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Difference between revisions of "40d:Noise"

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Certain jobs (when completed) will generate '''noise''' that will cause your dwarves to get the unhappy [[thought]] "slept uneasily." Building or destroying [[building]]s causes noise within 16 tiles, as does firing [[siege engine]]s. [[Mining]] and [[wood cutting]] causes noise within 8 tiles.{{verify}} Jobs performed at [[workshops]] cause noise within 4 tiles, and most other jobs cause noise within 4 or 2 tiles. 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, with the source centered in the middle of the square on the middle floor (see diagram below).
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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 sound. Distance is the only factor in whether a dwarf's sleep will be disturbed.   
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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.   
  
When noise radiates from buildings, it radiates from the center tile, like this:
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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.
 +
 
 +
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.
 +
 
 +
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==
 +
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
 +
 
 +
====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 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 11: Line 31:
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
  .***WWW***.  .*********.  .*********.  .*********.  .*********.  ...........
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  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
  .***WWW***.  .*********.  .*********.  .*********.  .*********.  ...........
+
  .****'''N'''****.  .*********.  .*********.  .*********.  .*********.  ...........
  .***WWW***.  .*********.  .*********.  .*********.  .*********.  ...........
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  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
  .*********.  .*********.  .*********.  .*********.  .*********.  ...........
Line 19: Line 39:
 
  ...........  ...........  ...........  ...........  ...........  ...........
 
  ...........  ...........  ...........  ...........  ...........  ...........
 
   
 
   
  W = Workshop
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  '''N''' = Origin of noise
 
  * = Noise
 
  * = Noise
 
  . = No noise
 
  . = No noise
  
== Empirical Results ==
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== Noise in practice ==
 
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* Don't dig near bedrooms when there are dwarves sleeping in them.
Since knowledge of noise is essential to good bedroom placement, you are encouraged to put your observations and guesses about what does and does not cause noise here.
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* Smooth your bedrooms before placing the actual furniture.
 
 
Things that have been observed to cause noise:
 
* A dwarf eating at a table and chair was observed to disturb the sleep of a dwarf sleeping directly beneath the table.
 
 
 
Things that have ''not'' been observed to cause noise:
 
* A dwarf moving a log in and out of 1x1 stockpile did not bother another dwarf sleeping directly beneath the stockpile.
 
  
 
== Designing in anticipation of noise ==
 
== Designing in anticipation of noise ==
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* 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.
  
Let's say that each floor of my fortress is divided into 7x7 blocks with 2-tile-wide hallways in between, and staircases at the junctures of the hallways.  This pattern is duplicated on every floor.  I can decide in advance that some of the 7x7 columns will be "quiet" and some will be "loud".  On each floor, the "quiet" columns will include things like bedrooms and stockpiles.  The "loud" columns can be dining rooms and 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.
 
 
To work against mining and construction noise, attempt to mine and construct in and around the quiet areas before they are well settled, or while most of the dwarves appear to be awake.
 
  
 
{{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.