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Difference between revisions of "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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{{av}}
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{{Quality|Exceptional}}
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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]]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.   
Line 5: Line 7:
 
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.
  
==Noisiness of various jobs==
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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]].
  
* Placing and removing [[building]]s causes noise within 16 tiles.  For example, placing a chair will cause a 33x33x33 cube of noise centered on the chair.  Hopefully this will change in future versions.
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Contrary to common belief based on [[23a:Noise|earlier versions]], workshops do ''not'' currently produce any noise.
  
* Firing [[siege engine]]s also produces noise within 16 tiles.
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Due to a bug, dwarves only remember the last noise that they heard, so a sleeping dwarf exposed to a very loud noise followed by a quiet noise will only complain about having slept "uneasily due to noise".
  
* [[Mining]] and [[wood cutting]] causes noise within 8 tiles.{{verify}}
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==Noisiness of various jobs==
 
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Unlike in the past, only 5 jobs are known to cause noise:
* Jobs performed at [[workshops]] cause noise within 4 tiles.
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* Digging - 8 tiles
 
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* Wood cutting - 8 tiles
* Eating is believed to cause noise within 1 tile.  It is unknown whether the noise radiates from the eating dwarf or his food.
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* Engraving - 4 tiles
 
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* Fortification carving - 4 tiles
* Moving stuff in and out of stockpiles has been observed ''not'' to cause noise.
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* Removing [[construction]]s - 8 tiles
 
 
* More research is needed to determine how much noise other jobs cause.  It is said that most jobs cause noise within 2-4 tiles.
 
  
==Visualization==
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====Visualization====
  
Noise radiates in the shape of a cube, 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.
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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 apparatus and reduces in intensity as it does so (within 25% of the range will awaken the dwarf, within 50% will be "very uneasily", and the rest will just be "uneasily").
  
 
   Level 0      Level ± 1    Level ± 2    Level ± 3    Level ± 4    Level ± 5
 
   Level 0      Level ± 1    Level ± 2    Level ± 3    Level ± 4    Level ± 5
Line 31: Line 31:
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
  .***WWW***.  .*********.  .*********.  .*********.  .*********.  ...........
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  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
  .***WWW***.  .*********.  .*********.  .*********.  .*********.  ...........
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  .****'''N'''****.  .*********.  .*********.  .*********.  .*********.  ...........
  .***WWW***.  .*********.  .*********.  .*********.  .*********.  ...........
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  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
Line 39: Line 39:
 
  ...........  ...........  ...........  ...........  ...........  ...........
 
  ...........  ...........  ...........  ...........  ...........  ...........
 
   
 
   
  W = Workshop
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  '''N''' = Origin of noise
 
  * = Noise
 
  * = Noise
 
  . = No noise
 
  . = No noise
  
 
== Noise in practice ==
 
== Noise in practice ==
 
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* Don't dig near bedrooms when there are dwarves sleeping in them.
* Don't 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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* Smooth your bedrooms before placing the actual furniture.
 
 
* Don't dig near the bedrooms when there are dwarves sleeping in them.
 
 
 
 
 
  
 
== 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 [[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.
  
* Put your bedrooms in a lower corner of your fortress, and make sure there are 4-tile buffers between beds and the centers of nearby workshops.
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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}}
 
{{Moods FAQ}}
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{{Category|Fortress mode}}

Latest revision as of 17:50, 5 March 2014

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, workshops do not currently produce any noise.

Due to a bug, dwarves only remember the last noise that they heard, so a sleeping dwarf exposed to a very loud noise followed by a quiet noise will only complain about having slept "uneasily due to noise".

Noisiness of various jobs[edit]

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 constructions - 8 tiles

Visualization[edit]

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 and reduces in intensity as it does so (within 25% of the range will awaken the dwarf, within 50% will be "very uneasily", and the rest will just be "uneasily").

  Level 0      Level ± 1     Level ± 2     Level ± 3     Level ± 4     Level ± 5

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

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

Noise in practice[edit]

  • Don't dig near bedrooms when there are dwarves sleeping in them.
  • Smooth your bedrooms before placing the actual furniture.

Designing in anticipation of noise[edit]

  • 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.
  • 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.