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Difference between revisions of "v0.34:Noise"
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== Designing in anticipation of noise == | == Designing in anticipation of noise == | ||
− | * Putting all your bedrooms on | + | * Putting all your bedrooms on 9 levels below ground or lower eliminates 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. | * Remember that [[jail]]s, [[hospital]]s, and sleeping [[barracks]] should also ideally be kept away from noise, in addition to standard and noble bedrooms. | ||
Revision as of 17:08, 8 April 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.
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 constructions - 8 tiles
Visualization
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.
Level 0 Level ± 1 Level ± 2 Level ± 3 Level ± 4 Level ± 5 ........... ........... ........... ........... ........... ........... .*********. .*********. .*********. .*********. .*********. ........... .*********. .*********. .*********. .*********. .*********. ........... .*********. .*********. .*********. .*********. .*********. ........... .*********. .*********. .*********. .*********. .*********. ........... .****N****. .*********. .*********. .*********. .*********. ........... .*********. .*********. .*********. .*********. .*********. ........... .*********. .*********. .*********. .*********. .*********. ........... .*********. .*********. .*********. .*********. .*********. ........... .*********. .*********. .*********. .*********. .*********. ........... ........... ........... ........... ........... ........... ........... N = Origin of noise * = Noise . = No noise
Avoiding unhappy thoughts caused by noise
- 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
- Putting all your bedrooms on 9 levels below ground or lower eliminates 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.