I really want to see option 1, no problem atoll finished off, maybe with a bit of a touristy vibe and a cruise terminal. Transport hubs are always a winner!
20:13 So you have those 3 streets doing the same thing: offering a way out of the one-way system onto the main road. Couldn't one of them become a different kind of way out? A bridge over the main road to your cargo station road? It could even be a two way connected to cargo road like a trumpet would do ...
Option 3, due to the not enough workers issue near that new Forestry/Factory area. 24:05 Section of Wright Street between Graham Street and Jones Street is reverse to the rest of Wright Street? This is what causes Graham Street to be busier later. Also the industry area to the west(direction of Graham and Jones) from the roundabout is a bit of cul-de-sac of sorts, you might want to consider linking to the post Office roundabout from the area west of the shipyard factory?
oh my goodness I couldn't stop starring and yelling at Biffa that it was the wrong way. Also, there are some warehouses that are right next to the round about when they could just be flipped around to the road that isn't used behind them.
That whole industry area is forcing any and all traffic that wants to move to the left (west) all the way out through the roundabout by the highway junction. One of the three out-going roads needs left turns onto the main industry road enabled.
12:52 ACK! The two junctions really close to each other are really going to mess things up in C:S (moreso than in real life, to be honest). Two potential fixes: One, take the road heading east out of the junction and realign it with an S-curve so it meets the other tee junction, making it a 4-way. Two, make those two junctions signalized on the same timer using Timed Traffic Lights, with 3 phases: NB-SB, EB only, and WB only. The first of these two ideas is the better bet. -an actual roadway engineer who loves your videos
When you set up your one-way system at 24:06, one of the roads is pointing left when you wanted it to point right. It ended up funneling a lot of extra traffic onto one exit.
32:31 It's been mentioned before but at the top-left (in this view) of that parclo junction, you don't need the slip road to have two lanes, as nobody should be crossing the through-traffic to turn 'east', they should be passing under the bridge and looping around the cloverleaf to get there.
He wouldn't be Biffa if he didn't occasionally forget why he had something set up the way he had and changed it lol. The parclo is so great, I use it all the time.
Yeah i mentioned this too a couple of weeks before… another thing about the parclo is that people can’t turn left from the bike-lane road onto the highway:i guess Biffa forbad this cus he didn’t want cross-overs & maybe there’s way for people to make a U turn (roundabout and such) before heading onto the highway
I like Option 2 with Bentealey Station, but it'd be cool if more of the railway was above ground like you did in Antarcteaca, it was cool seeing the city grow around the tracks.
One comment I don't see below: When you set the roundabout at 4:30 with TMPE, it looks to me like the system did a priority road curving around most of the roundabout on down under the highway. I don't know if that does anything meaningful but you might want to check the other end. A few comments already made elsewhere that I've voted up: 1. The parclo at 32:00 doesn't need the two-lane offramp (i.e. it doesn't need the left turn at that two-lane offramp). 2. The industry network has an opportunity to have a giant roundabout that doesn't require the truckers to go all the way out to the main road if they don't need to. Use the 'frontage' road to the main road as well as the road along the water, then pick one of the arbitrary other roads going 'north' (relative to the map at that time). 3. The two nodes so close together at 12:50 really should be a timed traffic light pair. It might be a good chance to practice so that Lee Hawkins doesn't have to be so salty when you rip his timed network out in the future ;).
No way, it has to be named "James Tea Kirk-Space Centre". Well actually we can bring all of that in. The Kennetea Space Centre on Cape Kennetea and there has to be a "James Tea Kirk-Building" of some kind. :-)
The order for development in my opinion should be 1, 3, 2. I think the New Tealand airport acts a lot like Denver International. Super mysterious and miles away from the city.
After discovering your channel last week, I've finally caught up on your series and can comment names for places! Might I suggest adding in a harbor for a brand new tourist area and naming it the "Tea Party Harbor", referencing the Boston Tea Party lol.
Fun Fact: The Boston Tea Party was like a Tik Tok that set the Colonies a light. In multiple places across they took it upon themself to throw out the tea from the East India Company. People outside of New England knew how to throw a good Tea Party :P
@@tauceti8341 Considering that they had over one million dollars worth of tea dumped, and not accounting for the costs in damages to the city and buildings, I think it's safe to say it was an quite the party! XD
I think it would be cool to have a sort of nature reserve spot called "Trea Sanctuary", where the trees and natural wilderness can "take over" creating a sprawling habitat and separating major towns within New Tealand, similar to what Hinewai Nature Reserve is like :)
I gotta say: Thank you, Biffa. I started a city more or less at the same time as you, using the mod collection you provided, and the same map. I stopped playing in around a week because my pc couldn't handle the city of 120k people, and everything was starting to break (I got a lot of errors during the loading screens, maybe that's got something to do with it), but at the apex of my city, using the rules I learned from you while planning out my city, I had 93% traffic with despawning off! Of course, my city looked 100 times worse than yours because my main rule when playing is to be as greedy as possible and get as many people as I can in high density everywhere lol.
31:57 The sliping-road-two-lane that coming from the highway stright to the right, need to be one lane and to turn right only, like the other side of the interchange, and than, nobody crossing the each other lane and you can set it on ''keep going'' (Sorry about my english - its not my first language!)
@@BiffaPlaysCitiesSkylines biffa! You missed a spot on the one way system in the Industry. One road goes on the other direction. That's why that middle junction was backing up. It has 3 roads going into 2 lanes.
Hi, at 32:10 , you have an intersection with outoing of the highway. you did it so they can go under the bridge to go to the other side of the road, but the first side still can cross the intersection
G'Day Biffa, my sanity has been restored, I've been watching so many of your awesome videos that I've stopped drinking coffee and now only drink TEA, tea at home and Liptons Iced Tea at work for Smoko and Lunch. I'm no longer agitated and my days are more bearable. Good on ya mate.
The Partial clover interchange you were working on at @31:50 has an extra left-turn lane that is occasionally blocking traffic. The offramp at screen left does not need that left turn lane. Traffic can go under the overpass, around the loop, and make a right-hand turn without needing that left turn lane.
Great video again, small remark around your forestry area: the t(ea)-junction you created had traffic-lights on them which slowed the cars down as well. Also I would pick option 1, that area has not been touched for a while and finishing it would be nice. And if you want to keep gaps on the map I would say to never build something in area 3. That way Primerose Tea Hills looks like a seperate town which I think is quite nice.
Recovering from a surgery and watching biffa is a rather unique feeling. I always love your videos, with or without mods :) Keep up the G-R-E-A-T work!!
I love both your series so much Biffa, I'm constantly checking for new uploads, I LOVE IT! Your gamestyle is so satisfying for me, having a great balance between 'aesthetic' and 'efficiency'. May I point out tho that at 24:07, when doing the industry roads, that you leave little breathing room for cars to stay in the industry area. Much love
@@ProHolmes it's especially bad with the metropolitan airport and helicopters. It defaults to the airport as the source of the vehicles rather than the helicopter depot, so they spawn and disappear (you can change it though). I've had problems with taxis too.
4:45 When you did the roundabout setup, it didn't properly recognise the roundabout. It's highlighted the on/off ramps at the top of the screen. There is now a give way sign for those going around it.
In the industrial area, I'd provide a bridge over the big industrial road to let the traffic get in and out of the cargo terminal. Half of them don't want to go anywhere into the city - just to the terminal and back. This will probably free up your roundabouts. Your parclo had the wrong traffic light sequence (TMPE timed default can't do it) - YUMBL has some excellent tutorials in how to set the lights and lanes for them. I did that in my city and they are fantastic at moving a lot of traffic.
12:30 When adding all the lanes in the area they added probably a half a dozen totally unnecessary traffic lights. They were honestly probably the reason any of that was still red when you were last looking at it. Also that 100k hump looks like it coming up fast! I can see the FPS drop in build mode already lol. Loving the (mostly :P ) daily uploads AND two cities! Keep 'em coming! Option 3! EDIT: 32:32 I mentioned before but can understand you missing the comment, you don't need the two lanes on the off ramp for L&R. The one across is the same exit, both meant to go R so you don't have any cross over. The junction across the highway on the other side is correct still.
32:24. The motorway has two exits to go to the right of the screen. The slip-road to the right of the white building was right-turn only when you first put the junction in. Anyone going to the right of the screen originally went on the slip-road under the overpass.
Hi Biffa, great series. 6:00 junction and all awkward junctions can be alleviated by joining them in one intersection and using the node controller shift function to move a particular crossing to where you want it to be :)
Thanks for the wonderful content, I've been playing for about a year and a half and love this game. About the parking AI, I've found the parking situations will affect the traffic. If you have red buildings, the people trying to get to those buildings will basically drive around in circles looking for somewhere to park keeping them on the road possibly causing problems, they will drive around looking for parking in up to 10 places before they give up and go home. I've cleared up traffic problems just by fixing the parking situation for busy/popular buildings.
Here I am at the hospital, with pain radiating down my leg. I see Biffa's upload, and my mind is taken off the pain for the duration of the video. Keep up the excellent work Biffa!
You should download the two lane road with parking and trees from the workshop. You get the benefit of having tree lined roads and you also get to see your people parking on the streets. It would be perfect for your high density areas.
One thing I have learned recently is that you don't want tons of intersections on your collector roads. My city is rectangular grids (like a lot of Australian towns are laid out) on the short end of the rectangle I only connect every 3rd or 4th street and have walking paths connect the end of the street to the collector road. Makes traffic much smoother. Highly recommend doing that with some of your junctions in the Tearantula area
Definitely think No Problem Atoll is the best spot to expand next! Great videos - they are huge inspiration for my own creativity in the game, and appreciate all that you do. Keep it up, Biffa! You're a gem.
I’d love to see option 2 developed more around the airport with touristy hotels, casinos, and museums, and maybe a hub for helicopter tours…..? There is an opportunity for something touristy along the waterfront in this area, and also the development of a transportation hub. Maybe a monorail or tram running from the airport out to the waterfront area.
Option 3. That shoreline could be left wild, or maybe add in some farms if the land is capable of supporting farms. Teakwood Bay comes to mind for a name. There some things to fix, which I'm not sure if you caught. - At the new bridge, there are still trees poking through the bridge. These are close to the forestry industry on the left. - Near the squishabout, there is a patch of marsh grass growing over the road. (Cook street I think it's called). - On Pierce street, I think, near the parks and whatnot, but along the road, your small carpark has a forest growing in the middle of it. There are probably others, but these are the ones I could remember.
Always great to see asymmetric roads to the rescue. On the first roundabout you fixed, you forced everyone into the highway and they can’t use the roundabout.
As for options, I go for option 2. I think there would be a more natural compulsion for a city designer to fill in the space between the airport and the existing city.
view at 32:36 , treating the top as north. 1. Ramp from the north, the double ramp section with an option to turn left is redundant (only needs a right turn lane), the left turn guys can go under the overpass and turn right to go left? 2. Off ramp west side going south, Asym road two intakes one for dedicated east bound - south & one for westbound south. & The Asym road at this ramp entrance should be 3 lanes going west and two going east? 3. North ramp on east side, asym road for dedicated turns from east & west? 4. Maybe asym road on west end to give offramp dedicated lane?
Great Episode. For the intersection in the evergreen district (Name for that, maybe Evergreenteaville? Or Evergreentea District?), at 6;50 in the video, maybe making it a cross/plus junction would make it better, with some timed traffic lights. Enjoying the city grow, keep it up! :)
Option 1 for me, and it would be nice to incorporate some sort of park/tourism area on the island too. Option 3 would look nice as a Country Park / Nature Reserve to maintain the green space on the map, might need to lose the massive intersection though!
You can always add more metro lines into the airport. It doesn't have to be just that line. That way you have more end spots and more trains taking the passengers in and out. You may have to add another metro terminal at/near the airport but it would fix the issue.
If traffic becomes a problem in that original industry area again in future, maybe consider using the 4th exit from the roundabout at the east end. You currently only use it to access (I think) the mail sorting office, but you could extend it downwards and connect to that coastal/quayside industry road, maybe with sensible use of one-way so it doesn't just become a whole new choke point. On a separate note, happy to see that awkward tunnel by the forestry area finally bite the sawdust :D
9:50 at the Tearantula station, it could also have helped making the road construction a one-way only road. The one-way road between the university and the station becomes a roundabout-like structure, but if people desire going straight they can cut through straight. Option 3 sounds nice
Definitely an option 1 fan. Could add in lots of tourist-y places along the waterfront, perhaps even do something with that extra little island to the right of it, perhaps put a park w/ some old ruins to explore or something. I remember an old city there was potential plans for doing something w/ ruins and I'd love to see that. Just that small island off to the side as a dedicated "come here and explore the history" place.
A few things I spotted that can be changed while watching this video were(I haven't watched the whole vid, so he might have fixed those later): 1. Around 4:30 when you were setting up that round-a-bout with TMPE, it selected almost the whole of round-a-bout but at the end it seems it selected the on/off ramp. 2. I know you don't like 4-way junctions but if I were you at around 7:30 to solve the problem, I would make that a 4-way junction with a wiggly road at the bottom to get rid of that node in the middle of where the junction is now. 3. The most right street at 8:44 doesn't have a left turn and goes only straight. 4. 11:00 You turned it around(Biffa fixed it at 16:20-16:35) 5. What I would do at 20:00 is changing those 2 turnings to go only left, just to have them go another way.
Option One! I'd love to see No Problem Atoll fleshed out. Hopefully, with keeping the Hakuna Matata feel No Problem Atoll inspires, maybe one or 2 little city/hubs and some populace spread out with many parks and leisure areas separating housing blocks. Kind of an organic, natural feel with functional needs being met in the hubs? *Fingers crossed
Another great episode Biffa. at 32:30 the parclo has a left turn where it doesn't need it, traffic should follow the loop round in order to turn right.
Hello Biffa, about the junction on 32:32; you made this junction that traffic coming from the highway, doesn't need to cross the road to go left. But by mistake you changed it last week. Now the traffic that goes left now can choose to cross the road or go under the road and do not cross.
Starting at 17:36, In the industry area, the one way road above the small roundabouts, it looks like cars are just sitting on the right lane not moving. All traffic is driving on the left lane. "Ashlyn Street"
at 32:10 that highway entrance has two ways to go the same direction - the two-lane coming from the top of the screen only needs to be a one way and right turn only, because the left turn goes under the overpass and comes on the other side as a right turn only lane.
Need to get rid of some of the 4 way intersections, especially in industrial and commercial areas, that’s usually the biggest cause of traffic jams in this game
As a console player, I'm amazed at how many buses you use. I've found them to be inefficient other than for local neighborhood routes which take you to a metro station. I tend to use the metro a lot and even then, I use them in smaller loops with a bigger line inter-connecting it all. I remember seeing you mention that idea in a traffic fix you did (longest metro ever video). Look forward to your videos and am considering get the PC version so I can access the mods. You may have converted me...
Option 1!! You should download farm assets and turn option 3 into a massive sprawling farm area. For whatever reason it just feels like a big open farm area.
I think the majority of the traffic problems in this city come from intersection points being too close to each other. This includes situations where one of the points is a roundabout, and it includes situations involving two tee intersections that point away from each other, like this -----^-v-----. The tiny segments between the freight service road and the main road with the roundabouts fill me with anxiety 22:04 ! And all of these situations create havoc too: where the grid on one side of a street offset by 1/2 a block from the grid on the other side of the block (see 12:50, 15:56 ). These create tiny spaces for traffic to queue, and once traffic queues at one intersection grow long enough to block another intersection, now you have a whole other intersection that's jammed. That's why it's very important to space your intersections, even if they're just tees! You must allow storage space for traffic to queue when they reach an intersection-this is why the added capacity of dedicated turning lanes is so helpful.
Also @38:20 When I do my round-a-bouts I some times have the enter junction option on for when the trafrfic enters the round-a-bout. I.e. your slip roads going on to the round-a-bout. I tend to find this helps the traffic move quicker/more likely to enter the round-a-bout when it is empty. I feel it helps make everything flow that little bit better.
Around 32:30, the Par-Clo intersection, you need to fix the on ramp on one side because you have a asymmetrical road when it should only be right turn. Then on the other side, you don’t have a left turn onto the highway again.
Hey Biffa, nice episode! The city growing nicely. But please check the workshop for busses with larger capacity. That would be more realistic i think. Or ask the guy how made the custom-made trams for you
I vote for option 2. We put that station in but didn’t add it to any lines. It will probably be one of the busiest train stations due to its proximity to the airport.
That roundabout at 25:12 still needs an adjustment. The lane that is the right turn into the road leading to the postal sorting facility should allow trucks to go straight as well as to turn toward the postal sorting facility. As it is now, all the trucks coming from the industrial area to the left are all forcing their way into the left lane and nobody is using the right lane because it would force them to take the immediate exit toward the postal sorting facility. Allow them to go straight there and more trucks would use that right lane, easing traffic on the main road past the industry.
Would love to see option 3 be the next area of expansion Something like “teapot peninsula” 😂 Would also love to see how you attack some of the challenge scenarios! Mostly the tsunami one from the natural disaster DLC, extremely challenging but I feel like you have the creativity necessary! As always, keep up the great work 👍🏼 looking forward to the vanilla city later this week!
I'm watching this series with my newborn during feedings. The three voices he's heard the most in his life are mommy, daddy, and Biffa 😳.
amazing :)
First words will be Autosave lol
Married??
First word Horky Borky??
I suggest that one of the first words would be "Lane mathematics" :D
I really want to see option 1, no problem atoll finished off, maybe with a bit of a touristy vibe and a cruise terminal. Transport hubs are always a winner!
+1 for finishing No Problem Atoll, I'd love to see the rest of that island filled up.
I would love to see a beachfront or some sort of beach resort
Yeah this, a kinda touristy super beautiful resort area with a pier.
I feel like every time he gets close to the edge he puts a quay wall and id love to see a beach edge
Hear hear! Id love to see the people swimming in the beach if its possible. 😅
This. Is what I came to say.
New area with an amusement park, hotels, beach area.
20:13 So you have those 3 streets doing the same thing: offering a way out of the one-way system onto the main road. Couldn't one of them become a different kind of way out? A bridge over the main road to your cargo station road? It could even be a two way connected to cargo road like a trumpet would do ...
Option 3, due to the not enough workers issue near that new Forestry/Factory area.
24:05 Section of Wright Street between Graham Street and Jones Street is reverse to the rest of Wright Street? This is what causes Graham Street to be busier later.
Also the industry area to the west(direction of Graham and Jones) from the roundabout is a bit of cul-de-sac of sorts, you might want to consider linking to the post Office roundabout from the area west of the shipyard factory?
oh my goodness I couldn't stop starring and yelling at Biffa that it was the wrong way. Also, there are some warehouses that are right next to the round about when they could just be flipped around to the road that isn't used behind them.
That whole industry area is forcing any and all traffic that wants to move to the left (west) all the way out through the roundabout by the highway junction. One of the three out-going roads needs left turns onto the main industry road enabled.
I can no longer play this game without telling myself "dedicated turning lanes" and "Hugo there". What do you have to say for yourself?
Sawrrrrry :P
All is forgiven, besides, it makes the cities I make actually work XD
If you look up a dictionary for "dedicated turning lanes" you'll see a red cup of tea there ;-)
And don't forget water pipes under the roads (WHERE THEY BELONG!) - thanks CityPlannerPlays!
I'd add, "autosave, sippa tea" to this list
12:52 ACK! The two junctions really close to each other are really going to mess things up in C:S (moreso than in real life, to be honest).
Two potential fixes: One, take the road heading east out of the junction and realign it with an S-curve so it meets the other tee junction, making it a 4-way. Two, make those two junctions signalized on the same timer using Timed Traffic Lights, with 3 phases: NB-SB, EB only, and WB only. The first of these two ideas is the better bet.
-an actual roadway engineer who loves your videos
ACK! 😂
When you set up your one-way system at 24:06, one of the roads is pointing left when you wanted it to point right. It ended up funneling a lot of extra traffic onto one exit.
I think that's meant as a squareabout
32:31 It's been mentioned before but at the top-left (in this view) of that parclo junction, you don't need the slip road to have two lanes, as nobody should be crossing the through-traffic to turn 'east', they should be passing under the bridge and looping around the cloverleaf to get there.
He wouldn't be Biffa if he didn't occasionally forget why he had something set up the way he had and changed it lol. The parclo is so great, I use it all the time.
Yeah i mentioned this too a couple of weeks before… another thing about the parclo is that people can’t turn left from the bike-lane road onto the highway:i guess Biffa forbad this cus he didn’t want cross-overs & maybe there’s way for people to make a U turn (roundabout and such) before heading onto the highway
I like Option 2 with Bentealey Station, but it'd be cool if more of the railway was above ground like you did in Antarcteaca, it was cool seeing the city grow around the tracks.
One comment I don't see below: When you set the roundabout at 4:30 with TMPE, it looks to me like the system did a priority road curving around most of the roundabout on down under the highway. I don't know if that does anything meaningful but you might want to check the other end.
A few comments already made elsewhere that I've voted up:
1. The parclo at 32:00 doesn't need the two-lane offramp (i.e. it doesn't need the left turn at that two-lane offramp).
2. The industry network has an opportunity to have a giant roundabout that doesn't require the truckers to go all the way out to the main road if they don't need to. Use the 'frontage' road to the main road as well as the road along the water, then pick one of the arbitrary other roads going 'north' (relative to the map at that time).
3. The two nodes so close together at 12:50 really should be a timed traffic light pair. It might be a good chance to practice so that Lee Hawkins doesn't have to be so salty when you rip his timed network out in the future ;).
All this is very helpful
Clearly option 1. That island finished will be so nice!
When you eventually get the space center rocket thing you should call it the “Kennetea Space Center” like Kennedy Space Center
Tealon Musk ?
Cape Kennetea?
I love this
No way, it has to be named "James Tea Kirk-Space Centre". Well actually we can bring all of that in. The Kennetea Space Centre on Cape Kennetea and there has to be a "James Tea Kirk-Building" of some kind. :-)
@@gorgonzola86 That's fantastic! Maybe the "James Tea Kirk Rocket Museum" or "James Tea Kirk Spaceflight Education Center"
Loving all the uploads.. between New Tealand and the Antarteaca series.. it's brilliant!!
Great to hear! :-)
Going through major Biffa withdrawals every monday, these daily uploads are like fresh nicotine
The order for development in my opinion should be 1, 3, 2. I think the New Tealand airport acts a lot like Denver International. Super mysterious and miles away from the city.
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After discovering your channel last week, I've finally caught up on your series and can comment names for places!
Might I suggest adding in a harbor for a brand new tourist area and naming it the "Tea Party Harbor", referencing the Boston Tea Party lol.
Cool, thanks & welcome :-)
good one!
😂👍🍵
Fun Fact: The Boston Tea Party was like a Tik Tok that set the Colonies a light. In multiple places across they took it upon themself to throw out the tea from the East India Company.
People outside of New England knew how to throw a good Tea Party :P
@@tauceti8341 Considering that they had over one million dollars worth of tea dumped, and not accounting for the costs in damages to the city and buildings, I think it's safe to say it was an quite the party! XD
Option 1 would complete the “front” of the city well. High density for sure
I think it would be cool to have a sort of nature reserve spot called "Trea Sanctuary", where the trees and natural wilderness can "take over" creating a sprawling habitat and separating major towns within New Tealand, similar to what Hinewai Nature Reserve is like :)
Biffa there are so many crossings that it looks like a herd of Zebras in downtown New Tealand lol
I'd like to see option 2, you should build an IT cluster area there too
ooh yeah that'd be great with all the train tracks
Another sweet video. Personally I'd go for number 2 first, then 1, then 3. Seems the natural progression. Thanks again, Biffa.
I vote for Option 1
Also, LOVING the daily uploads! It's also usually at the perfect, lunch time for me ^_^
I hope you're not stopping this series sooner or later i love to watch it
No plans to! Still so much to build :-)
@@BiffaPlaysCitiesSkylines what population are you challenging yourself to get to before you end this series
I suggest finishing all the areas from this order, 2, 1 and 3
I'll have two number 9, a number 9 large, a number 6 with extra dip...
@@madao7865 lol
I gotta say: Thank you, Biffa. I started a city more or less at the same time as you, using the mod collection you provided, and the same map. I stopped playing in around a week because my pc couldn't handle the city of 120k people, and everything was starting to break (I got a lot of errors during the loading screens, maybe that's got something to do with it), but at the apex of my city, using the rules I learned from you while planning out my city, I had 93% traffic with despawning off!
Of course, my city looked 100 times worse than yours because my main rule when playing is to be as greedy as possible and get as many people as I can in high density everywhere lol.
as long as you upload, I’m happy :)
Huh simple guy makes sense..
:-)
31:57 The sliping-road-two-lane that coming from the highway stright to the right, need to be one lane and to turn right only, like the other side of the interchange, and than, nobody crossing the each other lane and you can set it on ''keep going''
(Sorry about my english - its not my first language!)
fun fact: biffa says that adding more lanes won't help with the traffe, but he adds asymetric roads and four lane road himself for benefits, lol
Yeah, but he learned from his mistakes (2015-) when he put 8 lane roads in.
@@CrusherUK2013 and instead of adding extra highway lanes he does less!
@@CrusherUK2013 ik, i am just saying that he adds asymetric roads for benefits
I made a new city with a grid layout from 0-40k population and my traffic didnt hit below 82%. Watching your "fix traffic" videos helps alot
One of the best episode of biffa I love are the one in which he fixes the traffic🚦😅
Me too! :-)
@@BiffaPlaysCitiesSkylines biffa! You missed a spot on the one way system in the Industry. One road goes on the other direction. That's why that middle junction was backing up. It has 3 roads going into 2 lanes.
Definitely want to see 1 or 2.
Finishing these areas would really tie the city together and make it feel like the place to be.
Was waiting for this! Gonna enjoy my cup of tea and start taking notes, thank you biffa!
Any time!
Hi, at 32:10 , you have an intersection with outoing of the highway.
you did it so they can go under the bridge to go to the other side of the road, but the first side still can cross the intersection
6:20 with an intersection like that you could make it into one 4-way intersection and offset the segments to turn it back to normal
21:03 You've turned this entire industrial area into a series of interconnected roundabouts and I kind of love it.
G'Day Biffa, my sanity has been restored, I've been watching so many of your awesome videos that I've stopped drinking coffee and now only drink TEA, tea at home and Liptons Iced Tea at work for Smoko and Lunch. I'm no longer agitated and my days are more bearable. Good on ya mate.
The Partial clover interchange you were working on at @31:50 has an extra left-turn lane that is occasionally blocking traffic. The offramp at screen left does not need that left turn lane. Traffic can go under the overpass, around the loop, and make a right-hand turn without needing that left turn lane.
Good morning from Brazil, Biffa!
I prefer this series than the vanilla one 🤗
Agreed! The snow hurts my eyes...
Great video again, small remark around your forestry area: the t(ea)-junction you created had traffic-lights on them which slowed the cars down as well.
Also I would pick option 1, that area has not been touched for a while and finishing it would be nice. And if you want to keep gaps on the map I would say to never build something in area 3. That way Primerose Tea Hills looks like a seperate town which I think is quite nice.
I’m for option 1 I’d like to see “No Problem Atoll” finished before moving onto other areas.
Recovering from a surgery and watching biffa is a rather unique feeling. I always love your videos, with or without mods :) Keep up the G-R-E-A-T work!!
Option number 1 for me please!! Another great video Biffa!!
I love both your series so much Biffa, I'm constantly checking for new uploads, I LOVE IT! Your gamestyle is so satisfying for me, having a great balance between 'aesthetic' and 'efficiency'.
May I point out tho that at 24:07, when doing the industry roads, that you leave little breathing room for cars to stay in the industry area.
Much love
You should use "Improved Public Transport"-Mod. With this you can set any number of vehicles on any line without a limit.
It's kinda borked with some of the sunset harbour stuff though. It still works, but does weird things with the depots
@@thebestspork hmm. I'm using it with no problems.
@@ProHolmes it's especially bad with the metropolitan airport and helicopters. It defaults to the airport as the source of the vehicles rather than the helicopter depot, so they spawn and disappear (you can change it though). I've had problems with taxis too.
4:45 When you did the roundabout setup, it didn't properly recognise the roundabout. It's highlighted the on/off ramps at the top of the screen. There is now a give way sign for those going around it.
The arrows don't look right either.
please can you build a area with only europeing buildings(high rise)
How to start a good day: A cup of coffee and a new video from Biffa. That's how you do it.
Specially if it has traffic fixes.
Enjoy! :-)
Me seeing the title of this video and thinking I've slipped into a wormhole
Something about deleting a tunnel full of trucks made me chuckle lol. Thank you for your sacrifice, you are now part of the foundation.
In the industrial area, I'd provide a bridge over the big industrial road to let the traffic get in and out of the cargo terminal. Half of them don't want to go anywhere into the city - just to the terminal and back. This will probably free up your roundabouts.
Your parclo had the wrong traffic light sequence (TMPE timed default can't do it) - YUMBL has some excellent tutorials in how to set the lights and lanes for them. I did that in my city and they are fantastic at moving a lot of traffic.
Traffic fixes are by far the most fun of all your videos, Biffa! Well done.
12:30 When adding all the lanes in the area they added probably a half a dozen totally unnecessary traffic lights. They were honestly probably the reason any of that was still red when you were last looking at it. Also that 100k hump looks like it coming up fast! I can see the FPS drop in build mode already lol. Loving the (mostly :P ) daily uploads AND two cities! Keep 'em coming!
Option 3!
EDIT: 32:32 I mentioned before but can understand you missing the comment, you don't need the two lanes on the off ramp for L&R. The one across is the same exit, both meant to go R so you don't have any cross over. The junction across the highway on the other side is correct still.
32:24. The motorway has two exits to go to the right of the screen. The slip-road to the right of the white building was right-turn only when you first put the junction in. Anyone going to the right of the screen originally went on the slip-road under the overpass.
Hi Biffa, great series.
6:00 junction and all awkward junctions can be alleviated by joining them in one intersection and using the node controller shift function to move a particular crossing to where you want it to be :)
Thanks for the wonderful content, I've been playing for about a year and a half and love this game. About the parking AI, I've found the parking situations will affect the traffic. If you have red buildings, the people trying to get to those buildings will basically drive around in circles looking for somewhere to park keeping them on the road possibly causing problems, they will drive around looking for parking in up to 10 places before they give up and go home. I've cleared up traffic problems just by fixing the parking situation for busy/popular buildings.
Here I am at the hospital, with pain radiating down my leg.
I see Biffa's upload, and my mind is taken off the pain for the duration of the video. Keep up the excellent work Biffa!
You should download the two lane road with parking and trees from the workshop. You get the benefit of having tree lined roads and you also get to see your people parking on the streets. It would be perfect for your high density areas.
Thank you Biffa to mention your road pack again ^-^
It's really helpful and having it gave me a trafic of 85% in a city with around 80.000
One thing I have learned recently is that you don't want tons of intersections on your collector roads. My city is rectangular grids (like a lot of Australian towns are laid out) on the short end of the rectangle I only connect every 3rd or 4th street and have walking paths connect the end of the street to the collector road. Makes traffic much smoother. Highly recommend doing that with some of your junctions in the Tearantula area
They cant go round the roundabout at 4:57, only straight up. The inner lane needs to turn left that it works as a roundabout.
Definitely think No Problem Atoll is the best spot to expand next! Great videos - they are huge inspiration for my own creativity in the game, and appreciate all that you do. Keep it up, Biffa! You're a gem.
I’d love to see option 2 developed more around the airport with touristy hotels, casinos, and museums, and maybe a hub for helicopter tours…..? There is an opportunity for something touristy along the waterfront in this area, and also the development of a transportation hub. Maybe a monorail or tram running from the airport out to the waterfront area.
Option 3. That shoreline could be left wild, or maybe add in some farms if the land is capable of supporting farms. Teakwood Bay comes to mind for a name.
There some things to fix, which I'm not sure if you caught.
- At the new bridge, there are still trees poking through the bridge. These are close to the forestry industry on the left.
- Near the squishabout, there is a patch of marsh grass growing over the road. (Cook street I think it's called).
- On Pierce street, I think, near the parks and whatnot, but along the road, your small carpark has a forest growing in the middle of it.
There are probably others, but these are the ones I could remember.
Always great to see asymmetric roads to the rescue.
On the first roundabout you fixed, you forced everyone into the highway and they can’t use the roundabout.
Binge-watching your early stuff. Shouting at the TV 'the modern Biffa wouldn't do that!' lol.
Option 1.
As for options, I go for option 2. I think there would be a more natural compulsion for a city designer to fill in the space between the airport and the existing city.
My vote is for option 2, and maybe make use of what looks like a second metro line under the airport?
view at 32:36 , treating the top as north.
1. Ramp from the north, the double ramp section with an option to turn left is redundant (only needs a right turn lane), the left turn guys can go under the overpass and turn right to go left?
2. Off ramp west side going south, Asym road two intakes one for dedicated east bound - south & one for westbound south. & The Asym road at this ramp entrance should be 3 lanes going west and two going east?
3. North ramp on east side, asym road for dedicated turns from east & west?
4. Maybe asym road on west end to give offramp dedicated lane?
Great Episode. For the intersection in the evergreen district (Name for that, maybe Evergreenteaville? Or Evergreentea District?), at 6;50 in the video, maybe making it a cross/plus junction would make it better, with some timed traffic lights. Enjoying the city grow, keep it up! :)
Option 1 for me, and it would be nice to incorporate some sort of park/tourism area on the island too.
Option 3 would look nice as a Country Park / Nature Reserve to maintain the green space on the map, might need to lose the massive intersection though!
I absolutely love the 1/2 assymetric road. Designated left turn Lanes are incredible
You can always add more metro lines into the airport. It doesn't have to be just that line. That way you have more end spots and more trains taking the passengers in and out. You may have to add another metro terminal at/near the airport but it would fix the issue.
If traffic becomes a problem in that original industry area again in future, maybe consider using the 4th exit from the roundabout at the east end. You currently only use it to access (I think) the mail sorting office, but you could extend it downwards and connect to that coastal/quayside industry road, maybe with sensible use of one-way so it doesn't just become a whole new choke point. On a separate note, happy to see that awkward tunnel by the forestry area finally bite the sawdust :D
so pleased you're still making content, and cups of tea
9:50 at the Tearantula station, it could also have helped making the road construction a one-way only road. The one-way road between the university and the station becomes a roundabout-like structure, but if people desire going straight they can cut through straight.
Option 3 sounds nice
That underground metro is so pleasing to look at
Definitely an option 1 fan. Could add in lots of tourist-y places along the waterfront, perhaps even do something with that extra little island to the right of it, perhaps put a park w/ some old ruins to explore or something. I remember an old city there was potential plans for doing something w/ ruins and I'd love to see that. Just that small island off to the side as a dedicated "come here and explore the history" place.
Joni Mitchell: They paved paradise and put up a parking lot
Biffa: ooooh, I like the sound of that 😆
A few things I spotted that can be changed while watching this video were(I haven't watched the whole vid, so he might have fixed those later):
1. Around 4:30 when you were setting up that round-a-bout with TMPE, it selected almost the whole of round-a-bout but at the end it seems it selected the on/off ramp.
2. I know you don't like 4-way junctions but if I were you at around 7:30 to solve the problem, I would make that a 4-way junction with a wiggly road at the bottom to get rid of that node in the middle of where the junction is now.
3. The most right street at 8:44 doesn't have a left turn and goes only straight.
4. 11:00 You turned it around(Biffa fixed it at 16:20-16:35)
5. What I would do at 20:00 is changing those 2 turnings to go only left, just to have them go another way.
Option One! I'd love to see No Problem Atoll fleshed out. Hopefully, with keeping the Hakuna Matata feel No Problem Atoll inspires, maybe one or 2 little city/hubs and some populace spread out with many parks and leisure areas separating housing blocks. Kind of an organic, natural feel with functional needs being met in the hubs?
*Fingers crossed
Another great episode Biffa. at 32:30 the parclo has a left turn where it doesn't need it, traffic should follow the loop round in order to turn right.
22:50 all those vehicles pulling an illegal u-turn at that node in the bottom left.
Props to the editor: the cold open really warms things up.
Hello Biffa, about the junction on 32:32; you made this junction that traffic coming from the highway, doesn't need to cross the road to go left. But by mistake you changed it last week. Now the traffic that goes left now can choose to cross the road or go under the road and do not cross.
Starting at 17:36, In the industry area, the one way road above the small roundabouts, it looks like cars are just sitting on the right lane not moving. All traffic is driving on the left lane. "Ashlyn Street"
at 32:10 that highway entrance has two ways to go the same direction - the two-lane coming from the top of the screen only needs to be a one way and right turn only, because the left turn goes under the overpass and comes on the other side as a right turn only lane.
Need to get rid of some of the 4 way intersections, especially in industrial and commercial areas, that’s usually the biggest cause of traffic jams in this game
You really made the correction about the university junction Biffa keep up the good work!
Always love ur content about Cities: Skylines
As a console player, I'm amazed at how many buses you use. I've found them to be inefficient other than for local neighborhood routes which take you to a metro station. I tend to use the metro a lot and even then, I use them in smaller loops with a bigger line inter-connecting it all. I remember seeing you mention that idea in a traffic fix you did (longest metro ever video). Look forward to your videos and am considering get the PC version so I can access the mods. You may have converted me...
A good ol' traffic fix is always a fun VOD.
Thank you for the VOD. 🍵🍵
I just noticed that in Traffic Manager, you can now limit vehicles on train tracks! You can disallow pedestrian / freight trains.
Option 1!!
You should download farm assets and turn option 3 into a massive sprawling farm area. For whatever reason it just feels like a big open farm area.
I think the majority of the traffic problems in this city come from intersection points being too close to each other. This includes situations where one of the points is a roundabout, and it includes situations involving two tee intersections that point away from each other, like this -----^-v-----. The tiny segments between the freight service road and the main road with the roundabouts fill me with anxiety 22:04 ! And all of these situations create havoc too: where the grid on one side of a street offset by 1/2 a block from the grid on the other side of the block (see 12:50, 15:56 ). These create tiny spaces for traffic to queue, and once traffic queues at one intersection grow long enough to block another intersection, now you have a whole other intersection that's jammed. That's why it's very important to space your intersections, even if they're just tees! You must allow storage space for traffic to queue when they reach an intersection-this is why the added capacity of dedicated turning lanes is so helpful.
Also @38:20 When I do my round-a-bouts I some times have the enter junction option on for when the trafrfic enters the round-a-bout. I.e. your slip roads going on to the round-a-bout. I tend to find this helps the traffic move quicker/more likely to enter the round-a-bout when it is empty. I feel it helps make everything flow that little bit better.
Around 32:30, the Par-Clo intersection, you need to fix the on ramp on one side because you have a asymmetrical road when it should only be right turn. Then on the other side, you don’t have a left turn onto the highway again.
Hey Biffa, nice episode! The city growing nicely.
But please check the workshop for busses with larger capacity. That would be more realistic i think.
Or ask the guy how made the custom-made trams for you
I vote for option 2. We put that station in but didn’t add it to any lines. It will probably be one of the busiest train stations due to its proximity to the airport.
That roundabout at 25:12 still needs an adjustment. The lane that is the right turn into the road leading to the postal sorting facility should allow trucks to go straight as well as to turn toward the postal sorting facility. As it is now, all the trucks coming from the industrial area to the left are all forcing their way into the left lane and nobody is using the right lane because it would force them to take the immediate exit toward the postal sorting facility. Allow them to go straight there and more trucks would use that right lane, easing traffic on the main road past the industry.
Would love to see option 3 be the next area of expansion
Something like “teapot peninsula” 😂
Would also love to see how you attack some of the challenge scenarios! Mostly the tsunami one from the natural disaster DLC, extremely challenging but I feel like you have the creativity necessary! As always, keep up the great work 👍🏼 looking forward to the vanilla city later this week!