@@eyetok_alot in this one u can see it at 27:42, keep your eyes on "glamping" when he leaves the view u can see the still dry riverbed between the lake and the ocean.
@@eyetok_alot in the video before with the prison island u can see it at 0:50 on the right side or really good to see in the one before that with the stadium at 12:04 he upgraded paths a while back but accidentaly upgraded with follow height on and turned the bridge into a normal path. happens and is a easy enough fix so i would love to get some help making him notice. ;)
I mentioned this in the last video, but that isn't a bypass station that you adjusted the speed on. It's a 4 platform station. The first station you looked at was a bypass station. Notice the 2 platforms are along the outer tracks only. The other station has platforms between the outer and inner tracks. This allows a stop to be placed along those inner tracks. Your fix seems to work though. Cheers mate.
Is this the reason why trains passing through the station using the "bypass platforms" switch from right track to left, to go through the station, than switch back to right track as they exit the station?
@@JakkeJakobsen it's not the wrong track. It's just the one it's set up to use. It's completely irrelevant what tracks they use as long they don't get in the way
18:45 the intersection on the far left side: the cars coming from the roundabout can only go straight and not make a right turn. The bus lane can go straight or make a right. I think that’s why a lot of cars are turning around. Spotted that a couple of episodes ago but I thought it was fixed. Edit: you can see it even better at 20:50
I feel like the spawn point mod could be used to make cargo train stations load and unload trucks more efficiently. Like, adding multiple spawn and despawn points, one for each garage door on the asset could help with those massive queues that get formed
@@denimchicken6549 It would probably not work well. The traffic usually picks the shortest and fastest option. Thus, only the first door would be used, the second only sometimes.
There's no right turn land from the roundabout to the amusement park road. It forces people coming off the highway to make a weird loop and turn left onto that road. Super obvious at 21:00.
The first thing that came to my mind was Baar Dau from the Elder Scrolls which might imply that Biffa is Sheogorath. Not sure how he feels about cheese, but I can imagine him doing the fishstick.🤣🤣
I'm in two minds. I love area 1, it looks really interesting to build on. But I think the city government would probably build out to it, going through area 2. And I also think you'd have a much easier time being able to spill over into area 2, so I think my vote will go there. :D
That spawn point mod is incredible! I can finally get my desire for people to spawn their cars outside a metro station in an adjacent parking lot or garage and not the sidewalk!
27:18 *Option original 3: The sea with nothing in it.* Use weirs to make an artificial island to build on, since you already have two underwater raised platforms, for that. And make it not accessible by road, nor by train. And yes, you _could_ use a cablecar as an access point for it, but boats and airplanes might be preferable.
That hovering rock reminds me of a painting by Renée Magritte, "The Castle of the Pyrenees". As the title suggests, the rock in the painting has a castle on top of it, but other than that it's pretty close. I'm sure finding a parking space would be a bit of a challenge, though.
20:54 after exiting the roundabout there is no right turn. The right turn is in the bus lane. So many cars are going and taking turn at the bus hub. Personally the bus roads are rubbish and doesn't really work in CS. Better add bike lanes.
You know you've been watching Biffa for sometime, when you're getting a new mattress and the most exciting aspect of it is, that it is made with green tea in it. 😂
You know what would look really good? You should add the Ferry-Go-Round island to the amusement park area. Give it access via a tall pedestrian bridge so the boats could fit under it. It would come out near the lighthouse since you made that island so tall. I think that would look really good, and you wouldn't have that little island with no real purpose anymore.
option 2 biffa, you can extend the newly built high residential area and you can change the connection point to the prison like a cool "golden gate bridge" feel, making the traffic more spread! and then many idea can fill the other side of the highway=)
2:28 your trains are backing up at this station because both directions of the line are stoping on the same side of the station. So only one direction of the line can load at once.
I like the look of the giant kiln plant along the beach. I think all the trees are working for separating it visually from the houses. Though, you can always find a really tall wall asset and used that too.
That floating rock has inspired me to create whole load of floating rocks surrounding my crashed UFO while the military are enclosing them in a giant dome! Perfect for that part of my city, thanks Biffa, it really finishes it off.
I would vote for #3, always felt like No Problem Atoll was weirdly cut-off and small. Also if I could make a suggestion regarding voting: If you make and pin a comment about the vote, then add replies underneath that for each option, then people can vote with thumbs up on the option they like best. I've seen a few other channels take this route since YT removed polls.
Biffa, from a transport planning perspective; although it's not a lot, citizens will greatly approve if, instead of having the red bus line loop the same route as the green line in the new area, loop it down the bottom road instead (perspective of 12:20)! Also, change the direction in which the buses loop to avoid them crossing traffic when they come back onto the main road: have both the buses loop clockwise.
26:40 City growth targets are adjusted based on available land mass. Megalopolis on the Archipelago map is a mere 20,000. 32:30 It seems like the next evolution of this mod would be the ability to draw paths in addition to points. 35:55 I'm surprised this worked. I was stumped for a time when adding trees to a forestry industry with no extra production. I had to delete and rebuild in order for the farms to "see" the extra trees.
I think Option 1 with regards to the expansion would be the best option. look forward to watching all your Vids as I am recovering from Heart Surgery for a few weeks a nice way to pass the time again keep up the awesome Vids also as a Kiwi, you could Name your next expansion "Teamaru" after a South Island city called Timaru, just a thought.
Option 2 seems like the next logical expansion to me. I mean, you can easily extend the existing grid and spare the other options for some... more exciting projects. For example: Option 1 would be a nice spot for a club, hotel and casino district, maybe extended with an Expo center. Option 3 with those lakes could be a nice location for a holiday resort or a zoo.
At 15:00, you made a right mess of that junction 🤣. Now traffic coming along the local road can't turn left to get onto the highway, you've got a mix of different road types, for some reason traffic continuing along the local road is slowing right down as it goes through the junction (even before you started playing with it) so that might be something to look into. All you needed was a 2-lane bit on the slip road!
What I learned about traffic spawn and traffic routes is, that already spawned traffic will keep the route until reaching the destination, even if you change streets or speed restrictions. If you destroy a route, traffic will probably despawn. That's why traffic often uses new made dead ends or bypasses with lower speed.
15:42 you need to set for vehicles entering the little piece of road in the middle "can enter junction" policy as that piece of road is so short it can fit only one car and every other one following it slows down for a road/junction to be cleared.
22:30 Biffa unearthed an alien space craft with the move-it modification!~ Wow that is a really huge rock. Maybe the lost leg of the Colossus of Rhodes or a Rosetta Stone. Who knows how many rocks the map-maker hid in the ground. lol
22:35 - Just checking to see if you've been saving all of the smaller, defenseless rocks. If there's a mod allowing you to put stuff on rocks, placing a wind-turbine or two on a flying rock would be a fantastic image. 32:00 (ish) - Maybe have a hidden road in there so the trucks can see that as the closest road? (I don't know if that would work, but it might be worth a try.)
Love this! Keep making this to distract me from al things I had planned to do. 😊 I noticed that you had a plan when you started the bus and train lines, but as you keep adding the plan goes out the window. Maybe someday a public transport traffic fix?
*Three things:* 1. There are 6 lane roads with both bus and bike lanes, made by Soldat Tassin (or something) on the workshop. Speaking of custom roads, I would love for you to check out Urbanist's roads too! Would look great in the low density and older areas 2. Please please please turn on the "buses can ignore lane arrows" thing in tmpe so you don't do the turning lane messes you did in the early minutes. That basically means that buses will do whatever regardless of the arrow, and often helps bus routes be more direct (so when they have to do a loop around to serve a destination, this is because you turned this off.) There's many benefits to it, so please turn it on. We've been saying it for a while. 3. Re: prison, you have the tunnel entrances from ronyx in your library, please use those. Also, a custom quay in the port, and a barge harbor instead of the cargo ship hub. It's not appropriate. Thanks for listening. Love from South America
Since you introduced the new bus stops for the green and red routes mainly on the smaller side streets, then there's little point in having the bus lanes on the collector so you could upgrade that to a four lane road with bicycle lanes. Or, you could move the bus stops off of the small side streets and onto the collector since it has the bus lanes; doing that would allow you to move the stops farther away from intersections.
Those "flying space rocks" are the only rocks you should be using, Biffa (seriously). They are available on the workshop, in a variety of colors. Because you can rotate them and raise them up and down (without affecting the surrounding landscape) and mash them together, you can have an almost infinite variety of shapes and sizes. Way way WAY better than the vanilla rocks and boulders you usually use.
I think Option 2 is the natural progression here! Also you could have this type of stuff as a poll in the info cards on the top right to get more opinions!
16:00 You should build an offramp from the highway to that roundabout, that'd make logical sense. Also have a flyover ramp heading back onto the bridge, but only if you want to. For the new tile: Option 4? (The fancy interchange on the mainland), if that's not a valid choice, option 1 since it has the most space AFAICT. Alternatively, next to Option 3.
I’m sure someone’s probably mentioned it but the 2 stations at the start are different stations. The first one is a 2-platform station with dedicated bypass, so the cargo trains will automatically prioritise the non-platform bypass track. The second is a 4-platform station and doesn’t actual have a dedicated bypass so the cargo treat each option as a station so will pick which everyone they feel like essentially at random. It doesn’t matter you had other mods. Of course you can change the default behaviour using mods like you have done. This does mean you aren’t utilising all the platforms.
I'm not sure if you noticed but your cargo station next to your underground road to the prison island is creating a very long route for cargo. When the vehicles spawn they have to turn right, go all the way to the island, U-turn and come back again! The national (highway) road between the ore area and the amusement park also means people can't walk between the zones.
I would personally go for option 3, but it's a close call, I think all options are good. Or rather, if you don't mind adding a fourth option, the most interesting option would probably be the square to the right of option 3 (southeast of No Problem Atoll)
If you ever get to those extra little islands in option 1 I think they would make perfect locations for some tourism/leisure specialisation. In order to prevent some space I would recommend having highway access only in one direction on one island and the other direction on the other island, connecting both by a normal road. And of course a perfect spot for a cable car.
Biffa! If I may offer one suggestion: Your blue line is redundant and adding to your train traffic. You’ve got an east line and a west line that meet at your terminal, but then this blue line that does what both those lines do… if you eliminate the blue line you should see a huge relief in traffic
Option 1 seems the most interesting to me. It is a bit bigger than the other two giving you more space for creative designs. On top of that I believe the two slim islands lend themselves nicely to a leasure/tourism districs.
Thank you so much for the amazing content! I never get bored watching your videos or feel the need to skip through any of it. Listening to your jokes and laugh is always a good time! Your mod list has really improved how I play the game, too and helped me to finally make a city that hasn't totally failed- lol. Keep up the amazing work!
Always enjoy your videos Biffa, my husband and I are catching up in New Tealand and also watching your Airport DLC and the British City you are building. It has become an evening tradition in our house hold, cup of tea and a Biffa playlist.. oh and don't forget a chocolate biscuit! 😊
31:00 For the Spanpoints for the Hospital and Ambulance they schouled better go out from the back becaus they do not have any patiance but when they come back they shouled put of the patiance right infront by the emergency / mainentrence.
9:30 i would recommend that you use move-it and select all roads in that zone and move them up towards that beach. that way you would use the space up there more efficiently, while also !!! creating space at the lower side of the lowes road to also have houses :) and you even could replace the powerline with more buildings to connect the powergrid that way 14:24 i would build a roundabout while keeping the slip lanes ;) Roundabouts 4 life xD btw at 19:00 you can see that there also is an issue with the bus lane as no bus is driving on the dedicated lanes!
I think the best touch in that new area is the crematorium right next to the clinic... definitely the first thing I want to see when walking into a clinic to get treatment...
13:06 you could link the bike paths to the quay walls, and use the new quays with walking paths to connect along the coast... Though you might have to work around the barge hub.
I know this is an old video by now, but I’d think it would be more realistic if the ambulances spawn at the back but came back via the front because that’s where they’ll be taking the patient. You don’t take patient through the back garage after all.
Don't know if you noticed, but at around the 2:00 mark, the cargo train switches lanes while going through the station. That can wreck havoc if your traffic is high. Just saying.
@Biffa at 2minutes, that is not a bypass lane, it is a double station, a passemger island can be used on both sides so all 4 lanes can use passengers. You commonly see the outer ones as bypass lanes in this case instead of the inner ones as all 4 are real station lines
Hey Biffa! I love the new spawning tool. FYI I found out if you put this spawn point too far away from the road it wont-work so I use an Anarchy to build a road and they followed a road perfectly to the new spawn point. Excellent!
Fun fact, when you mentioned the automotive factory needing animal product, it reminded me of the fact that Volkswagen actually makes bratwurst for their workers so they can have a cheap in house meal for lunch
I think Option 2 is the most natural and easy to expand into. Option 3 looks more interesting but might be a bit harder to fit the people into unless you change the landscape and it looks really cool so IMHO much of it is better for lower density. Your new district could also benefit from better highway access like replacing that somewhat strange intersection with a roundabout.
not sure where this is, time index 15:26, there is a node issue at the junction. the crossing traffic - notice how slow the cars are going through the intersection? super slow, and kind of odd right? ya, open node controler, click the intersection. i'm betting you will see a red triangular situation - reset the node (click garbage can, or the curly arrow, or rebuild the intersection).
There by the problematic roundabout was complicated with the unnamable tunnel. I remember that when you did some fix going to the amusement park, you settled the connection to the round about wrong. That could be the problem. The other thing is that you might want to ban personal cars and cargo from using that shortcut to the prision island
As for the squares... I'd reckon option 3, as it has those nice lakes (property value and social/cultural satisfaction), and it's next to the existing No Problem Atoll, which means it has some coverage from NPA's services! I also have an idea for how you could connect it to the highway, but I'll probably share that later somewhere!
Your save the rock campaign has reached the outer cosmos. Now sentient space rocks have come to your city for refuge.
Kinda makes one wonder how other rocks look if you'd pull them out of the ground.
Leave it to Biffa to put the rocks 🪨 over anything else, ESPECIALLY the houses... 🏘️ 😆
I'm imagining it going "Take me to your tea shop"
He killed a rock at 4:47. It might be here for revenge.
If the space rocks are refugees, I don’t want to know what’s chasing them down
5th video of telling Biffa to reconnect the dried out river (where the something glamping park is) to the lake so it can have water in it again.
hear-e, hear-e, please do that, Biffa
have to find that in the video, arround which time is it visable in this video?
@@eyetok_alot in this one u can see it at 27:42, keep your eyes on "glamping" when he leaves the view u can see the still dry riverbed between the lake and the ocean.
@@raistormrs i know now where it is, but didn't get a good look of the empty lake, maybe if we keep this comment high up Biffa will notice it
@@eyetok_alot in the video before with the prison island u can see it at 0:50 on the right side or really good to see in the one before that with the stadium at 12:04 he upgraded paths a while back but accidentaly upgraded with follow height on and turned the bridge into a normal path. happens and is a easy enough fix so i would love to get some help making him notice. ;)
18:46 The buses going to the Hibiscus Tea Transfer won't take the bus lanes because they all need to turn left into the bus hub.
I mentioned this in the last video, but that isn't a bypass station that you adjusted the speed on. It's a 4 platform station. The first station you looked at was a bypass station. Notice the 2 platforms are along the outer tracks only. The other station has platforms between the outer and inner tracks. This allows a stop to be placed along those inner tracks. Your fix seems to work though. Cheers mate.
Is this the reason why trains passing through the station using the "bypass platforms" switch from right track to left, to go through the station, than switch back to right track as they exit the station?
@@klemchi7645 exactly. They move to the right side of the platform, which is the left of the middle tracks.
To sort the left to right switch you could just force directions with tmpe. It certainly does annoy me to see them using the wrong track 😂
@@JakkeJakobsen it's not the wrong track. It's just the one it's set up to use. It's completely irrelevant what tracks they use as long they don't get in the way
13:48 : They all want to go right. Of course they do Biffa, you've just selected a piece of road where that is the only option :)
Watch the video
18:45 the intersection on the far left side: the cars coming from the roundabout can only go straight and not make a right turn.
The bus lane can go straight or make a right.
I think that’s why a lot of cars are turning around.
Spotted that a couple of episodes ago but I thought it was fixed.
Edit: you can see it even better at 20:50
this! ++
He did this like 5 episodes ago and I don't think he saw the comments for it
I feel like the spawn point mod could be used to make cargo train stations load and unload trucks more efficiently. Like, adding multiple spawn and despawn points, one for each garage door on the asset could help with those massive queues that get formed
Doesn't work for cargo stations yet. Hopefully soon in an update. It was the first thing I thought of when I saw the mod too...
That's a cool thought but how would you avoid them driving through each other or getting in each others way?
Can it be used to avoid cargo trucks/vans blocking the traffic when it's loading/unloading ? That would be kind of a game changer.
Yeah, having two separate roads for loading and unloading would be a game changer... especially if they were on separate networks.
@@denimchicken6549 It would probably not work well. The traffic usually picks the shortest and fastest option. Thus, only the first door would be used, the second only sometimes.
There's no right turn land from the roundabout to the amusement park road. It forces people coming off the highway to make a weird loop and turn left onto that road. Super obvious at 21:00.
It was before he realized that you can’t do dedicated turning lanes on bus roads
@@epiccollision there's no right turn on the non bus lane either.
Alright this is my new favorite channel now, watching those episodes every night!
Thank you Made In France ASMR :-)
option 1, those islands look cool for some cargo barges setup
the floating rock looks like it's from Avatar :D hahahahaha
I was thinking that it was like the movie Epoch, just a smaller floating rock thing.
I was thinking about the movie Arrival :).
it is the king of all rocks, demanding a revugee island for all the rocks he saves during this series
The first thing that came to my mind was Baar Dau from the Elder Scrolls which might imply that Biffa is Sheogorath. Not sure how he feels about cheese, but I can imagine him doing the fishstick.🤣🤣
Option 3 would make sense and it looks really cool
I'm in two minds. I love area 1, it looks really interesting to build on. But I think the city government would probably build out to it, going through area 2. And I also think you'd have a much easier time being able to spill over into area 2, so I think my vote will go there. :D
That spawn point mod is incredible! I can finally get my desire for people to spawn their cars outside a metro station in an adjacent parking lot or garage and not the sidewalk!
27:18 *Option original 3: The sea with nothing in it.* Use weirs to make an artificial island to build on, since you already have two underwater raised platforms, for that. And make it not accessible by road, nor by train. And yes, you _could_ use a cablecar as an access point for it, but boats and airplanes might be preferable.
Biffa, the train station at No Problem Atoll has problems! Both train stops of the blue line are in the same platform
23:30 Can we please keep the floating space rock?! :D It would look pretty cool floating above the lighthouse in the ferry-go-round. :P
That hovering rock reminds me of a painting by Renée Magritte, "The Castle of the Pyrenees". As the title suggests, the rock in the painting has a castle on top of it, but other than that it's pretty close.
I'm sure finding a parking space would be a bit of a challenge, though.
5:30 You were bulding roads with 3m height and then smoothed it out! That was a pain to watch 😂😂😂
20:54 after exiting the roundabout there is no right turn. The right turn is in the bus lane. So many cars are going and taking turn at the bus hub.
Personally the bus roads are rubbish and doesn't really work in CS. Better add bike lanes.
You know you've been watching Biffa for sometime, when you're getting a new mattress and the most exciting aspect of it is, that it is made with green tea in it. 😂
4:46 BIFFA NOOOO! NOT THE ROCK!
16:36 - now New Tealand is PERFECTLY BALANCED
* *salutes picture of the Queen* *
4:47
This rock.. It was like father to me. Biffa lies about saving our lovely rocks.
You know what would look really good? You should add the Ferry-Go-Round island to the amusement park area. Give it access via a tall pedestrian bridge so the boats could fit under it. It would come out near the lighthouse since you made that island so tall. I think that would look really good, and you wouldn't have that little island with no real purpose anymore.
option 2 biffa, you can extend the newly built high residential area and you can change the connection point to the prison like a cool "golden gate bridge" feel, making the traffic more spread! and then many idea can fill the other side of the highway=)
2:28 your trains are backing up at this station because both directions of the line are stoping on the same side of the station. So only one direction of the line can load at once.
I like the look of the giant kiln plant along the beach. I think all the trees are working for separating it visually from the houses. Though, you can always find a really tall wall asset and used that too.
I'm new to your channel and i absolutely love it!
Keep it up, best Cities Skylines youtuber!
I've been bingeing all of your Videos for weeks
Glad you like them! Thank you :-)
then you cant call yourself new anymore xD
Welcome and enjoy the Glorious Yorkshire Tea. *sips tea*
Biffa discovers underground space ship. Reminds me of the movie "The Arrival" 🤣👏
The Building Spawn Points mod is a game changer! It will be so very helpful in building tight industry areas! Love the content as always :)
im sad biffa finally broke a rock
but great content and one of my fav cites skylines ytbers
I like option 1! Has its own highway entrance so could be a cool new area
Although the prebuilt entrances are a bit inefficient. They look interesting though.
You should have left the rock floating in air and make it a park
yes please
no kidding
This episode is sponsored by Yorkshire Tea, staring Sean Bean as Hugo There shouting "DO IT FOR YORKSHIRE!!!"
Knowing Sean Bean's reputation, there's too much of a chance Hugo would die in one of the many fires New Tealand suffers.
@@goldenknight578 very true 👍
Fun video!
The high density commercial you placed directly next to your high density residential will make your Cims sick with noise.
I'm honestly sipping a Yorkshire tea whilst watching this video, the Proper Strong variety.
Thanks for including the Tea Truck! I hope it brings a lot of tea to many cities!
That floating rock has inspired me to create whole load of floating rocks surrounding my crashed UFO while the military are enclosing them in a giant dome! Perfect for that part of my city, thanks Biffa, it really finishes it off.
19:00 NOOOOOO!!!!. We dont talk about the tunnels connecting to the serial killeres
The floating rock arrived to exact vengeance after you deleted a baby rock at 4:46 :P
I would vote for #3, always felt like No Problem Atoll was weirdly cut-off and small.
Also if I could make a suggestion regarding voting: If you make and pin a comment about the vote, then add replies underneath that for each option, then people can vote with thumbs up on the option they like best. I've seen a few other channels take this route since YT removed polls.
Biffa, from a transport planning perspective; although it's not a lot, citizens will greatly approve if, instead of having the red bus line loop the same route as the green line in the new area, loop it down the bottom road instead (perspective of 12:20)! Also, change the direction in which the buses loop to avoid them crossing traffic when they come back onto the main road: have both the buses loop clockwise.
New Tealand looks soooo beautiful 😍 Can't wait to see the next episode!
Man the confetti did put a smile on my face after leveling Orelando
26:40 City growth targets are adjusted based on available land mass. Megalopolis on the Archipelago map is a mere 20,000.
32:30 It seems like the next evolution of this mod would be the ability to draw paths in addition to points.
35:55 I'm surprised this worked. I was stumped for a time when adding trees to a forestry industry with no extra production. I had to delete and rebuild in order for the farms to "see" the extra trees.
I think Option 1 with regards to the expansion would be the best option. look forward to watching all your Vids as I am recovering from Heart Surgery for a few weeks a nice way to pass the time again keep up the awesome Vids also as a Kiwi, you could Name your next expansion "Teamaru" after a South Island city called Timaru, just a thought.
I hope the recovery is going well! Sending big fluffy kitty hugs (if you want them) your way. Teamaru sounds nice :D
Option 2 seems like the next logical expansion to me. I mean, you can easily extend the existing grid and spare the other options for some... more exciting projects.
For example:
Option 1 would be a nice spot for a club, hotel and casino district, maybe extended with an Expo center.
Option 3 with those lakes could be a nice location for a holiday resort or a zoo.
we "really really like" every minute with you, Biffa. Thanks for the nice and chill.
At 15:00, you made a right mess of that junction 🤣. Now traffic coming along the local road can't turn left to get onto the highway, you've got a mix of different road types, for some reason traffic continuing along the local road is slowing right down as it goes through the junction (even before you started playing with it) so that might be something to look into. All you needed was a 2-lane bit on the slip road!
What I learned about traffic spawn and traffic routes is, that already spawned traffic will keep the route until reaching the destination, even if you change streets or speed restrictions.
If you destroy a route, traffic will probably despawn.
That's why traffic often uses new made dead ends or bypasses with lower speed.
Yorkshire Tea 🫖☕️👌nice
15:42 you need to set for vehicles entering the little piece of road in the middle "can enter junction" policy as that piece of road is so short it can fit only one car and every other one following it slows down for a road/junction to be cleared.
22:30 Biffa unearthed an alien space craft with the move-it modification!~ Wow that is a really huge rock. Maybe the lost leg of the Colossus of Rhodes or a Rosetta Stone. Who knows how many rocks the map-maker hid in the ground. lol
Thank you for all you do Biffa. Lots of love from Bangladesh!! 🇧🇩
Thank you too! :-)
22:35 - Just checking to see if you've been saving all of the smaller, defenseless rocks. If there's a mod allowing you to put stuff on rocks, placing a wind-turbine or two on a flying rock would be a fantastic image.
32:00 (ish) - Maybe have a hidden road in there so the trucks can see that as the closest road? (I don't know if that would work, but it might be worth a try.)
Love this! Keep making this to distract me from al things I had planned to do. 😊
I noticed that you had a plan when you started the bus and train lines, but as you keep adding the plan goes out the window. Maybe someday a public transport traffic fix?
18:00 the oddity with the road and the turning lanes. i think CS mimics the oddity of human drivers randomly really well.
*Three things:*
1. There are 6 lane roads with both bus and bike lanes, made by Soldat Tassin (or something) on the workshop.
Speaking of custom roads, I would love for you to check out Urbanist's roads too! Would look great in the low density and older areas
2. Please please please turn on the "buses can ignore lane arrows" thing in tmpe so you don't do the turning lane messes you did in the early minutes. That basically means that buses will do whatever regardless of the arrow, and often helps bus routes be more direct (so when they have to do a loop around to serve a destination, this is because you turned this off.) There's many benefits to it, so please turn it on. We've been saying it for a while.
3. Re: prison, you have the tunnel entrances from ronyx in your library, please use those. Also, a custom quay in the port, and a barge harbor instead of the cargo ship hub. It's not appropriate.
Thanks for listening. Love from South America
Since you introduced the new bus stops for the green and red routes mainly on the smaller side streets, then there's little point in having the bus lanes on the collector so you could upgrade that to a four lane road with bicycle lanes. Or, you could move the bus stops off of the small side streets and onto the collector since it has the bus lanes; doing that would allow you to move the stops farther away from intersections.
Those "flying space rocks" are the only rocks you should be using, Biffa (seriously). They are available on the workshop, in a variety of colors. Because you can rotate them and raise them up and down (without affecting the surrounding landscape) and mash them together, you can have an almost infinite variety of shapes and sizes. Way way WAY better than the vanilla rocks and boulders you usually use.
Great vid and mod hi-light. Thank you Mr. Biffa.
29:02 I think you meant to say "Teayore and Pooh" (facility) ;)
cheers Biffa.
I think Option 2 is the natural progression here! Also you could have this type of stuff as a poll in the info cards on the top right to get more opinions!
I'm waiting for you to get sponsored by Yorkshire Tea!
16:00 You should build an offramp from the highway to that roundabout, that'd make logical sense. Also have a flyover ramp heading back onto the bridge, but only if you want to.
For the new tile: Option 4? (The fancy interchange on the mainland), if that's not a valid choice, option 1 since it has the most space AFAICT. Alternatively, next to Option 3.
23:20 "Just to take a little bit of the edge off" - That's basically the main reason I watch this
OPTION 3 would be cool as it would continue No-problem-at-all, as I think it is small and unfinished
Best CitySkylines RUclipsr by far!
Keep it up men! Love your vids.
Oh btw you don't save the rock on the minute 04:45 🥲
Greetings from Argentina 🇦🇷♥️
option 1: You could build a really good-looking harbour with those islands and straits, I love your videos!
I’m sure someone’s probably mentioned it but the 2 stations at the start are different stations. The first one is a 2-platform station with dedicated bypass, so the cargo trains will automatically prioritise the non-platform bypass track. The second is a 4-platform station and doesn’t actual have a dedicated bypass so the cargo treat each option as a station so will pick which everyone they feel like essentially at random. It doesn’t matter you had other mods.
Of course you can change the default behaviour using mods like you have done.
This does mean you aren’t utilising all the platforms.
I'm not sure if you noticed but your cargo station next to your underground road to the prison island is creating a very long route for cargo. When the vehicles spawn they have to turn right, go all the way to the island, U-turn and come back again! The national (highway) road between the ore area and the amusement park also means people can't walk between the zones.
I would personally go for option 3, but it's a close call, I think all options are good.
Or rather, if you don't mind adding a fourth option, the most interesting option would probably be the square to the right of option 3 (southeast of No Problem Atoll)
If you ever get to those extra little islands in option 1 I think they would make perfect locations for some tourism/leisure specialisation. In order to prevent some space I would recommend having highway access only in one direction on one island and the other direction on the other island, connecting both by a normal road. And of course a perfect spot for a cable car.
Biffa! If I may offer one suggestion: Your blue line is redundant and adding to your train traffic. You’ve got an east line and a west line that meet at your terminal, but then this blue line that does what both those lines do… if you eliminate the blue line you should see a huge relief in traffic
Option 1 seems the most interesting to me. It is a bit bigger than the other two giving you more space for creative designs. On top of that I believe the two slim islands lend themselves nicely to a leasure/tourism districs.
Thank you so much for the amazing content! I never get bored watching your videos or feel the need to skip through any of it. Listening to your jokes and laugh is always a good time! Your mod list has really improved how I play the game, too and helped me to finally make a city that hasn't totally failed- lol. Keep up the amazing work!
Omg biffa deleted a rock!!! 😮😮😮 when you Hooked up the power line to the cargo station!
Shoocketh
Option 3. You could create a cool nature reserve around those lakes. Nice video by the way : )
Always enjoy your videos Biffa, my husband and I are catching up in New Tealand and also watching your Airport DLC and the British City you are building. It has become an evening tradition in our house hold, cup of tea and a Biffa playlist.. oh and don't forget a chocolate biscuit! 😊
When you miss one episode of New Tealand so you get to watch two back to back
31:00 For the Spanpoints for the Hospital and Ambulance they schouled better go out from the back becaus they do not have any patiance but when they come back they shouled put of the patiance right infront by the emergency / mainentrence.
9:30 i would recommend that you use move-it and select all roads in that zone and move them up towards that beach. that way you would use the space up there more efficiently, while also !!! creating space at the lower side of the lowes road to also have houses :)
and you even could replace the powerline with more buildings to connect the powergrid that way
14:24 i would build a roundabout while keeping the slip lanes ;)
Roundabouts 4 life xD
btw at 19:00 you can see that there also is an issue with the bus lane as no bus is driving on the dedicated lanes!
I think the best touch in that new area is the crematorium right next to the clinic... definitely the first thing I want to see when walking into a clinic to get treatment...
it is the rock god thanking you for saving all his minions
I would want option 1 because I would want to see what Biffa would do with those islands with his creativity
13:06 you could link the bike paths to the quay walls, and use the new quays with walking paths to connect along the coast...
Though you might have to work around the barge hub.
The spawn point mod will be perfect for unclogging cargo hubs! Please do a video on that!
nooooooooo you broke a rock at 4:47
🤨
I know this is an old video by now, but I’d think it would be more realistic if the ambulances spawn at the back but came back via the front because that’s where they’ll be taking the patient. You don’t take patient through the back garage after all.
Don't know if you noticed, but at around the 2:00 mark, the cargo train switches lanes while going through the station. That can wreck havoc if your traffic is high. Just saying.
16:40 nice and warm for slow sipping
@Biffa at 2minutes, that is not a bypass lane, it is a double station, a passemger island can be used on both sides so all 4 lanes can use passengers. You commonly see the outer ones as bypass lanes in this case instead of the inner ones as all 4 are real station lines
Hey Biffa! I love the new spawning tool. FYI I found out if you put this spawn point too far away from the road it wont-work so I use an Anarchy to build a road and they followed a road perfectly to the new spawn point. Excellent!
Biffa!!!!!!!!!!!!!!! That little ROCK at 22:25 isgonna dissapear if the house upgrades!
Can we get a Flying Rock Garden? With lighting and everything! It'll be awesome
I second that motion
Bit of Pandora from Avatar :)
Fun fact, when you mentioned the automotive factory needing animal product, it reminded me of the fact that Volkswagen actually makes bratwurst for their workers so they can have a cheap in house meal for lunch
I think Option 2 is the most natural and easy to expand into. Option 3 looks more interesting but might be a bit harder to fit the people into unless you change the landscape and it looks really cool so IMHO much of it is better for lower density.
Your new district could also benefit from better highway access like replacing that somewhat strange intersection with a roundabout.
not sure where this is, time index 15:26, there is a node issue at the junction. the crossing traffic - notice how slow the cars are going through the intersection? super slow, and kind of odd right? ya, open node controler, click the intersection. i'm betting you will see a red triangular situation - reset the node (click garbage can, or the curly arrow, or rebuild the intersection).
There by the problematic roundabout was complicated with the unnamable tunnel. I remember that when you did some fix going to the amusement park, you settled the connection to the round about wrong. That could be the problem. The other thing is that you might want to ban personal cars and cargo from using that shortcut to the prision island
Option 3. Been waiting for you to expand No Problem Atoll for ages. Love your videos, always look forward to when you post.
As for the squares... I'd reckon option 3, as it has those nice lakes (property value and social/cultural satisfaction), and it's next to the existing No Problem Atoll, which means it has some coverage from NPA's services! I also have an idea for how you could connect it to the highway, but I'll probably share that later somewhere!