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Difference between revisions of "40d:Noise"
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==Noisiness of various jobs== | ==Noisiness of various jobs== | ||
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− | * [[ | + | '''Short distances:''' |
+ | * 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. | ||
+ | |||
+ | |||
+ | '''Within 3-4 tiles:''' | ||
+ | * Jobs performed at [[workshops]] ''(see below for visualization)'' | ||
+ | |||
+ | * ''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]] | ||
+ | |||
+ | |||
+ | '''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. | * 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. | ||
* Construction causes noise within 16 tiles, and is known to wake dwarves up. | * Construction causes noise within 16 tiles, and is known to wake dwarves up. | ||
− | * | + | * [[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. |
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* Firing [[siege engine]]s also produces noise within 16 tiles. | * Firing [[siege engine]]s also produces noise within 16 tiles. | ||
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− | |||
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− | * | + | Non-noise actions: |
+ | * Hauling, and taking from/placing in stockpiles | ||
+ | * Sparring | ||
==Visualization== | ==Visualization== |
Revision as of 18:40, 21 September 2009
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.
Noisiness of various jobs
Short distances:
- 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.
Within 3-4 tiles:
- Jobs performed at workshops (see below for visualization)
- 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
Within 16 tiles:
- Placing and removing buildings 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.
- Construction causes noise within 16 tiles, and is known to wake dwarves up.
- 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 engines also produces noise within 16 tiles.
Non-noise actions:
- Hauling, and taking from/placing in stockpiles
- Sparring
Visualization
Noise radiates 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.
Level 0 Level ± 1 Level ± 2 Level ± 3 Level ± 4 Level ± 5 ........... ........... ........... ........... ........... ........... .*********. .*********. .*********. .*********. .*********. ........... .*********. .*********. .*********. .*********. .*********. ........... .*********. .*********. .*********. .*********. .*********. ........... .***www***. .*********. .*********. .*********. .*********. ........... .***wWw***. .*********. .*********. .*********. .*********. ........... .***www***. .*********. .*********. .*********. .*********. ........... .*********. .*********. .*********. .*********. .*********. ........... .*********. .*********. .*********. .*********. .*********. ........... .*********. .*********. .*********. .*********. .*********. ........... ........... ........... ........... ........... ........... ........... w = Workshop (3x3 as shown; 5x5 are similarly centered) W = Origin of noise * = Noise . = No noise
Noise in practice
- 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
- A good way to start is to put all your bedrooms on level -9 or lower. This means you don't have worry about restricting your 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 jails, hospitals, and sleeping barracks should also ideally be kept away from noise, in addition to standard and noble bedrooms.