RimWorld

RimWorld

[JPT] Keep It Quiet
85 Comments
Sopel 1 Mar @ 11:30pm 
@jptrrs I've read that this mod is not high on your priority list, but it's the only mod in the whole workshop which adds noise pollution, which is frankly quite fitting layer of complexity, as pawns get irritated when someone much as opens the door, but sleeping right next to a working drill is fine for them. Also, worth pointing is that there are now more options for pollution, gas, light calculations than before so maybe this mod could be redone basing on vanilla mechanics.
Just a thought! :)
Ascythian 21 Feb @ 6:01am 
@jptrrs I feel special now, its OK if it isn't a priority, its just a cool concept that I see in no other mod. Much appreciated.
lol 18 Feb @ 10:19pm 
Omg there's still a chance
jptrrs  [author] 18 Feb @ 8:34pm 
@Ascythian Noticed. But sorry, this is not on my priority list for updates.
Ascythian 18 Feb @ 5:41pm 
Notice me @jptrrs
lol 1 Jun, 2024 @ 1:10am 
Great mod idea. Shame it's not updated
Thundercraft 19 Mar, 2024 @ 1:41pm 
Any chance of an update for 1.4 (...or 1.5)?
Ascythian 2 Jan, 2024 @ 7:25am 
Better add update request for this again.

Adds something unique that isn't in the base game.
Ascythian 27 Dec, 2022 @ 5:22pm 
Would like an update for this, thank you.
Lotus Elise 25 Sep, 2022 @ 8:26am 
still not working with sos2 as it should
[LUE]Polkunus 24 Aug, 2022 @ 8:03am 
I really like this but it needs some work to be fleshed out, pawns shouldnt be annoyed at each other's gunfire. And pawns should have different levels of handling noise. Walls should insulate from noise depending on the type of wall.
Meanie 29 Mar, 2022 @ 2:32pm 
I really like the idea of having this extra feature to manage, noise, but... Now my issue is that walling something off doesn't reduce the noise it produces. Drafting two pawns to hunt an animal also causes them to be bothered by eachother's gunfire. Pawns are too often under the "deeply disturbed" debuff, which is too much at the -10 value. More dynamism in this debuff, allowing it to get increasingly worse with exposure time and noise voulme, would be more fitting.
Meanie 27 Mar, 2022 @ 10:52am 
As I type this, there's a prisioner having a berserker breakdown, beating the door of the room where his Warden sleeps. The Warden, however, continues to sleep untroubled. I'm here to make the suggestion of expanding the behavior of noises to affect this sort of situation as well.
sabia_j 14 Jan, 2022 @ 2:03am 
This mod was the ONLY reason for giving my colonists a private home... Finally it is back! Thank you so much!
Ascythian 9 Jan, 2022 @ 3:28pm 
Hot damn thank you.
jptrrs  [author] 8 Jan, 2022 @ 9:39am 
Done!
Ascythian 3 Dec, 2021 @ 6:38pm 
Would like an update to this, thank you.
Timou 31 Aug, 2021 @ 2:46pm 
Update please 1.3
Timou 2 Aug, 2021 @ 3:58am 
Update please 1.3
ₘₑₗₒₙ🍈 25 Jul, 2021 @ 12:49pm 
Hello! Thanks for this mod! It really adds to things. :burgzone:
jptrrs  [author] 23 Jul, 2021 @ 7:36pm 
Dear players,
Thanks for all the love. Regarding the update for my mods to version 1.3, I've been a little busy lately, but I plan on doing it when I can spare some time to work on this. I just can't settle on a date, sorry. You can help by buying me some coffee [ko-fi.com] or becoming a patron [www.patreon.com]. Thanks for your support!
GoldApple [FIN] 5 Jul, 2021 @ 4:11am 
Hey, just have to ask why does simple side arms and tool usage great horrifick ear piersing sound, and I only mean the swiching of tools?, any case vanilla viking beehives are real noise hazard so wach out
Densevoid 4 Jul, 2021 @ 9:08am 
I saw a colonist with "noise sensitive" and "noise tolerant" traits
Malikyte 20 Jun, 2021 @ 2:25am 
It's a good thing I'm not a Rimworld colonist, because this new need would have the opposite effect on me. I have hearing damage (tinnitus), so if it gets too quiet my ears start to ring. It drives me nuts. lmao
Tankman2147 13 Jun, 2021 @ 9:28am 
Any ideas for noise cancellation in the form of walls, gear, implants, etc?
Der Hades 13 Jun, 2021 @ 7:52am 
"Loud, instantaneous noises can be mitigated when enclosed in a room [...]"

Execution chamber intensifies...
ELLIOTTCABLE on Discord 6 Jun, 2021 @ 6:33pm 
Huh! I honestly hadn't noticed that walls attenuate sounds, at all. Is that reflected in the visual noisemap overlay? Maybe I'm just blind. :steamfacepalm:
jptrrs  [author] 5 Jun, 2021 @ 6:25pm 
ec: Thanks for your suggestion. I'm presuming by wall-problem you mean the attenuating the sound based on the wall material, is that it? Because indoor sounds already are attenuated by the surrounding walls.... The mod already relies on a noise map, and the producers of continuous noise are already mapped out. The issue is creating a whole system of material evaluations.... I suppose it could be applied only to continuous sounds, but that would be a half solution to a half-problem... I don't see a positive trade-off here.
ELLIOTTCABLE on Discord 5 Jun, 2021 @ 3:32pm 
Hm. Could you cache the location for common noise-producers, make the wall-problem a bit easier to solve? Do what vanilla does for lighting, basically; calculate a noise-map for stuff like production-benches?

Actually, scratch that, easier to invert the problem: calculate a "quiet map" for chairs, workbenches and beds, any fixed location a pawn spends a lot of time at ... then update that every time a wall or door is built. Attenuate sounds' propagation using the quietmap.
jptrrs  [author] 2 Jun, 2021 @ 7:07am 
Muggins: The mod purpose is to make the game harder. There's no point in introducing anything that simply neutralizes its efffect. It would be better to simply not use the mod. ;-)
Mugi 2 Jun, 2021 @ 6:50am 
My only gripe with this mod is that it makes firefights even more taxing on my pawns' mental health, since guns and the like make such immense amounts of noise. Maybe we could get earplugs or something like that? Heck, an implant would be cool too!
jptrrs  [author] 30 May, 2021 @ 11:24pm 
OptimusPrimordial: If you're asking if the material from which the walls are made has any impact, the answer is no. Calculating that would be insanely taxing on performance.
OptimusPrimordial 30 May, 2021 @ 10:35pm 
Your description doesn't answer my question. A solid stone wall muffles sound better than a wooden wall while an insulated wall or wall with acoustic panels is even better.
So I ask again: Is the noise affected by walls?
qux 20 May, 2021 @ 6:19am 
Hi @jptrrs !
I make a french translation if you want to add it :
https://drive.google.com/file/d/1UlpOnq8RioqkCoiTR9CT35Zc3xUDCqFo/view?usp=sharing
Lex 9 May, 2021 @ 10:29pm 
Not sure how well it works in Rimworld but I -loved- this mechanic in Space Haven and feel like it should be in most sims like this to encourage more emergent room designs..
Lady Sorcia 9 May, 2021 @ 2:17pm 
Earmuffs?
pgames-food 6 May, 2021 @ 4:06am 
ah ok :)
jptrrs  [author] 5 May, 2021 @ 12:29pm 
Дикий бизон: That's not a bad idea. It would just increase the calculations complexity a little. Maybe...
jptrrs  [author] 5 May, 2021 @ 12:27pm 
Vlad_1492: Awesome!
jptrrs  [author] 5 May, 2021 @ 12:26pm 
qux: Will do.
jptrrs  [author] 5 May, 2021 @ 12:14pm 
ProfZelonka: That would be really neat, indeed! But also a little too deep into zombieland territory for me (too deep its code, I mean!).
jptrrs  [author] 5 May, 2021 @ 12:10pm 
Hey folks! Look, if you stumbled on any issues, please help me keep my sanity and a healthy comment section by checking the dedicated support pinned discussion ( this one ). Many thanks!
Vladimir 5 May, 2021 @ 6:25am 
would love to see foamwall so my greenhouse isnt waking up the whole ship everytime my botanist is in there doing his job
ЯEБAЛ 4 May, 2021 @ 4:25pm 
on the first launch the noise map seemed normal, but a few minutes later map turned all red everywhere where any colony building existed, no matter bedroom or workshop, even just field of corn. tried placing end/top of modlist but no luck. running ~360 mods and CE.
every colonist had -10 mood...
Aster 4 May, 2021 @ 7:00am 
AmazingToNY: Seems to be, yes. The main metric I could find using dub's indicated much less crunch than others. I haven't noticed any slowdown using it either.
Officer Ed Banger 3 May, 2021 @ 11:40pm 
perf friendly?
Vlad_1492 3 May, 2021 @ 3:59pm 
Another awesome:
Using Fog of War. Hiding in my base. Big swarm of bugs outside, they seem to be more interested in the raiders than me. I can't see anything but oh boy can I hear some bloody drama. Switch on the overlay and huddle in terror as I see big scary noises moving around just past my thin, thin walls.
ProfZelonka 3 May, 2021 @ 1:17pm 
Omg.. Can we get a zombie patch which uses noise to attract zombies?? Like, Billy I know you want some clothes but if we make you some, the zombies will hear and attack us and we can't afford another casualty.
qux 3 May, 2021 @ 1:03pm 
Hi, is it possible to provide def. translation's files empty that we can fill ?
jptrrs  [author] 3 May, 2021 @ 4:50am 
KAMIRUBER: Thanks. I'll include that when I can.