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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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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.
  
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 the 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.
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==Noisiness of various jobs==
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* 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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* Firing [[siege engine]]s also produces noise within 16 tiles.
 +
 
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* [[Mining]] and [[wood cutting]] causes noise within 8 tiles.{{verify}}
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* Jobs performed at [[workshops]] cause noise within 4 tiles.
 +
 
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* Eating has been observed to cause noise, although it is unknown exactly how much.
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* Moving stuff in and out of stockpiles has been observed ''not'' to cause noise.
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* More research is needed to determine how much noise other jobs cause.
 +
 
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==Visualization==
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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 cube will be centered at the center of the noise-producing apparatus.
  
 
   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 23: Line 43:
 
  . = No noise
 
  . = No noise
  
== Empirical Results ==
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== Noise in practice ==
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* 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.
  
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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* Don't dig near the bedrooms when there are dwarves sleeping in them.
  
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 ==
  
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, blocks in the "quiet" columns can include things like bedrooms and stockpiles.  Blocks in the "loud" columns can be dining rooms and workshops.  If each workshop is placed at the center of its block, noise should not be a problem.
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* 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.
 
 
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.
 
 
 
If you aren't particularly concerned with dwarves having a bedroom close to their work area, consider putting all your bedrooms on the very bottom floor of the level and have an eight-floor buffer between the bedrooms and the rest of the fortress.  Ideally you should also dig out all the bedrooms very early in the game, and furnish them carefully (only when no one within 16 tiles is sleeping).  You will also have to be careful about building stuff above the eight-floor buffer, but at least workshop noise will no longer be a problem.
 
  
 
{{Moods FAQ}}
 
{{Moods FAQ}}

Revision as of 00:44, 21 September 2008

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 the 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.

Noisiness of various jobs

  • Placing and removing buildings 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.
  • Jobs performed at workshops cause noise within 4 tiles.
  • Eating has been observed to cause noise, although it is unknown exactly how much.
  • Moving stuff in and out of stockpiles has been observed not to cause noise.
  • More research is needed to determine how much noise other jobs cause.

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 cube will be centered at the center of the noise-producing apparatus.

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

...........   ...........   ...........   ...........   ...........   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
.***WWW***.   .*********.   .*********.   .*********.   .*********.   ...........
.***WWW***.   .*********.   .*********.   .*********.   .*********.   ...........
.***WWW***.   .*********.   .*********.   .*********.   .*********.   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
.*********.   .*********.   .*********.   .*********.   .*********.   ...........
...........   ...........   ...........   ...........   ...........   ...........

W = Workshop
* = Noise
. = No noise

Noise in practice

  • 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.
  • Don't dig near the bedrooms when there are dwarves sleeping in them.


Designing in anticipation of noise

  • 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.