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Difference between revisions of "40d:Noise"

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{{av}}
 
{{av}}
 
{{Quality|Exceptional}}
 
{{Quality|Exceptional}}
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 {{L|thought}}s in varying degrees.
+
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.   
 
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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Noise is produced when a noisy job is completed.  Thoughts about noise do not appear until the sleeping dwarf has woken up.
 
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 {{L|bedroom design}}.
+
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 earlier versions, Toady has [http://www.bay12games.com/forum/index.php?topic=30026.msg910374#msg910374 stated] that workshops do ''not'' currently produce any noise.'''  In fact, he states that "only digging, chopping, making fortifications, engraving walls and removing constructions" will make noise.  Some of the information below refers to other kinds of noise - for the present version, those should be disregarded.
 
'''Contrary to common belief based on earlier versions, Toady has [http://www.bay12games.com/forum/index.php?topic=30026.msg910374#msg910374 stated] that workshops do ''not'' currently produce any noise.'''  In fact, he states that "only digging, chopping, making fortifications, engraving walls and removing constructions" will make noise.  Some of the information below refers to other kinds of noise - for the present version, those should be disregarded.
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==Noisiness of various jobs==
 
==Noisiness of various jobs==
  
It's important to remember that noise is created in all 3 dimensions, including across {{L|z-level}}s - ''see below for {{L|noise#visualization|visualization}}''.
+
It's important to remember that noise is created in all 3 dimensions, including across [[z-level]]s - ''see below for [[noise#visualization|visualization]]''.
  
 
'''Short distances:'''
 
'''Short distances:'''
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'''Within 3-4 tiles:'''
 
'''Within 3-4 tiles:'''
  
* {{L|Engraving}} jobs produce sound 4 tiles away.
+
* [[Engraving]] jobs produce sound 4 tiles away.
  
 
* ''It has been claimed that most other jobs cause noise within 2-4 tiles.  More research is necessary to determine the specifics.''
 
* ''It has been claimed that most other jobs cause noise within 2-4 tiles.  More research is necessary to determine the specifics.''
  
* An operating {{L|water wheel}} causes noise within ''at least'' 3 tiles.
+
* An operating [[water wheel]] causes noise within ''at least'' 3 tiles.
  
  
 
'''Within 8 tiles:'''
 
'''Within 8 tiles:'''
* {{L|Mining}} and {{L|wood cutting}}
+
* [[Mining]] and [[wood cutting]]
  
* Removing a {{L|construction}}
+
* Removing a [[construction]]
  
  
 
'''Within 16 tiles:'''
 
'''Within 16 tiles:'''
* Placing and removing {{L|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.
+
* 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.
  
* {{L|Combat}} has also been observed to wake dwarves up, which suggests that it causes noise within 16 tiles as well.  Strangely, {{L|sparring}} does not cause any noise at all -- which is just as well, considering dwarves will only spar in a {{L|barracks}}, which is essentially a communal bedroom.
+
* [[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.
  
* Firing {{L|siege engine}}s also produces noise within 16 tiles.
+
* Firing [[siege engine]]s also produces noise within 16 tiles.
  
  
 
Non-noise actions:
 
Non-noise actions:
* Jobs performed at {{L|workshop}}s have recently been confirmed by Toady to ''not'' cause any noise at all.
+
* Jobs performed at [[workshop]]s have recently been confirmed by Toady to ''not'' cause any noise at all.
 
* Hauling, and taking from/placing in stockpiles
 
* Hauling, and taking from/placing in stockpiles
 
* Sparring
 
* Sparring
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====Visualization====
 
====Visualization====
  
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.
+
Noise radiates across [[Main:z-level|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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== Noise in practice ==
 
== Noise in practice ==
  
* Try not to place {{L|building}}s 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.
+
* Try not to place [[building]]s 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.
  
 
* Don't dig near the bedrooms when there are dwarves sleeping in them.
 
* Don't dig near the bedrooms when there are dwarves sleeping in them.
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== Designing in anticipation of noise ==
 
== Designing in anticipation of noise ==
  
* A good way to start is to put all your bedrooms on level -9 or lower, so you don't have worry about noise from {{L|wood cutting|woodcutting}}.
+
* A good way to start is to put all your bedrooms on level -9 or lower, so you don't have worry about noise from [[wood cutting|woodcutting]].
  
* If you anticipate there to be fighting in your {{L|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.)
+
* 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.)
 
**Alternately, you can deliberately place your barracks nearby, so that the combat can help wake up any sleeping warriors that should be helping.  Remember that this comes at the cost of unhappy thoughts.
 
**Alternately, you can deliberately place your barracks nearby, so that the combat can help wake up any sleeping warriors that should be helping.  Remember that this comes at the cost of unhappy thoughts.
  
* Remember that {{L|jail}}s, {{L|hospital}}s, and sleeping {{L|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...
  
:* More bedrooms, jails, hospitals or barracks ({{L|Bedroom_design#High_density.2C_multi-level|high-density}} housing)  
+
:* More bedrooms, jails, hospitals or barracks ([[Bedroom_design#High_density.2C_multi-level|high-density]] housing)  
:* {{L|Stockpile}}s
+
:* [[Stockpile]]s
 
:* Hallway, stairs, ramps, etc.
 
:* Hallway, stairs, ramps, etc.
:* {{L|Aqueduct}} (or the magma equivalent) or reservoirs
+
:* [[Aqueduct]] (or the magma equivalent) or reservoirs
:* {{L|Trade depot}}
+
:* [[Trade depot]]
:* {{L|Farm plot}}s
+
:* [[Farm plot]]s
:* {{L|Meeting zone}}s
+
:* [[Meeting zone]]s
:* {{L|Archery range}}s
+
:* [[Archery range]]s
:* {{L|Breeding|Breeding pens}} & other creature-holding areas
+
:* [[Breeding|Breeding pens]] & other creature-holding areas
:* {{L|Control room}}s
+
:* [[Control room]]s
:* {{L|Power#Power_transfer|Power conduit}}
+
:* [[Power#Power_transfer|Power conduit]]
:* {{L|Dining hall}} (not within 1-2 tiles/levels, see above)
+
:* [[Dining hall]] (not within 1-2 tiles/levels, see above)
:* {{L|Workshop}}s {{k|P}}rofiled solely to the dwarf who will sleep near them - a dwarf is either working, or sleeping, never both at once.
+
:* [[Workshop]]s {{k|P}}rofiled solely to the dwarf who will sleep near them - a dwarf is either working, or sleeping, never both at once.
:* {{L|Glass furnace}}s built solely to aid in the collection of {{L|sand}} for {{L|glass industry|glass production}} elsewhere.
+
:* [[Glass furnace]]s built solely to aid in the collection of [[sand]] for [[glass industry|glass production]] elsewhere.
:* {{L|Loom}}s built solely to allow collection of {{L|web}}s ''(an obscure choice, but legit)''.
+
:* [[Loom]]s built solely to allow collection of [[web]]s ''(an obscure choice, but legit)''.
:* Workshops (such as a non-magma {{L|forge}}, etc) built solely for emergency {{L|mood}} use will only create noise if they are ever claimed, and then only for that short period.
+
:* Workshops (such as a non-magma [[forge]], etc) built solely for emergency [[mood]] use will only create noise if they are ever claimed, and then only for that short period.
  
 
{{Moods FAQ}}
 
{{Moods FAQ}}

Revision as of 15:04, 8 December 2011

This article is about an older version of DF.

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 thoughts 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 earlier versions, Toady has stated that workshops do not currently produce any noise. In fact, he states that "only digging, chopping, making fortifications, engraving walls and removing constructions" will make noise. Some of the information below refers to other kinds of noise - for the present version, those should be disregarded.


Noisiness of various jobs

It's important to remember that noise is created in all 3 dimensions, including across z-levels - see below for visualization.

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.


Within 3-4 tiles:

  • It has been claimed that most other jobs cause noise within 2-4 tiles. More research is necessary to determine the specifics.
  • An operating water wheel causes noise within at least 3 tiles.


Within 8 tiles:


Within 16 tiles:

  • Placing and removing buildings 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.
  • 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.


Non-noise actions:

  • Jobs performed at workshops have recently been confirmed by Toady to not cause any noise at all.
  • Hauling, and taking from/placing in stockpiles
  • Sparring
  • Traffic


Visualization

Noise radiates across z-levels 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

...........   ...........   ...........   ...........   ...........   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
.****N****.   .*********.   .*********.   .*********.   .*********.   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
...........   ...........   ...........   ...........   ...........   ...........

N = Origin of noise
* = Noise
. = No noise

Noise in practice

  • 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.
  • Don't dig near the bedrooms when there are dwarves sleeping in them.

Designing in anticipation of noise

  • A good way to start is to put all your bedrooms on level -9 or lower, so you don't have worry about noise from woodcutting.
  • 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.)
    • Alternately, you can deliberately place your barracks nearby, so that the combat can help wake up any sleeping warriors that should be helping. Remember that this comes at the cost of unhappy thoughts.
  • Remember that jails, hospitals, 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...