |
− | + | Dwarves walking through a sleeping dwarf's room (even over his head) will not cause noise, which is important for [[bedroom design]]. | |
− | + | Contrary to common belief based on [[23a:Noise|earlier versions]], workshops do ''not'' currently produce any noise. | |
==Noisiness of various jobs== | ==Noisiness of various jobs== | ||
− | + | Unlike in the past, only 5 jobs are known to cause noise: | |
− | + | * Digging - 8 tiles | |
− | * | + | * Wood cutting - 8 tiles |
− | * | + | * Engraving - 4 tiles |
− | * | + | * Fortification carving - 4 tiles |
− | * | ||
* Removing [[construction]]s - 8 tiles | * Removing [[construction]]s - 8 tiles | ||
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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 things. | 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 things. | ||
− | + | Level 0 Level ± 1 Level ± 2 Level ± 3 Level ± 4 Level ± 5 | |
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− | .**** | + | .****'''N'''****. .*********. .*********. .*********. .*********. ........... |
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'''N''' = Origin of noise | '''N''' = Origin of noise | ||
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== Designing in anticipation of noise == | == Designing in anticipation of noise == | ||
− | * Putting all your bedrooms | + | * Putting all your bedrooms 9 levels below ground or lower eliminates noise from [[wood cutting]]. |
* Remember that [[jail]]s, [[hospital]]s, and sleeping [[barracks]] should also ideally be kept away from noise, in addition to standard and noble bedrooms. | * Remember that [[jail]]s, [[hospital]]s, and sleeping [[barracks]] should also ideally be kept away from noise, in addition to standard and noble bedrooms. | ||
Facilities that ''can'' be safely built around or above/below bedrooms and other sleeping facilities, to separate the area set aside for the "quiet zone", include anything that does ''not'' make noise. | Facilities that ''can'' be safely built around or above/below bedrooms and other sleeping facilities, to separate the area set aside for the "quiet zone", include anything that does ''not'' make noise. | ||
− | + | {{Moods FAQ}} | |
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{{Category|Fortress mode}} | {{Category|Fortress mode}} | ||
{{Category|Physics}} | {{Category|Physics}} | ||
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