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Difference between revisions of "Noise"

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m (Added information about noise affecting forgotten beast attacks (see https://tinyurl.com/yu5m4ybn DFHack docs for more information))
 
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:''"Sound" redirects here. For the game's soundtrack, see [[Soundtrack]].''
 
:''"Sound" redirects here. For the game's soundtrack, see [[Soundtrack]].''
 
Certain jobs generate '''noise''' which may disturb [[dwarves]] sleeping nearby.  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.
 
Certain jobs generate '''noise''' which may disturb [[dwarves]] sleeping nearby.  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 [[wall]]s, nor [[door]]s, 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 in [[cavern]] layers will also agitate [[Forgotten beast|forgotten beasts]], which may cause them to attack sooner. Don't worry about this too much, because your fortress' [[wealth]] has a much greater impact on how soon they attack.
  
Noise is produced when a noisy job is completed, but thoughts about noise do not appear until the sleeping dwarf has woken up. Also, dwarves walking through a sleeping dwarf's room (even over his head) will not cause noise, which is important for [[bedroom design]].
+
Neither [[wall]]s nor [[door]]s 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, but thoughts about noise do not appear until the sleeping dwarf has woken up.  
  
(Contrary to common belief based on [[23a:Noise|earlier versions]], [[workshop]]s do ''not'' currently produce any noise.)
+
Also, dwarves walking through a sleeping dwarf's room (even over their heads) will not cause noise, which is important for [[bedroom design]].
 +
 
 +
'''Note''': Contrary to common belief based on [[23a:Noise|earlier versions]], [[workshop]]s do ''not'' currently produce any noise.
  
 
==Noisiness of various jobs==
 
==Noisiness of various jobs==
Unlike in the past, only 5 jobs are known to cause noise:
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Only 5 jobs are known to cause noise. These include the following:
* [[Mining|Digging]] - 8 tiles
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* [[Wood cutter|Wood cutting]] - 8 tiles
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* [[Digging]] - 8 tiles
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* [[Wood cutting]] - 8 tiles
 
* [[Engraving]] - 4 tiles
 
* [[Engraving]] - 4 tiles
 
* [[Fortification]] carving - 4 tiles
 
* [[Fortification]] carving - 4 tiles
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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 things.
 
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 things.
  
  Level 0      Level ± 1     Level ± 2     Level ± 3     Level ± 4     Level ± 5
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{{diagram|spaces=yes|
 +
Level 0      Level ± 1   Level ± 2   Level ± 3   Level ± 4   Level ± 5
 
   
 
   
  ...........   ...........   ...........   ...........   ...........   ...........
+
  ........... ........... ........... ........... ........... ...........
  .*********.   .*********.   .*********.   .*********.   .*********.   ...........
+
  .*********. .*********. .*********. .*********. .*********. ...........
  .*********.   .*********.   .*********.   .*********.   .*********.   ...........
+
  .*********. .*********. .*********. .*********. .*********. ...........
  .*********.   .*********.   .*********.   .*********.   .*********.   ...........
+
  .*********. .*********. .*********. .*********. .*********. ...........
  .*********.   .*********.   .*********.   .*********.   .*********.   ...........
+
  .*********. .*********. .*********. .*********. .*********. ...........
  .****'''N'''****.   .*********.   .*********.   .*********.   .*********.   ...........
+
  .****[#000][#808000]N****. .*********. .*********. .*********. .*********. ...........
  .*********.   .*********.   .*********.   .*********.   .*********.   ...........
+
  .*********. .*********. .*********. .*********. .*********. ...........
  .*********.   .*********.   .*********.   .*********.   .*********.   ...........
+
  .*********. .*********. .*********. .*********. .*********. ...........
  .*********.   .*********.   .*********.   .*********.   .*********.   ...........
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  .*********. .*********. .*********. .*********. .*********. ...........
  .*********.   .*********.   .*********.   .*********.   .*********.   ...........
+
  .*********. .*********. .*********. .*********. .*********. ...........
  ...........   ...........   ...........   ...........   ...........   ...........
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  ........... ........... ........... ........... ........... ...........}}
 
   
 
   
 
  '''N''' = Origin of noise
 
  '''N''' = Origin of noise
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== Designing in anticipation of noise ==
 
== Designing in anticipation of noise ==
* Putting all your bedrooms 9 levels below ground or lower eliminates noise from wood cutting.
+
* Putting all your bedrooms 8 levels or lower below ground eliminates noise from wood cutting (''and all other relevant noise related concerns, that being beside the point'').
 
* 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.
  
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== In adventurer mode ==
 
== In adventurer mode ==
In [[adventurer mode]], various noises that can be heard in unseen areas will be represented by exclaimation marks of different colors. Double exclaimation marks denote louder noises.
+
In [[adventurer mode]], various noises that can be heard in unseen areas will be represented by exclamation marks of different colors. Double exclamation marks denote louder noises.
  
 
* {{Raw Tile|!|3:0:1}} {{Raw Tile|!|3:0:0}} {{Raw Tile|‼|3:0:1}} {{Raw Tile|‼|3:0:0}}: Talking.
 
* {{Raw Tile|!|3:0:1}} {{Raw Tile|!|3:0:0}} {{Raw Tile|‼|3:0:1}} {{Raw Tile|‼|3:0:0}}: Talking.
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* {{Raw Tile|!|2:0:1}} {{Raw Tile|!|2:0:0}} {{Raw Tile|‼|2:0:1}} {{Raw Tile|‼|2:0:0}}: Mechanical noises, such as from a [[lever]]-operated [[door]].
 
* {{Raw Tile|!|2:0:1}} {{Raw Tile|!|2:0:0}} {{Raw Tile|‼|2:0:1}} {{Raw Tile|‼|2:0:0}}: Mechanical noises, such as from a [[lever]]-operated [[door]].
  
 +
Most wildlife doesn't make any noise in adventurer mode, with a few exceptions such as [[capybara]]s and [[kakapo]]s.
 +
 +
<references />
 
{{Category|Fortress mode}}
 
{{Category|Fortress mode}}
 
{{Category|Physics}}
 
{{Category|Physics}}
 
[[ru:Noise]]
 
[[ru:Noise]]

Latest revision as of 03:43, 8 June 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

"Sound" redirects here. For the game's soundtrack, see Soundtrack.

Certain jobs generate noise which may disturb dwarves sleeping nearby. 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.

Noise in cavern layers will also agitate forgotten beasts, which may cause them to attack sooner. Don't worry about this too much, because your fortress' wealth has a much greater impact on how soon they attack.

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, but thoughts about noise do not appear until the sleeping dwarf has woken up.

Also, dwarves walking through a sleeping dwarf's room (even over their heads) will not cause noise, which is important for bedroom design.

Note: Contrary to common belief based on earlier versions, workshops do not currently produce any noise.

Noisiness of various jobs[edit]

Only 5 jobs are known to cause noise. These include the following:

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 things.

L e v e l 0 L e v e l ± 1 L e v e l ± 2 L e v e l ± 3 L e v e l ± 4 L e v e l ± 5
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . . . . . . . . . . .
. * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . . . . . . . . . . .
. * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . . . . . . . . . . .
. * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . . . . . . . . . . .
. * * * * N * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . . . . . . . . . . .
. * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . . . . . . . . . . .
. * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . . . . . . . . . . .
. * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . . . . . . . . . . .
. * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . * * * * * * * * * . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
N = Origin of noise
* = Noise
. = No noise

Avoiding unhappy thoughts caused by noise[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]

  • Putting all your bedrooms 8 levels or lower below ground eliminates noise from wood cutting (and all other relevant noise related concerns, that being beside the point).
  • 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.

In adventurer mode[edit]

In adventurer mode, various noises that can be heard in unseen areas will be represented by exclamation marks of different colors. Double exclamation marks denote louder noises.

  • ! ! : Talking.
  • ! ! : Movement, such as walking or running.
  • ! ! : Combat.
  • ! ! : Mechanical noises, such as from a lever-operated door.

Most wildlife doesn't make any noise in adventurer mode, with a few exceptions such as capybaras and kakapos.

<references />