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23a:Noise
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 (counted in steps, and thus in a diamond shape) 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.
Noisiness of various jobs[edit]
Within 16 tiles:
- Constructing or destroying buildings
- Firing siege engines
Within 8 tiles:
- Digging
- Wood cutting
Within 4 tiles:
- Carving fortifications
- Engraving walls and floors
- Catching live vermin
- Throwing items in the chasm
- Most workshop jobs
- Making furniture and finished goods
- Decorating said goods (except for sewn images)
- Cutting and encrusting gems/glass
- Furnace operation - smelting ores, melting metal objects, making charcoal and ash (but not making pearlash)
- Adamantine extraction
- Animal taming and training
- Butchering
- Preparing raw fish
- Milling
- Workshop farming - milking, cheese making, plant processing
Within 2 tiles:
- Cleaning
- Tanning
- Farming - planting seeds, fertilizing fields, and harvesting crops
- Cooking - preparing meals and rendering fat
- Soap making
- Ashery operating - making lye and potash
- Making pearlash
- Making extracts from plants (at a still), fish, or vermin
- Brewing
- Weaving and dyeing cloth
- Sewing cloth/leather images
- Loading traps and siege engines
- Cleaning traps
Noise in practice[edit]
- 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[edit]
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 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
- Stockpiles
- Hallways
- Aqueducts
- The trade depot
- Farm plots
- Archery ranges
- Breeding pens & other creature-holding areas
- Control rooms
- Workshops Profiled solely to the dwarf who will sleep near them - a dwarf is either working or sleeping, never both at once.
- Glass furnaces built solely to aid in the collection of sand for glass production elsewhere.
- Looms built solely to allow collection of webs (an obscure choice, but legit).
- 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.
Bugs[edit]
Dwarves only remember the last noise that they heard, so a sleeping dwarf exposed to a very loud noise followed by a very quiet noise will only complain about having slept "uneasily due to noise". The following patch for version 0.23.130.23a fixes this:
Binary Patch Enclosed | |
---|---|
0x220839 : 81 -> 89 0x22083F : 09 78 20 8B 15 EC B3 AC 00 8B 04 B2 8B 80 98 02 00 -> 8B 51 20 66 81 E2 80 01 66 81 FA 80 01 74 0E 8D 40 0x220853 : 60 -> 61 0x220857 : A1 EC B3 AC 00 -> 66 09 79 20 90 0x220876 : 09 68 20 A1 EC B3 AC 00 8B 0C B0 8B 81 -> F7 40 20 80 01 75 10 66 09 68 20 8B 82 |