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Editing v0.31:Noise

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Certain jobs generate '''noise''' which disturbs nearby sleeping dwarvesDepending 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.
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Many activities cause noise in a 3 dimensional radius (well cube anyways)It wakes up dwarves.  Dwarves that are woken up by noise will generate an unhhpy thought.
 
 
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 completedThoughts 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 [[23a:Noise|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 [[construction]]s - 8 tiles
 
 
 
====Visualization====
 
 
 
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 apparatus.
 
 
 
  Level 0      Level ± 1    Level ± 2    Level ± 3    Level ± 4    Level ± 5
 
 
...........  ...........  ...........  ...........  ...........  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.****'''N'''****.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
...........  ...........  ...........  ...........  ...........  ...........
 
 
'''N''' = Origin of noise
 
* = Noise
 
. = No noise
 
 
 
== Noise in practice ==
 
* 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 ==
 
* A good way to start is to put all your bedrooms on level -9 or lower, so you don't have worry about 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.
 
 
 
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.
 
 
 
{{Moods FAQ}}
 
{{Category|Fortress mode}}
 

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