- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
40d Talk:Noise
Other sources of noise[edit]
Any information on whether fighting causes noise? Zardus 02:22, 16 April 2008 (EDT)
Does anyone know if dwarves just walking about causes noise? Yvain 06:31, 5 March 2008 (EST)
- I can't say for certain now, but I am certain that they did not in the old version. --Savok 22:50, 18 March 2008 (EDT)
Do machines make noise? --Juckto 07:06, 5 May 2008 (EDT)
How about things like doors opening and floodgates being activated? Kinda falls under "machines" but eh. --Kefkakrazy 00:01, 23 September 2008 (EDT)
Does Smoothing Stone or Engraving Stone cause noise? --Nekojin
I observed a dwarf being woken up when a square next to him was mined out. corecting entry. --mrdudeguy
Pumping and farming? --Gnarker 18:34, 8 July 2009 (CEST)
- Neither of these cause noise. I usually stick Screw Pumps in the barracks to train my military. In fledging stages, my farms are quite close to beds and never had an issue.--DracoG 19:36, 17 July 2009 (UTC)
Diagonal Z-Noise[edit]
How does the Z-direction work with noise in terms of diagonals? If my bedrooms are two layers down, can they be closer than they would be if they were one layer down? Or is noise effectively a cylinder where the nearby squares aren't feasible even when down 3 layers?
I'm not sure how old this comment is, but this is actually brings up a good question. Has anyone actually verified that noise still radiates in a diamond pattern? Rooms used to "radiate" in diamond patterns, but they now expand like a square. Could noise have been modified similarly? If noise does move diagonally, a workshop would produce a noise cube with dimensions 9x9x9. --Marble Dice 23:29, 18 March 2008 (EDT)
On second thought it would probably look like a pyramid with square cross-sections and a base that was 9x9, which seems to be what the article suggests. I'll have to try and find some room to verify this behavior in my current fortress. --Marble Dice 23:37, 18 March 2008 (EDT)
- I tested this by stopping all mining, catapults, training, etc, and every workshop except one. I placed beds in places I wanted to check for noise. Here's a list of my results in (X, Y, Z) co-ordinate pairs. Assume the workshop's center tile is the origin (0, 0, 0). Positive X is east, negative Y is south, and negative Z is down.
- (+5, 0, 0) = No
- (+4, -4, 0) = Yes
- (+5, -4, 0) = No
- (0, 0, -4) = Yes
- (+1, 0, -4) = Yes
- (+4, -4, -4) = Yes
- (+5, -4, -4) = No
- Dwarves get a thought about where they're sleeping when they crash (slept without a proper room, in a good bedroom, etc), but they don't get a thought for noise until they wake up. I assume this is because there are three tiers to the noise thought: uneasily, very uneasily, and was woken up by. I'd hazard a guess as jobs happen, applicable nearby sleeping dwarves will "accumulate" noise until they wake up. If they pass a certain threshold, they wake up prematurely and get the most severe negative thought. Otherwise, they get "uneasily" or "very uneasily" when the wake normally, based on how much noise they accumulated. Perhaps noise has both a loudness (how much it increases the dwarf's counter) and a range, or maybe longer range noises increase the counter more, or maybe all noise is the same loudness and it's just a matter of the number of noise events a dwarf hears while sleeping. It seems reasonable to me, but I've no way to test it. Not sure if any of this additional information belongs in the main article or not. --Marble Dice 22:26, 20 March 2008 (EDT)
- My guess is that noise doesn't accumulate. I suspect that the reason the thought appears when they wake up is in case they hear a noise that's louder than the one they already heard. Otherwise you could insulate your dwarves from loud noises by making small noises. (not that this would be practical) Gairabad 23:38, 19 December 2008 (EST)
distances[edit]
gee, no wonder my dwarves are all upset by noise - 16 squares from anywhere a chair is being moved in is a long way! Here I was being worried about how close the masons' workshop is, when my problem all along was I keep building doors, beds and things just next door.
I think that is broken personally - building furniture should be treated way differently to building a workshop! Building a workshop I can understand being heard easily for 16 squares, but destroying/building a chair, table or bed should be pretty much cut out at 4 squares.GarrieIrons 05:55, 13 February 2008 (EST)
Accurate for the latest version?[edit]
I built a hatch cover right next to a sleeping dwarf and he wasn't woken up. D'ya think some of this might have been changed? Gairabad 23:36, 19 December 2008 (EST)
- Dwarves being outright awoken due to noise is a pretty severe case - just building a hatch cover wouldn't do it. Check the dwarf when he wakes up and see if he got the sleeping uneasily thought. --ThunderClaw 02:13, 20 December 2008 (EST)
- No, I don't think he did. Gairabad 21:23, 22 December 2008 (EST)
tower cap farms noiseless?[edit]
Tower cap farms probably shouldn't be listed as noiseless if cutting wood creates noise within 8 tiles, unless I'm missing something. Calenth
I had the same thought - took it out. Web farming would be ok I guess. Oddtwang of Dork 19:48, 24 March 2010 (UTC)