v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Noise"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(→‎Designing in anticipation of noise: all workshops are safe, at least right now.)
 
(25 intermediate revisions by 12 users not shown)
Line 1: Line 1:
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.
+
{{av}}
 +
{{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 [[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 7: Line 9:
 
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]].
  
'''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{{v|0.28.181.40d}}  produce any noise.'''  Some of the information below refers to workshop noise - for the present version, that should be disregarded.
+
Contrary to common belief based on [[23a:Noise|earlier versions]], workshops do ''not'' currently produce any noise.
<!--  EDITORS - LETS KEEP THE REFERENCES, OR JUST HIDE THEM FOR NOW. IN THAT CITATION TOADY STATES THE REMOVAL WAS ACCIDENTAL (or at least unknown to him) - CHANCE IT WILL BE REPLACED NEXT VERSION, AND WE WON'T HAVE TO RECREATE THE WHEEL HERE.-->
 
  
 +
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==
 
==Noisiness of various jobs==
 
+
Unlike in the past, only 5 jobs are known to cause noise:
It's important to remember that noise is created in all 3 dimensions, including across [[z-level]]s - ''see below for [[noise#visualization|visualization]]''.
+
* Digging - 8 tiles
 
+
* Wood cutting - 8 tiles
'''Short distances:'''
+
* Engraving - 4 tiles
* 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.
+
* Fortification carving - 4 tiles
 
+
* Removing [[construction]]s - 8 tiles
 
 
'''Within 3-4 tiles:'''
 
* Jobs performed at [[workshops]] have recently been confirmed by Toady to ''not'' cause any noise at all.
 
 
 
* [[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.''
 
 
 
* An operating [[water wheel]] causes noise within ''at least'' 3 tiles.
 
 
 
 
 
'''Within 8 tiles:'''
 
* [[Mining]] and [[wood cutting]]
 
 
 
* Removing a [[construction]]
 
 
 
 
 
'''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.
 
 
 
* [[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 [[siege engine]]s also produces noise within 16 tiles.
 
 
 
 
 
Non-noise actions:
 
* Hauling, and taking from/placing in stockpiles
 
* Sparring
 
* Traffic
 
 
 
  
 
====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 [[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 &plusmn; 1    Level &plusmn; 2    Level &plusmn; 3    Level &plusmn; 4    Level &plusmn; 5
 
   Level 0      Level &plusmn; 1    Level &plusmn; 2    Level &plusmn; 3    Level &plusmn; 4    Level &plusmn; 5
Line 72: Line 44:
  
 
== 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.
+
* 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]].
* 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.)
 
 
 
 
* 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.
 
 
:* More bedrooms, jails, hospitals or barracks ([[Bedroom_design#High_density.2C_multi-level|high-density]] housing)
 
:* [[Stockpile]]s
 
:* Hallway, stairs, ramps, etc.
 
:* [[Aqueduct]] (or the magma equivalent) or reservoirs
 
:* [[Trade depot]], provided there is no combat there.
 
:* [[Farm plot]]s
 
:* [[Tower cap]] farms
 
:* [[Meeting zone]]s
 
:* [[Archery range]]s
 
:* [[Breeding|Breeding pens]] & other creature-holding areas
 
:* [[Control room]]s
 
:* [[Power#Power_transfer|Power conduit]]
 
:* [[Dining hall]] (not within 1-2 tiles/levels, see above)
 
:* [[Workshop]]s of all sorts, though this may change in future versions.
 
  
 
{{Moods FAQ}}
 
{{Moods FAQ}}
 +
{{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.