Man whoever came up with the idea for you guys to all build a city together is great. I love getting to see the same city but have different flavours of builder personalities. Thanks for the top tier content!!
That highway junction has been such an extreme point of contention throughout the whole series so far, and no one's been able to do anything efficient about it, but of course God of Traffic, Biffa saves the city again. So far, probably the shortest mayoral term in 5B1C, but one that has made an impact to be felt for in-game years down the line. An icon, a living legend you are!
This would be like the comcast employee meme. Biffa came to visit 5B1C as a tourist. His Friend Hugo took him for drive around the city. He noticed the ghostly disappearance of vehicles. Decided to do something about the traffic condition and decided he is going to join the ministry of transportation. And in two years he fixed the vehicle disappearance problem. And went back to oversee New Tealand
I can imagine all the other guys being artists, creating visually a impressive city... then Biffa the Engineer comes in with jeans, hard hat and a mug of tea and makes the whole thing work :)
@@BiffaPlaysCitiesSkylines 5 architects built a gorgeous city, none of the roads worked. 4 architects and One tea drinking engineer builds the same gorgeous city, streets worked fine. Not everything should ONLY be about aesthetics. Sometimes it's more beautiful if it works. (A tip for the players... Underground crosswalk on the roundabouts will help on the aesthetics.)
There's this nice underground crosswalk by the University of Toronto that I used to use a lot when I was a student there. I don't feel guilty about sacrificing realism by putting them in my cities skylines builds because I just think back to that example of one in real life!
In a different fix, you might have not spent half the time looking at a tiny area; instead wondering if it can be solved by deloading the junctions by adding optional ways. However, once again, you've found a way to beat the traffic. Good job, Biffa! Never seen a game like C:S which offers so many different ways to play and keeps getting better every year, thanks to strong bond between devs and incredible community: endless fun!!
I figured after Lee's traffic work, you might not have anything left to do. Guess I was wrong. Really impressed with how well you got it all to flow in the end! In case anyone's interested, here's some history for this city: 20-05-2021 - Start of the city, Czardus takes office as mayor, stays on for 3 years and 2 months. Builds a nice fishing town. 14-08-2024 - City Planner Plays takes office, for 4 years, 4 months. Builds a farm and cozy new neighbourhood. 23-12-2028 - Lee Hawkins takes office, for 7 years, 11 months. Fixes traffic and builds a hillside campus. 11-12-2036 - Overcharged Egg takes office, for 4 years. 2 months. Builds a waterfront and fancy tiered neighbourhood. 12-02-2041 - ImperialJedi takes office, for 3 years, 10 months. Builds a pretty interchange and expands the city into the forested hills. 22-12-2044 - Czardus returns to office, for 1 year, 10 months. Fills in open spaces and adds a forestry industry. 19-10-2046 - City Planner Plays returns to office, for 3 years and 5 months. Builds bike paths while the city burns, then redevelops downtown. 05-03-2050 - Lee Hawkins returns to office, for 10 years and 10 months. Earns the title of Lord Interchange and Master of Traffic, expands the city's industry. 01-05-2051 - TheTimeister comes in meanwhile as park planning consultant, for 5 years and 2 months. Develops a coastal nature reserve for the city. 21-01-2061 - Overcharged Egg returns to office, for 8 years and 6 months. Carves out a massive ore mine next to a small town nestled in the forest. 23-07-2069 - ImperialJedi returns to office, for 2 years and 5 months. Builds a mall and surrounding beachside neighbourhood, expands the city's industry. 27-12-2071 - Biffa comes in as traffic advisor/mayor, for 3 years and 3 months. Fixes traffic flow throughout the city to be better than it ever was. 25-03-2074 - Czardus returns to office? Give or take a few weeks here and there where power changed hands etc. (i.e. I can't be bothered calculating the days as well)
One of the things that helped me with traffic the most is adding capacity to my public transport vehicles. In real life a city bus fits way more than 30 people. I've also noticed that the trams and metros have criminally small capacity for what they are as well. After I changed those to larger (but still realistic) numbers, traffic went way down.
Base game busses are so easy to overwhelm that I have to use them as more of a diagnostic tool. If there are 400 people at a bus stop, I need something else to solve the problem because busses won't cut it. Also, people will walk up to 300 grid lines, putting a bus stop at every block just slows busses to a crawl, and they won't use most of those stops.
Cities: Skylines is weird in that it handicaps things to encourage cities like people think cities should be rather than how cities actually are. All public transit is significantly less efficient than it is in real life (although, to be fair, it is also cheaper than real life). Zoning density is the same way. Low density houses hold like 6 families while high density buildings hold like 24. In real life, a low density residential developments house as few as 3% as many people per acre (e.g. 10 households vs. 300) and rarely exceed 10%. This isn't to say that you don't get low density development patterns--on the contrary, they are the norm across the United States--but low density development is far more sprawling than the game requires or even easily allows. Similarly, the design decision to largely ignore parking makes cars vastly more efficient than they would be in real life. You can fix some of it with modding, but I hope for Cities 2 they really take a hard look at how they're modeling things, and what policies they're including and why. It's crazy to me that I can build state-owned industries like oil and farming, but can't place public housing. I can encourage citizens to drop out of high school to preserve a large-enough uneducated workforce for my basic industry and commercial businesses, but I can't distribute housing vouchers. I can demolish private homes and commercial buildings freely, but can't reserve a setback (without mods) for future street widening etc... etc...
@@DanielEShrdlu The lack of setback in the roads really bothers me. Let's demolish this entire established commercial zone to add a couple feet of road because these businesses get a lot of traffic. Oh wait, the businesses are all gone now. Oh well, they can rebuild.
@@annana6098 There are a few mods that lets you add setbacks. I'd recommend Zoning Adjuster, which also lets you clean up obnoxiously inefficient zoning at intersections. I resisted modding the game for a long time, but I'm a full convert to the church of mods.
The junction across the highway is a weak spot since episode 1. It is designed for less frequent traffic, yet it is the main axis of the city. Maybe the builders should reconsider the whole thing and replace it with a more efficient solution
I was thinking about the same thing. Lots of cars coming down the highway, and when they want to get into the downtown area _or_ the residential/university districts, they really only have a single turn-off. I think there needs to be another intersection further up the highway to let people leave it sooner. That way they have more options to go where they want.
@@bastercall6586 IRL, yes. But, this is a game and the AI is just looking for the most efficient ways to move about. I'd love to see more underground ped paths in Biffa's videos.
I would have made a short tunnel under the small neighborhood which would have straighten the highway and set free space for development. And for the interchange… single way ramps on both ends of the tunnel😀 or ramps in both ways but this solution requires bit more space.
I love that Biffa found the two hot spots immediately (Main St. as always for this series). What was surprising though was the effect of that roundabout on all the traffic coming in.
41 mins of trying to save someone elses mistake. You sir are a true gent. I think in your heart you knew you had to get rid of those connections. great vid as always, keep up the good work.
Honestly, it looks like just getting rid of the traffic lights at that paticular highway junction, would have solved 90% of the problems in that section. Just looks like they are holding up cars unnecessarily.
Especially when he removed all the road connections towards the end. Seems like the original builders are way over using the timed traffic lights. Seems like those only really work in rare instances.
That stretch of road has been plagued with bad traffic basically since it was first laid down. Part of the problem was insisting on bike infrastructure - which is good in principle but IRL a bike on that stretch would have been incredibly dangerous anyway. Some way around it will need to be found in a later episode.
16:45 The timed traffic lights are working as expected. You don't get one set of lights per lane, you get one set of lights per movement. In this case, the lights are set up so that one movement is turning right, and another movement is going straight on or turning left. This is completely independent of the lanes, and completely independent of the fact that straight on traffic has been banned through other means. When the light for turning right is green then any traffic in any lane that is turning right gets a green light; when the light is green for straight-on-and-left then any traffic in any lane that is going straight on or left gets a green light. In the TTL setup, you can configure how you separate out the movements, eg whether you have all movements in the same phase, all movements controlled independently, straight-on-and-right together but left separate, etc.
The persistent determination of the cims to get in a lane nearly as early as possible and STAY THERE regardless of how much space there is to either side is both admirable and completely exasperating. (You can, in fact, leverage this sometimes to lane-mathematicise counterintuitively. Like peeling off exiting slip roads from the outside instead of the inside when you REALLY need to put some interchanges too close to work smoothly otherwise.)
Nice job Biffa. Lee actually setup those multi-junction timed traffic lights (99.44% of that at least). But I think you make a good case for individualizing them. And it's a good thing you kept that second entrance/exit for that neighborhood (there are at least) otherwise City Planner might not be too pleased (if there's only one entrance/exit then it is considered a cul-de-sac and makes it more difficult for city services). You also make a good case for removing two of the roads since they are technically connected to a collector which should have minimal connections. So, overall, very good job. Loved the video.
This is great: Like the kids playing arround, building all sort of buildings and stuff and dady biffa comes afterwards to tidy up all the toys the kids left all over the room. Biffa is the best mister mop you can find all over over the RUclips.
The over use of lane connectors is giving me a headache. Why? There is absolutely no need for them all, at this point its becoming a hindrance to traffic rather than helping it. You should have done a quick pass around the city and cleared a lot of the ones that aren't needed. Great traffic fix for this city though fella!
I really do think it's a bit up to setup. Even that very last shot of the closing sequence, you can see a right lane that could be exiting to the highway while the on-ramp traffic has the green. Optimally, all traffic on any road will go at the same time that doesn't interfere with other traffic. It's a simple rule, but more difficult in practice if you can't visualize that rule. Timed traffic lights seems like a mod with a steep initial learning curve. I think it's probably daunting to try to use something "on camera" that's confusing on its face, as well, so they end up not experimenting.
I have better results adjusting the flow meters as opposed to the actual timings. The lights change when the cars behave in a certain way rather than at fixed times, though 1 and 15 seconds are the minimum and maximum, respectively.
@@starminecraft1 tbh i believe i don't understand them quite right. But i use a system of well interlocked public transport, pedestrian areas, lane mathematics and slip lanes. It usually works for me.
I guess it depends on what you are looking for but for entertainment and efficient traffic he is definitely top notch. Others bring more background knowledge or do more realistic detailing. Not to mention those who make assets and mods.
Heya Biffa! I love love love your traffic fix videos. I don't know why, but it has something cathartic and relaxing to watch a clogged city slowly but surely open up and begin to flow. This is my version of lowfy videos. ^ ^
Biffa literally is like one of those old school traffic directing cops...turns up in any city and things flow in no time. Series should be called 5 builders 1 traffic god.
I simply love how you've come in at the perfect time and fixed this! Hope you got rid of all those unnecessary Hugo there's on the highway. Felt that was a bit much too.
Ouch, those traffic lights are set to 3 ... 3? They should be something like 5 ... 8. That would allow for 5 seconds of traffic minimum, but up to 8 second if there is a lot of traffic building. I would totally say delete all of traffic line management and current traffic lights and redo them.
Biffa that bug with the traffic lights isn't a bug. The creator just set it so both the lanes go at the same time. You can even see an icon showing straight and right on the traffic light
What I meant was, with a single set of time traffic lights, if you change the lanes in anyway the time lights auto-update to make sense. But when they are linked like this they don't auto-update. Passed the info onto the devs :-)
@@BiffaPlaysCitiesSkylines I don't think the number of lanes affects the traffic lights at all. If you have 3 lanes, 1 left and 2 right, the light with the left and straight on symbol will only control the left lane as there is no straight on option. The light with the right symbol will control both right hand lanes. If you stop the lights and edit one of the steps, you'll get an option to "switch mode" on that junction to activate 3 different lights, left, straight on and right. but still wouldn't help you out as there's no straight on option.......i think that made sense :)
@@maximushaughton2404 ya, I saw that. Thought it was weird that the lane stayed like that when he deleted the road,, but those chained timed traffic lights really screw with changing stuff
The issue with the onramp only getting 2 vehicles at a time is the fault with the next node which is big and probably doesn't have the "go through when blocked" enabled, if you set that it should go a lot better for all directions going into there
I often find that adding various sliplane exits off the highway to targeted destination areas (looking at traffic routes) helps the traffic at major highway exits, at least as I play Vanilla on Xbox!
Not a fan, at all, of the 5B1C series, but I absolutely LOVE a good traffic fix. Only thing I would do different, is give the highway exit, the one that was backing out of the city on that big problem area, two left turn lanes and 1 right as opposed to two rights and a left. Regardless, was a brilliant fix as per usual! Your fixed are and have always been my favorite episodes on your channel. Keep on keeping on!
Biffa makes everything he appears on so much better, he makes me laugh and enjoy all the content he does and you can't ask for a better time than watching Biffa play!
You should do a episode where you try to replicate Disney World/Land including the different parks, roads, parking, and your favorite foot paths.. I wish you the best of luck.
I REALLY missed your traffic fixes Mr. Biffa. That was great. Especially since thanks to you, I can usually make traffic free cities myself now, so not much to fix in my own builds ! (well except one which I can't seem to fix which I sent to you a while ago, so I guess I still have a few tricks to learn)
Biffa, you are gifted with the traffic fix! Your traffic fix series was the first I got hooked on when I started playing. I've learned so much from you. Wonderful how you've helped grow the community, too. CPP and OE owe my subscription to your recommendation.
That is a visual thing that happens, when you change from one road type to another. At every node where they change, the game will place a crossing for pedestrians. Same goes for a road proceeding to a bridge. In the specific spot you mention, there is the 6 lane road changing to a 4 lane road with bicycle lanes, which then proceeds into a bridge. But also the answer to your question is: yes. Basically the idea of everyone having a separate zone was thrown overboard in the second season to have more interaction between the different styles of the 5 builders. This specific road was built as a 4 lane road with median (I think it was Lee) and then changed by City Planner Plays to feature the bike lanes and then Biffa changed it back to the 6 lane road, which in total caused this crosswalk cluster, we are admring.
This series has been phenomenal!!!! Loving the different builders' styles interact ( and amicablys clash!). As a long time CS player, I've discovered new builders and from them, started to realize how to adjust my build style. Looking forward to much more time playing C:S!
Biffa, you can change the type of traffic light. AKA, stop it and then I think view or edit and you should have a "change mode" or smth like that button near the traffic light.
Good idea to remove those road segments at the end. That’s what I find to be the single biggest cause of traffic jams in this game, is 4 way intersections. I try to mostly stick to 3 way junctions only and use 4 way junctions very sparingly. It seems many of these players intentionally go out of their way to join roads into 4 way intersections, I guess because it’s more realistic in real life, but it doesn’t work so well in the game.
For the timed traffic lights, you are able to change the modes. So you can either control each direction’s lights, or you can control both left and straight + right, right and straight + left, or all 3 directions at once. The lights don’t determine the direction the cars will go, if the straight arrow is green and there’s no lanes with the straight arrow, the cars won’t move. By default, when you do a Ctrl + Left Click for the timed traffic lights, the mod will identify which roads are connected and place the timed traffic lights which suits the road type. If there’s a direction that you don’t want the cars to go, just remove that direction for the lane(s).
I often use the lane connectors on most nodes along a road, which may look like 'overuse', however, it allows you to force cars to only be able to make 1 lane change per node. I find on a busy highway, forcing them to change lane where I want them to, and only by 1 lane at a time makes a big difference, and forces the to use all the lanes given.
Great Fix, I think it was Lee who put all the timed traffic lights in. I totally agree that they should be chained to get something like a green wave on the main street though. maybe Lee will fix it again.
I don't remember when the light chain was put in, but I suspect that some things have changed around the city since then. That would have changed the traffic situation along this road as well, making the original setup no longer viable. I don't know, of course, it's just a guess based on how things looked this time.
Great video. Absolutely amazed you only added one roundabout. I was convinced you would add one on the troublesome highway junction. Kudos! Can anyone point me to a good guide for setting up multiple junctions with traffic lights in series. Its been bugging me for a long, long time.
I love how you solve traffic. I usually turn off left turns and force driver to go around the block which is what happens in my city. Left turns IRL are pretty dangerous specially on a two way road crossing.
Can I just say that much of this traffic is fixed by removing traffic lights and installing give way signs? Only on very trafficked roads which are very close to red, do you need a traffic light in my opinion. That can be solved by roundabouts usually if you have the space to do it. Roundabouts have the advantage that no one are crossing over each others lane, more or less. Traffic lights demand people come to a stop, whereas dedicated lanes and roundabouts are more forgiving in way. Also. I miss these traffic fixes. I know they might not do very well on the channel for Biffa, but it's lovely to see one once in a while! Thanks Biffa!
Absolutely amazing work there Biffa. After 15 minutes on no de-spawning and the traffic was up to the map edge i was like "Noooo" but in your Biffa style and grace you 'fixed it' have a pot of tea and some digestives and put your feet up, job well done buddy. Always a pleasure watching you work.
Traffic question: why is there a need for a junction at all at 40:54? There are no left and right, it's just a road so why not remove the junction and just have a normal road go straight through? Thanks!! Edit: seeing more on that same road, 2 junctions before the one mentioned above and one right after the curve towards the end of the video. Why so many junctions if they don't have turns?
I haven't finished the video yet, but I bet if he just took out the lights on that first road and put in give way signs and did a bit of dedicated turning lanes it would have fixed it all straight away.
28:32 Actually, series works great as long as you have a main road and side roads. But you kind of need to play with the settings for the timed traffic light. I like to remove queueing from the decision process sometimes so the traffic flow can improve. So you can keep a green light in a row of traffic light till there's no more traffic flow and only *then* switch to the next step. But not in all directions.
In the Traffic Manager, traffic light setup section, when you stop them and click on the lights it will switch between combined and dedicated directions, you don't need to remove whole lights configuration ;)
So happy to see that someone could finally dedicate a whole episode on fixin the traffic in this 5b1c season. Lee Hawkins tried it a lot of times, but wasn't allowed. I'm so happy about the fact that I might see him build a little bit more next time. I guess the bicycle network will have to be reinstalled in another way than. As it seems that cyclists have destroyed the traffic flow.
Whatup Biffa!?! Haven't played in years, but still cool to see your CSL vids make it into my feed. Still one of my all-time favorite games and I dont think I would have realized that, if not for you. You taught me how to play.
Hey Biffa! 20:20 Maybe you can remove those trees instead of just bing bing all of them😂 36:20 Did you notice if you have disconnected the bike lane? This time I'm in your side. You give very good solution for the traffic. Those timed traffic lights are from Lee. I know that specifically set for exact condition, so if the despawning toggle switched, it will make a lot of traffic. Good job!
Good fixes. I'm happy to see the city flowing again, and I'm grateful for the light tough you've used. Still our great city, just a few big junction fixes! I was shocked the farm area wasn't a bigger issue. Shows what I know 😅👌
Nice fixing. However, I would suggest may changes are flow oriented. My impression with Cities Skylines was that when making car trips longer and separating routes to a void conflicts, people start using more bikes and public transport. You can get trams up and over 600 people per week an line. I have one city where the two halfs are only connected by two tram+pedestrian bridges, 2 bike bridges, a subway line and a connection to the rail freight network. Cars and lorries have to go around. I will try the parking mod in that city when I get around to it.
There a huge collection on the workshop called Railyard, it looks like you could use it to build a model railway on cities, it has all sorts of stuff like turntables, maintenance sheds, warehouse storage, might be cool for New Tealand but might require a bigger map.
Just read about Biff being in the Red Bull Metropolis Event. They had my curiosity and now they have my interest. I can't imagine Spiffing is going to do well but he should be entertaining.
We shall see I guess. Quill is a streamer who also uploads them onto RUclips and plays a whole heap of different games inc Cities Skylines from time to time, will be fun! :-)
@@zombiefacesupreme Quill is a variety streamer, very chill, does research into game mechanics making it worth watching his videos if you want to know if a game would appeal to you in the long term.
I like your fix traffic videos. Where I run into trouble is that then I go back to the real world where I live and try to drive like your road systems. My wife thinks I'm crazy for yelling all the time about road layouts and the traffic it causes. But she likes it when I say horky borky.
Great video! I think the problem with the junction is that you have a major road of six lane bi-directional traffic feeding into a one lane onramp to the highway. I like the pedestrian overpass, it looks like a frog. :D
The farm roundabout needs a proper setup. They were trying to do it MANUALLY. Also, in the little branch town by the ore mine, the lane arrows need double checked on that main intersection. I saw cars driving across the main intersection (and not turning left) to get onto a hard left turn ramp to go left.
Excellent job, Biffa! Amazing that you were able to get things moving so smoothly!
I am sure this took him hours to sort out!! He is just a smooth talker and an excellent editor, which makes it seem effortless.. #Phillovesfire2021
Hello cpp
Man whoever came up with the idea for you guys to all build a city together is great. I love getting to see the same city but have different flavours of builder personalities. Thanks for the top tier content!!
He did...but your bike network! THE BIKE NETWORK!!! Might as well put back Egg's fancy bridge now... ;-)
I thought you were going to complain about removing your bike lanes and those two side streets out of that neighborhood
Always a pleasure to watch you work mate! Wonderful job!
Also, very weird to see my builds in a Biffa video haha
Thank you - was a fun one for sure! :-)
yeah, i see cheese park and the ore area!
Biffa ... the only Human being who is Happy to see a traffic jam ;)
Indeed :-)
Same
He should come to Chicago, we got plenty of it for him.
@@joshuasilvius7854 Metro Manila Traffic 😐
Is worse than than Chicago and New York Traffic
Tea-junction and Traffic-jam .... mmmmm ... sounds like something you have in the afternoon in England :)
That highway junction has been such an extreme point of contention throughout the whole series so far, and no one's been able to do anything efficient about it, but of course God of Traffic, Biffa saves the city again. So far, probably the shortest mayoral term in 5B1C, but one that has made an impact to be felt for in-game years down the line. An icon, a living legend you are!
Awww shucks 😁
This would be like the comcast employee meme.
Biffa came to visit 5B1C as a tourist. His Friend Hugo took him for drive around the city. He noticed the ghostly disappearance of vehicles. Decided to do something about the traffic condition and decided he is going to join the ministry of transportation. And in two years he fixed the vehicle disappearance problem. And went back to oversee New Tealand
@@Alifkhan625 nice idea 😂👍
SPUI are not for heavy traffic, constantly flowing intersections are the way to go, par clo, turbine....
@@Alifkhan625 Lucius Quinctius Cincinnatus
So YOU were the mystery guest this week. I was racking my brains this week.
It is I !! :-)
@@BiffaPlaysCitiesSkylines Le Clerc?
@@lukeueda-sarson6732 ah av a dicky tickeurrr
Me too
Agreed. I was wondering if the series was over theres no scedule this month and it was more than 3 days since last episode
I can imagine all the other guys being artists, creating visually a impressive city... then Biffa the Engineer comes in with jeans, hard hat and a mug of tea and makes the whole thing work :)
🤣
@@BiffaPlaysCitiesSkylines 5 architects built a gorgeous city, none of the roads worked.
4 architects and One tea drinking engineer builds the same gorgeous city, streets worked fine.
Not everything should ONLY be about aesthetics. Sometimes it's more beautiful if it works.
(A tip for the players... Underground crosswalk on the roundabouts will help on the aesthetics.)
There's this nice underground crosswalk by the University of Toronto that I used to use a lot when I was a student there. I don't feel guilty about sacrificing realism by putting them in my cities skylines builds because I just think back to that example of one in real life!
In a different fix, you might have not spent half the time looking at a tiny area; instead wondering if it can be solved by deloading the junctions by adding optional ways. However, once again, you've found a way to beat the traffic. Good job, Biffa!
Never seen a game like C:S which offers so many different ways to play and keeps getting better every year, thanks to strong bond between devs and incredible community: endless fun!!
I figured after Lee's traffic work, you might not have anything left to do. Guess I was wrong. Really impressed with how well you got it all to flow in the end! In case anyone's interested, here's some history for this city:
20-05-2021 - Start of the city, Czardus takes office as mayor, stays on for 3 years and 2 months. Builds a nice fishing town.
14-08-2024 - City Planner Plays takes office, for 4 years, 4 months. Builds a farm and cozy new neighbourhood.
23-12-2028 - Lee Hawkins takes office, for 7 years, 11 months. Fixes traffic and builds a hillside campus.
11-12-2036 - Overcharged Egg takes office, for 4 years. 2 months. Builds a waterfront and fancy tiered neighbourhood.
12-02-2041 - ImperialJedi takes office, for 3 years, 10 months. Builds a pretty interchange and expands the city into the forested hills.
22-12-2044 - Czardus returns to office, for 1 year, 10 months. Fills in open spaces and adds a forestry industry.
19-10-2046 - City Planner Plays returns to office, for 3 years and 5 months. Builds bike paths while the city burns, then redevelops downtown.
05-03-2050 - Lee Hawkins returns to office, for 10 years and 10 months. Earns the title of Lord Interchange and Master of Traffic, expands the city's industry.
01-05-2051 - TheTimeister comes in meanwhile as park planning consultant, for 5 years and 2 months. Develops a coastal nature reserve for the city.
21-01-2061 - Overcharged Egg returns to office, for 8 years and 6 months. Carves out a massive ore mine next to a small town nestled in the forest.
23-07-2069 - ImperialJedi returns to office, for 2 years and 5 months. Builds a mall and surrounding beachside neighbourhood, expands the city's industry.
27-12-2071 - Biffa comes in as traffic advisor/mayor, for 3 years and 3 months. Fixes traffic flow throughout the city to be better than it ever was.
25-03-2074 - Czardus returns to office?
Give or take a few weeks here and there where power changed hands etc. (i.e. I can't be bothered calculating the days as well)
One of the things that helped me with traffic the most is adding capacity to my public transport vehicles. In real life a city bus fits way more than 30 people. I've also noticed that the trams and metros have criminally small capacity for what they are as well. After I changed those to larger (but still realistic) numbers, traffic went way down.
Base game busses are so easy to overwhelm that I have to use them as more of a diagnostic tool. If there are 400 people at a bus stop, I need something else to solve the problem because busses won't cut it. Also, people will walk up to 300 grid lines, putting a bus stop at every block just slows busses to a crawl, and they won't use most of those stops.
Cities: Skylines is weird in that it handicaps things to encourage cities like people think cities should be rather than how cities actually are. All public transit is significantly less efficient than it is in real life (although, to be fair, it is also cheaper than real life). Zoning density is the same way. Low density houses hold like 6 families while high density buildings hold like 24. In real life, a low density residential developments house as few as 3% as many people per acre (e.g. 10 households vs. 300) and rarely exceed 10%. This isn't to say that you don't get low density development patterns--on the contrary, they are the norm across the United States--but low density development is far more sprawling than the game requires or even easily allows. Similarly, the design decision to largely ignore parking makes cars vastly more efficient than they would be in real life.
You can fix some of it with modding, but I hope for Cities 2 they really take a hard look at how they're modeling things, and what policies they're including and why. It's crazy to me that I can build state-owned industries like oil and farming, but can't place public housing. I can encourage citizens to drop out of high school to preserve a large-enough uneducated workforce for my basic industry and commercial businesses, but I can't distribute housing vouchers. I can demolish private homes and commercial buildings freely, but can't reserve a setback (without mods) for future street widening etc... etc...
@@DanielEShrdlu The lack of setback in the roads really bothers me. Let's demolish this entire established commercial zone to add a couple feet of road because these businesses get a lot of traffic. Oh wait, the businesses are all gone now. Oh well, they can rebuild.
@@annana6098 There are a few mods that lets you add setbacks. I'd recommend Zoning Adjuster, which also lets you clean up obnoxiously inefficient zoning at intersections. I resisted modding the game for a long time, but I'm a full convert to the church of mods.
The junction across the highway is a weak spot since episode 1. It is designed for less frequent traffic, yet it is the main axis of the city. Maybe the builders should reconsider the whole thing and replace it with a more efficient solution
I would have nuked that intersection and built a SPMI or DCMI and duck the ped paths underground.
@@joeblow5214 I don't like undgeround ped ways. They scare people, especially women and a can be dangerous places.
I was thinking about the same thing. Lots of cars coming down the highway, and when they want to get into the downtown area _or_ the residential/university districts, they really only have a single turn-off.
I think there needs to be another intersection further up the highway to let people leave it sooner. That way they have more options to go where they want.
@@bastercall6586 IRL, yes. But, this is a game and the AI is just looking for the most efficient ways to move about. I'd love to see more underground ped paths in Biffa's videos.
I would have made a short tunnel under the small neighborhood which would have straighten the highway and set free space for development. And for the interchange… single way ramps on both ends of the tunnel😀 or ramps in both ways but this solution requires bit more space.
I love that Biffa found the two hot spots immediately (Main St. as always for this series). What was surprising though was the effect of that roundabout on all the traffic coming in.
Everyone laughs at us Brits for loving our roundabouts, but they do work if used correctly!
from day one the whole main street didnt seem made to hold loads of traffic
Oh man, seeing Spot gave me a massive nostalgic smile!
I think Biffa did that for a certain age group in the UK!! love it!
@@paulknight5018 Australia here, but yes, I think you're spot on
@@paulknight5018 I’m French and we had Spot in France too 😻
USA here! I have no relation with spot.
@@MrSunshine251 good joke
18:07 "Imma need all the sips of tea I can get in this one, I tell ya" -Biffa. Brilliant beautiful Biffa lol
:-)
41 mins of trying to save someone elses mistake. You sir are a true gent. I think in your heart you knew you had to get rid of those connections. great vid as always, keep up the good work.
Honestly, it looks like just getting rid of the traffic lights at that paticular highway junction, would have solved 90% of the problems in that section. Just looks like they are holding up cars unnecessarily.
I agree
Especially when he removed all the road connections towards the end. Seems like the original builders are way over using the timed traffic lights. Seems like those only really work in rare instances.
Yeah traffic lights are a bit of a joke in C:S. Since cars can clip through each other to a degree, it’s almost always better to not have them at all.
I always have to turn off all traffic lights entirely, for me they just cause more traffic jams
Fair play for trying to modify their traffic lights and lane connections. I'd have removed them all and started fresh!
That stretch of road has been plagued with bad traffic basically since it was first laid down. Part of the problem was insisting on bike infrastructure - which is good in principle but IRL a bike on that stretch would have been incredibly dangerous anyway. Some way around it will need to be found in a later episode.
16:45 The timed traffic lights are working as expected. You don't get one set of lights per lane, you get one set of lights per movement. In this case, the lights are set up so that one movement is turning right, and another movement is going straight on or turning left. This is completely independent of the lanes, and completely independent of the fact that straight on traffic has been banned through other means. When the light for turning right is green then any traffic in any lane that is turning right gets a green light; when the light is green for straight-on-and-left then any traffic in any lane that is going straight on or left gets a green light. In the TTL setup, you can configure how you separate out the movements, eg whether you have all movements in the same phase, all movements controlled independently, straight-on-and-right together but left separate, etc.
The persistent determination of the cims to get in a lane nearly as early as possible and STAY THERE regardless of how much space there is to either side is both admirable and completely exasperating. (You can, in fact, leverage this sometimes to lane-mathematicise counterintuitively. Like peeling off exiting slip roads from the outside instead of the inside when you REALLY need to put some interchanges too close to work smoothly otherwise.)
Biffa coming in clutch. Feels like a classic “fix my city” episode
Great fix! Someone is going to need to reinstate City Planner’s cycle network with the three lane bike roads just to the south of the infamous bridge.
Nice job Biffa. Lee actually setup those multi-junction timed traffic lights (99.44% of that at least). But I think you make a good case for individualizing them. And it's a good thing you kept that second entrance/exit for that neighborhood (there are at least) otherwise City Planner might not be too pleased (if there's only one entrance/exit then it is considered a cul-de-sac and makes it more difficult for city services). You also make a good case for removing two of the roads since they are technically connected to a collector which should have minimal connections.
So, overall, very good job. Loved the video.
This is great: Like the kids playing arround, building all sort of buildings and stuff and dady biffa comes afterwards to tidy up all the toys the kids left all over the room. Biffa is the best mister mop you can find all over over the RUclips.
Great content BIFFA, I prefer dedicated lanes because the traffic flows smoothly 😂 SOUTH AFRICA HERE! ❤️ 🌍
I love all the builders in 5B1C, but sometimes I feel like they over engineer intersections. Biffa is 2nd to none on traffic fixes.
"For those who know me well, we like to make it extra hard for ourselves" - me with work tasks
Biffa, your timing is impeccable the notification came up just as I raised my evening cup of tea...💚
Hope you enjoyed it! :-)
Good thing there was a tea-raffic jam or Biffa would have gone out of business
Indeed :-)
The over use of lane connectors is giving me a headache. Why? There is absolutely no need for them all, at this point its becoming a hindrance to traffic rather than helping it. You should have done a quick pass around the city and cleared a lot of the ones that aren't needed. Great traffic fix for this city though fella!
Thanks :-)
Same, Czardus does that, to this and his own city, and people tell him that he doesn't need them, but he doesn't listen
Pretty impressive. Very minimal infra changes, just a few settings. Really nicely done imo.
For vanilla it's definitely dedicated turning lanes in combination with slip roads. Timed traffic lights hardly works.
Because people rarely take the time to set them up correctly with proper timing. (And cities skylines doesnt care about collisions)
I really do think it's a bit up to setup. Even that very last shot of the closing sequence, you can see a right lane that could be exiting to the highway while the on-ramp traffic has the green.
Optimally, all traffic on any road will go at the same time that doesn't interfere with other traffic. It's a simple rule, but more difficult in practice if you can't visualize that rule.
Timed traffic lights seems like a mod with a steep initial learning curve. I think it's probably daunting to try to use something "on camera" that's confusing on its face, as well, so they end up not experimenting.
I have better results adjusting the flow meters as opposed to the actual timings. The lights change when the cars behave in a certain way rather than at fixed times, though 1 and 15 seconds are the minimum and maximum, respectively.
@@starminecraft1 tbh i believe i don't understand them quite right. But i use a system of well interlocked public transport, pedestrian areas, lane mathematics and slip lanes. It usually works for me.
it is 5b1c season 2
love to see you in the 2d season
"I wish all the cars just WENT" 😂... love Biffas use of English
Biffa I just wanna say that I really enjoy your videos and you are the best Cities Skylines player I have seen. Keep up the good work!
Glad you like them! Thank you :-)
I guess it depends on what you are looking for but for entertainment and efficient traffic he is definitely top notch.
Others bring more background knowledge or do more realistic detailing. Not to mention those who make assets and mods.
Heya Biffa! I love love love your traffic fix videos. I don't know why, but it has something cathartic and relaxing to watch a clogged city slowly but surely open up and begin to flow. This is my version of lowfy videos. ^ ^
Thank you very much!
Biffa literally is like one of those old school traffic directing cops...turns up in any city and things flow in no time. Series should be called 5 builders 1 traffic god.
I simply love how you've come in at the perfect time and fixed this! Hope you got rid of all those unnecessary Hugo there's on the highway. Felt that was a bit much too.
Ouch, those traffic lights are set to 3 ... 3? They should be something like 5 ... 8. That would allow for 5 seconds of traffic minimum, but up to 8 second if there is a lot of traffic building.
I would totally say delete all of traffic line management and current traffic lights and redo them.
Biffa that bug with the traffic lights isn't a bug. The creator just set it so both the lanes go at the same time. You can even see an icon showing straight and right on the traffic light
What I meant was, with a single set of time traffic lights, if you change the lanes in anyway the time lights auto-update to make sense. But when they are linked like this they don't auto-update. Passed the info onto the devs :-)
@@BiffaPlaysCitiesSkylines I don't think the number of lanes affects the traffic lights at all. If you have 3 lanes, 1 left and 2 right, the light with the left and straight on symbol will only control the left lane as there is no straight on option. The light with the right symbol will control both right hand lanes. If you stop the lights and edit one of the steps, you'll get an option to "switch mode" on that junction to activate 3 different lights, left, straight on and right. but still wouldn't help you out as there's no straight on option.......i think that made sense :)
27:00 there's no left there anymore so that lane isn't being used.
It changed after Biffa put in the new timed traffic lights, because I was going to point it out as well.
@@maximushaughton2404 ya, I saw that. Thought it was weird that the lane stayed like that when he deleted the road,, but those chained timed traffic lights really screw with changing stuff
The issue with the onramp only getting 2 vehicles at a time is the fault with the next node which is big and probably doesn't have the "go through when blocked" enabled, if you set that it should go a lot better for all directions going into there
FINALLY A TRAFFIC FIX!!!!!!!
THE GODS HAVE LISTENED
I often find that adding various sliplane exits off the highway to targeted destination areas (looking at traffic routes) helps the traffic at major highway exits, at least as I play Vanilla on Xbox!
yeh i build a super dumb city with 240k with not so bad trafic by only building only in the sides of the high way with exits and entrys everywhere
27:00 look closer, the light is for straight and right. If you go to edit the timed traffic light you can de-couple them
Not a fan, at all, of the 5B1C series, but I absolutely LOVE a good traffic fix.
Only thing I would do different, is give the highway exit, the one that was backing out of the city on that big problem area, two left turn lanes and 1 right as opposed to two rights and a left.
Regardless, was a brilliant fix as per usual! Your fixed are and have always been my favorite episodes on your channel. Keep on keeping on!
Why I'm actually enjoying traffics issues and the complexity behind it ?
Good work again, what a pleasure to listen to you ! Keep going !
Biffa makes everything he appears on so much better, he makes me laugh and enjoy all the content he does and you can't ask for a better time than watching Biffa play!
Awwww thank you 😊
You should do a episode where you try to replicate Disney World/Land including the different parks, roads, parking, and your favorite foot paths.. I wish you the best of luck.
Poor Lee Hawkins, he spent so much time on the very timed traffic lights and lane connectors you deleted 👀
I REALLY missed your traffic fixes Mr. Biffa. That was great.
Especially since thanks to you, I can usually make traffic free cities myself now, so not much to fix in my own builds !
(well except one which I can't seem to fix which I sent to you a while ago, so I guess I still have a few tricks to learn)
I know you're not starting a new city yet but, when the time does come, Brewtopia might work.
Nice :-)
No, the next city should be called Teaborough.
This is the video in the series I've been waiting for! Biffa's videos got me into Skylines and I'll always have a soft spot for his traffic fixes
😳 It's like...magic! Biffa clears out the traffic yet again! He's a Biffgician! 😆
I like Biffagician! Lol
@@jayrizzo1454 - I prefer keeping out the "a" so it won't sound awkward... 😏
Biffa, you are gifted with the traffic fix! Your traffic fix series was the first I got hooked on when I started playing. I've learned so much from you. Wonderful how you've helped grow the community, too. CPP and OE owe my subscription to your recommendation.
42:30 So many Pedestrian Crossings right beside each other, you'd think it was a shared zone?
That is a visual thing that happens, when you change from one road type to another. At every node where they change, the game will place a crossing for pedestrians. Same goes for a road proceeding to a bridge. In the specific spot you mention, there is the 6 lane road changing to a 4 lane road with bicycle lanes, which then proceeds into a bridge.
But also the answer to your question is: yes. Basically the idea of everyone having a separate zone was thrown overboard in the second season to have more interaction between the different styles of the 5 builders. This specific road was built as a 4 lane road with median (I think it was Lee) and then changed by City Planner Plays to feature the bike lanes and then Biffa changed it back to the 6 lane road, which in total caused this crosswalk cluster, we are admring.
This series has been phenomenal!!!! Loving the different builders' styles interact ( and amicablys clash!). As a long time CS player, I've discovered new builders and from them, started to realize how to adjust my build style. Looking forward to much more time playing C:S!
Biffa, you can change the type of traffic light. AKA, stop it and then I think view or edit and you should have a "change mode" or smth like that button near the traffic light.
So glad to see Biffa back in #5b1c! Brings back memories!
Love the traffic fixing videos. I started watching you in the spring of 2019 because of city fixes and I really hope there will be more in the future.
❤❤❤❤ I've missed your traffic fixes. How long has it been? Fixing a well built city like this is a thing of beauty.
Good idea to remove those road segments at the end. That’s what I find to be the single biggest cause of traffic jams in this game, is 4 way intersections. I try to mostly stick to 3 way junctions only and use 4 way junctions very sparingly. It seems many of these players intentionally go out of their way to join roads into 4 way intersections, I guess because it’s more realistic in real life, but it doesn’t work so well in the game.
This series should be called “4 Builders, 1 City Fixer, 1 City”
Very nice traffic fix Biffa, I loved it! Tbh I started sweating when you turned off despawning :D But in the end it doesn't even matter.
:-)
For the timed traffic lights, you are able to change the modes. So you can either control each direction’s lights, or you can control both left and straight + right, right and straight + left, or all 3 directions at once.
The lights don’t determine the direction the cars will go, if the straight arrow is green and there’s no lanes with the straight arrow, the cars won’t move.
By default, when you do a Ctrl + Left Click for the timed traffic lights, the mod will identify which roads are connected and place the timed traffic lights which suits the road type. If there’s a direction that you don’t want the cars to go, just remove that direction for the lane(s).
I often use the lane connectors on most nodes along a road, which may look like 'overuse', however, it allows you to force cars to only be able to make 1 lane change per node. I find on a busy highway, forcing them to change lane where I want them to, and only by 1 lane at a time makes a big difference, and forces the to use all the lanes given.
Great Fix, I think it was Lee who put all the timed traffic lights in. I totally agree that they should be chained to get something like a green wave on the main street though. maybe Lee will fix it again.
I don't remember when the light chain was put in, but I suspect that some things have changed around the city since then. That would have changed the traffic situation along this road as well, making the original setup no longer viable.
I don't know, of course, it's just a guess based on how things looked this time.
@@patrikhjorth3291 yes that might be exactly what happened
Great video. Absolutely amazed you only added one roundabout. I was convinced you would add one on the troublesome highway junction. Kudos! Can anyone point me to a good guide for setting up multiple junctions with traffic lights in series. Its been bugging me for a long, long time.
I love how you solve traffic. I usually turn off left turns and force driver to go around the block which is what happens in my city. Left turns IRL are pretty dangerous specially on a two way road crossing.
Excellent performance from Biffa, and wouldn't expect any less!
Can I just say that much of this traffic is fixed by removing traffic lights and installing give way signs? Only on very trafficked roads which are very close to red, do you need a traffic light in my opinion. That can be solved by roundabouts usually if you have the space to do it. Roundabouts have the advantage that no one are crossing over each others lane, more or less. Traffic lights demand people come to a stop, whereas dedicated lanes and roundabouts are more forgiving in way.
Also. I miss these traffic fixes. I know they might not do very well on the channel for Biffa, but it's lovely to see one once in a while! Thanks Biffa!
Absolutely amazing work there Biffa.
After 15 minutes on no de-spawning and the traffic was up to the map edge i was like "Noooo" but in your Biffa style and grace you 'fixed it' have a pot of tea and some digestives and put your feet up, job well done buddy. Always a pleasure watching you work.
Glad you enjoyed it :-)
Traffic question: why is there a need for a junction at all at 40:54? There are no left and right, it's just a road so why not remove the junction and just have a normal road go straight through? Thanks!!
Edit: seeing more on that same road, 2 junctions before the one mentioned above and one right after the curve towards the end of the video. Why so many junctions if they don't have turns?
Call the airport Teathrow Airport! (Or Teaminal 5 but I prefer Teathrow)
Great to see you back in 5B1C! Love a good traffic fix.
1:07 /1:22 - Wow, thanks for that view. It's really awesome!
That pedestrian bridge went into an alternate reality 😂 also, I think that intersection where the cars were stopping might've had stop signs.
16:09 it shows the directions the traffic can go, not the amount of lanes there are.
I'm amazed by how much you improved traffic without completely rebuilding roads.
"Traffic despawning off" ..
Best pop the kettle on, i got feeling this will be a blinding episode, i been waiting for this one :)
😁
One edit I like to do to the basic timed traffic light is turn off all the pedestrian crossing and give them their own signal with all cars stopped.
I haven't finished the video yet, but I bet if he just took out the lights on that first road and put in give way signs and did a bit of dedicated turning lanes it would have fixed it all straight away.
28:32
Actually, series works great as long as you have a main road and side roads.
But you kind of need to play with the settings for the timed traffic light.
I like to remove queueing from the decision process sometimes so the traffic flow can improve.
So you can keep a green light in a row of traffic light till there's no more traffic flow and only *then* switch to the next step.
But not in all directions.
In the Traffic Manager, traffic light setup section, when you stop them and click on the lights it will switch between combined and dedicated directions, you don't need to remove whole lights configuration ;)
So happy to see that someone could finally dedicate a whole episode on fixin the traffic in this 5b1c season. Lee Hawkins tried it a lot of times, but wasn't allowed. I'm so happy about the fact that I might see him build a little bit more next time.
I guess the bicycle network will have to be reinstalled in another way than. As it seems that cyclists have destroyed the traffic flow.
Whatup Biffa!?! Haven't played in years, but still cool to see your CSL vids make it into my feed.
Still one of my all-time favorite games and I dont think I would have realized that, if not for you. You taught me how to play.
Glad to hear it! :-)
Hey Biffa!
20:20 Maybe you can remove those trees instead of just bing bing all of them😂
36:20 Did you notice if you have disconnected the bike lane?
This time I'm in your side. You give very good solution for the traffic. Those timed traffic lights are from Lee. I know that specifically set for exact condition, so if the despawning toggle switched, it will make a lot of traffic. Good job!
No seen spot the dog for years, that was a blast from the past 😂
Every time Biffa sees the lame change lines and looses his mind, I burst out laughing. Love this so much!! Thanks for saving us Biffa
Good fixes. I'm happy to see the city flowing again, and I'm grateful for the light tough you've used. Still our great city, just a few big junction fixes! I was shocked the farm area wasn't a bigger issue. Shows what I know 😅👌
A lot of the old Biffa magic fixes. Something these guys needed badley.
And only one Roundabout added...a record.
Nice fixing. However, I would suggest may changes are flow oriented. My impression with Cities Skylines was that when making car trips longer and separating routes to a void conflicts, people start using more bikes and public transport. You can get trams up and over 600 people per week an line. I have one city where the two halfs are only connected by two tram+pedestrian bridges, 2 bike bridges, a subway line and a connection to the rail freight network. Cars and lorries have to go around. I will try the parking mod in that city when I get around to it.
Im glad that you fixed this city! love your videos
Thank you!
There a huge collection on the workshop called Railyard, it looks like you could use it to build a model railway on cities, it has all sorts of stuff like turntables, maintenance sheds, warehouse storage, might be cool for New Tealand but might require a bigger map.
Just read about Biff being in the Red Bull Metropolis Event. They had my curiosity and now they have my interest.
I can't imagine Spiffing is going to do well but he should be entertaining.
Honestly, I don't know anything about this Quill character, but I can't imagine any of the others really being good competition for Biffa.
We shall see I guess. Quill is a streamer who also uploads them onto RUclips and plays a whole heap of different games inc Cities Skylines from time to time, will be fun! :-)
@@zombiefacesupreme Quill is a variety streamer, very chill, does research into game mechanics making it worth watching his videos if you want to know if a game would appeal to you in the long term.
Aaaah the world of traffic is now at peace after a Biffa & Brew moment... excellent fix from the master as always 👍🥰
I like your fix traffic videos. Where I run into trouble is that then I go back to the real world where I live and try to drive like your road systems. My wife thinks I'm crazy for yelling all the time about road layouts and the traffic it causes. But she likes it when I say horky borky.
Great video! I think the problem with the junction is that you have a major road of six lane bi-directional traffic feeding into a one lane onramp to the highway. I like the pedestrian overpass, it looks like a frog. :D
Wonderful content Biff lad, made what's left of my day.
Great to see you here this week, Biffa! Thanks for attacking all this traffic. Love how you tackle traffic!
The farm roundabout needs a proper setup. They were trying to do it MANUALLY. Also, in the little branch town by the ore mine, the lane arrows need double checked on that main intersection. I saw cars driving across the main intersection (and not turning left) to get onto a hard left turn ramp to go left.