@@BiffaPlaysCitiesSkylines Thank you so much for all your videos you have sparked a new love I have for this game. 2 questions if you can answer them for me. Which road pack has the 3road one way ? and also, on your video with the industry #11 I think, You corner highway piece with 2 roundabouts that are connected to it. What is that name of that one? I looked all over steam workshop for it and couldn't find it.
@@Zythonm400 All his mods are in a collection thats linked in the description, if you click that link I think the specific mod you're looking for is Network Extensions 2
i did give Biffa the go ahead to do what he needs to do fix it as this is my City, i tried to do everything from these videos but got overwhelmed, so i asked for help
have same problem, I guess I'll make some obvious flaws in well hidden places in order to bring traffic down to couple %, it won't be that cool to fix my no-that-bad traffic from ~70% to 85%...
I agree! But what about when you manage roads in the game yourself? I find myself way too often having spent more than 30 minutes when it feels like I just made a small tweak.
I'd love to see what the biggest difference you could make to traffic percentage with the smallest change. Like make a city that works great, but has one linchpin that you delete one road or make it one way the wrong way, and everything falls apart.
I do not play video games. I have no idea how I stumbled onto this channel. But I have spent many hours watching these videos instead of sleeping. I have gotten to the point of knowing what lane fixes are needed. Hugo here Hugo here. Lane mathematics. So happy. So wonderful. Watching things just going so smooth.
I’m like bingewatching all your Cities Skyline videos! They got recommended. I like your British accent, I like the content you show us, and I really feel like playing CS myself. I like the 'lane mathematics', 'autosave sippa tea' too 😜
@@BiffaPlaysCitiesSkylines If you have 1 road that has 5283 lanes and another one that has 4212 lanes then you would need to merge them into a 9495 lane road, right?
Ahh, so good to be back watching Biffa fixing traffic. I changed jobs a few months ago and now the door to my office is in my back, so people passing by can see whats on my screen. I am not really comfortable with having youtube open the whole day when people can watch my screen, lol. But now I am working from home 100% of the time (stupid corona thingy!), and the chances that colleagues are passing behind my back is down to 0%, lol. So now I can watch Biffa again while I am at work. :)
For the turbine interchange, if you make the straight through roads single lane, and the off-ramps double lane, the lane mathematics works out perfectly.
I liked the new style of the before and after, I appreciate it’s probably easier to put together, but in think in prefer the previous style of switching from before to after and back again repeatedly. Still in shock regarding the removal of the roundabouts. Challenging map today with quite a few of the basics missing.
Another extreme bottleneck city. There are not enough ways on and off the highway, and not enough inter-district connections, especially across the river.
For clover leaf juctions I recommend maybe using the node in the middle to put the outside as a passing lane, the middle lane can only move into the lane to go onto the other highway and the inner lane can either go straight on or move to the centre lane. This way people who want to go past can, people who need to switch can and anyone who needs to turn around using the juction also can, might help to reduce the sideways lane changes.
every time I see traffic starting to back up I just stress out n quit the game so u dont know how much respect i have for biffa who legit ploughs thru it all🙏🙏
So I got this game a week ago and working on my traffic and transportation and I don't think anyone realizes how hard it is to do this even though you know what to do. Thank you Biffa, these videos help, and also I right down some of the mods you use, because your top 10 don't always cover all the mods you use.
Great work, just wishing the maker of that city respected road hierarchy instead of having only small roads with loads of intersections everywhere. Quite amazing that you fixed it regardless as well as you did.
Your a great youtuber, because you were the person who showed me Cities Skylines, and now it is one of my favourite games! Thank you for showing me this brilliant game! Edit: I forgot to tell you that you have the best accent ever, but you should already know this.
1:45 Having two lanes there can help a lot if there are large quantities of traffic, it sometimes wont work in Cities:Skylines but they are using two lanes here so it will help.
@@BiffaPlaysCitiesSkylines OH i forgot to mention i found your channel like 2 weeks ago and since then i watched a looot of your videos and i absolutely love it! I am subscribed and always happy when i see a notification! Keep up the GREAT work! :]
My favourite part of these videos is watching you speed up the gamplay and let us watch the traffic clear up. Around 18.20 would be a perfect time for that - I'd love to watch the turbine interchange clear up :)
I've been trying a new vanilla technique, thought I'd share it as it seems effective. Sometimes my cargo terminals can have trouble with everyone diving into the lane that services it. I've started making a tiny, dead end, slip road immediately after the terminal's entry/exit. The game moves people approaching it out 2 lanes. The cargo transport moves out 1 lane. They avoid each other and sensibly, filter back into lanes later. I add the tiniest dead end (2 way) to the fake slip road so it doesn't show the annoying "not connected" icon. You can relocate cloverleaf outer slip roads to the next node outwards (all 8 nodes or just ones effected). You can then decrease the angle on any connection, including the inner ones and even add seperation. Smooth connections are pretty important in vanilla. Obviously it won't fix traffic not having enough choice.
That vanilla four way junction has always had a silly node in the elevated middle part. I try to delete it whenever I can and replace it with a turbine asap. Another thing is that I think a highway should never deliver traffic to the edge of a busy neighborhood; I try to deliver it deep in, and use long trajectory slow side roads for on and off traffic. So basically one way-highway-highway-one way next to each other, and the neighborhood connects to the one-ways. I have to credit ImperialJedi for that trick, it has helped me massively.
In practice that's somewhat like a collector-express highway. The 'collectors' connect to the outside, have all the exits on them, then the 'express' lanes just go straight on through with maybe a connection to the collectors every few exits. (see Ontario's Highway 401, which is up to 18 lanes in places).
Zyo117 it’s cool you say that as I’m sure Jedi is Canadian. Maybe it’s something he just knows from real life. European traffic systems seem to have everything running on the roundabout so in general we tend to see that as a valid solution to everything. Funny if you think about it. :)
Listening to you solving Traffic while playing Cities Skylines is just awesomely relaxing, Thanks for your awesome tips and tricks, they been very very useful!
That big elevated roundabout with dedicated straight roads on the four directions was just creating soooo much weaving. There was space to do dedicated right turns without entering the roundabout, and that would have alleviated it already. The next step to reduce weaving on it would require, now that its function is just to enable left turns (and some 180°), to unweave the entrances and exits, so cars exit the junction not getting in way of the cars entering it, as could be by placing the entrance ramps on the inside. By that point, it's not a roundabout anymore but a turbine-like interchange, but traffic would flow so much better if the lanes are managed with TM:PE to avoid horky borky lane switching on it. Good job removing the tiny roundabout at the city entrance, dumbell interchanges are great but not under so heavy loads. Also good job creating more connections, I'd say the main problem of the city traffic was the funneling of everyone onto the main highways and maybe also 0 pedestrian movility between sections cut by the highway or/and the river (at least without using the metro?).
When I saw you take out that large roundabout I was a bit surprised 😮 but then you decided to install a fully grade-separated freeway turbo roundabout! 😉 (Yes, a.k.a. a turbo intersection) 😁 I also noticed your client used the same map that City Planner Plays used for Verde Beach. Good choice! 👍
It's funny how close CSLs traffic issues and solutions are to reality. I got a motorway departure in my city which does exactly what you did in the beginning: Inner city highway with 3 lanes, 1 single lane splits away and before it connects into a junction, the one road is widened and that 1 lane diverts into 3 lanes, one for each direction. I'ts one of the busiest junctions in my city, as it is pretty much the crossing of the main N/S and main E/W roads and in close to 20 years driving myself, I've never seen a traffic jam there which wasn't caused by an accident or something like that In general, it seems like the more options you give to a driver in terms of viable lanes, the more clogged up your roads will be (best example are 2 lane roads with combined straight and right lane and another seperate straight lane. You'll find thousands of people on a daily base taking the straight+right lane while they want to go straight but needing to stop for a traffic light f.e. so this one useless scumbag of clueless moron [sorry] that takes the straight+right lane for going straight, prevents 20 cars behind him to just go right and not having to wait for the traffic light).
That sticky "how do I speed up getting around the corner of the roundabout?" question only ever gets a happy answer with a separate slip road that sneaks right alongside the roundabout. Vehicles that desperately want an inner lane on the exit road (to turn across lanes at the next junction for example) can be forced to take the roundabout if there's not really enough room to change lanes before the next cross junction, but the slip road joining the exit road in a mathematically-protected lane means that it, at least, is smooth and there's almost always room for at least one lane switch to get out of an outer, turn-only lane ahead. (At least, if you're not so cramped that you need to fix that part anyway.) I've tried *so many* other options, but it's the only one that works reliably regardless of whether the main load of traffic is coming along with the approach the slip road is adding from or from further back on the roundabout. And sometimes where that load comes from will change for reasons, so getting the "just one spoke along" traffic completely off if it wants is really the only answer.
That highway setup reminds me of I676 in philadelphia, and a bit also of I95 through philadelphia. The layout is not really meant to deal with high volumes of traffic, however in low volume traffic it works pretty well. There's no room to add lanes or anything really!
A few miles from where I live, there was a lot of traffic backing up at an intersection, so VDOT changed a three lane intersection into a 4 lane intersection with two left turn lanes, one going straight, and one right turn only...with two lanes after the intersection. Almost nobody followed the right turn only sign since a lot of cars wanted to go straight and using only one lane would have backed traffic up a lot. In a little while, VDOT took away the right turn only sign. So, even if you don't like lanes with a double purpose, in this real world instance, a lane with two purposes was/is the best option.
In the game: never. Irl: sometimes, but I'm sure if you had the space, money, time and whatever else you needed then a lane for each is always technically better 👍
@@BiffaPlaysCitiesSkylines I drove through that intersection after I posted the comment and I told myself that this intersection (or other similar intersections) would never work with only one lane for cars going straight...can you explain why if there are two lanes at the other side of the intersection, it makes sense to have only one lane going through before the intersection either in the game or irl?
A lane for each lane is always better, so if it's 1 left, 2 straight and 1 right then have that. But usually space irl is at a premium so they don't do that 👍
@@BiffaPlaysCitiesSkylines True, but that still doesn't explain why you have one lane going straight when there are two lanes at the other side of the intersection. With few exceptions, most people want to go straight vs right...so why not have the right turn lane also double as going straight?
a lane can do more than 1 thing IF AND ONLY IF, it won't block incoming traffic e.g. (right hand driving). 1 lane for left, 1 lane for straight and right. the ones turning right won't stop, so there will be no blocks. exception when the right turn is backed up. but that means you have a problem somewhere
Biffa, at 25:31 you had to say quite as much because there was some wonky bonky lane switching still happening. When it comes to the on-ramps, I think you have it 100% because it can cause problems easy, so you have put thought into it, but a big tip for double off ramps is upgrading half the road by using your lane mathematics. Fix 1, the one I use) 4 roads with 1 off is 3, and then oh no, another off ramp, the road needs to jump back up to 4. This allows the cars going off to merge right into a new lane and mess with no one. The way you did it, you saw the bonky lane changes at 25:12 and then decided to move the road back to give them more room but at 25:31 you can see they are still doing it. The cars in the middle want to turn into the second turning only lane and are trying to merge in at the first node, just like the cars in the right lane that you made go straight at the last off-ramp that does not want to be in the turning only lane are trying to merge out at the first node. The road in between the off-ramps should be upgraded halfway to create a new turning only lane Fix 2) As you know, lane mathematics is better than using lane connectors but that is the other way. The game wants to make the 2 lanes merge at the same node, so help it out. At the first off ramp, from my experience, it's better to "allow" (meaning can go straight and merge) the busier road to merge first and keep the other 2 lanes going straight, then make what "was" the busiest road go straight and allow what is now the busiest road to merge the other way. I really do hope you see this stuff I write as help and not me as some know it all who like to correct people. I have defended you before explaining to people how when you stream, you are focused on so much that you can't possibly see everything without it taking hours (would love that :) so this is just a guy who figures he can help the guy who got him into the game, so things he may not see can be learned in 2-3 minutes of reading.
Wonders if Biffa has ever tried a fix only to realize it wasn't going to work.....but I do love these videos!! Found you through HermitCraft, followed you through modded Minecraft, Astroneer, Stardew Valley and now Cities Skylines. Keep it up!!
Biffa, I want to see a let's play when you try to reach 1.000.000 citicens! Would be awesome to see how you implement your traffic skills in a huge city :)
You should totally be a city planner or something! 💙 Ur vids, great way to pass the time! Also, just to brighten your day that much more: Traffic: *exists* Biffa: "Hold my tea" Traffic: *Ceases to exist cuz Biffa* Biffa: "My work here is done" Citizens of the city: 😀👍💙
Hey Biffa, finally got my laptop back from RMA so now I can play this! Your city fixing vids I stumbled upon via algorithm made me want to play C:S, so I went and bought the base game, mass transit and high-tech before realising you had an affiliate link! Anyway I went back and used your link to get parklife, industries and green cities! Hope you get your commission through!
I still think the principles for any three-lane roundabout should be as follows (right traffic): 1. Pick lane when entering 2. At every exit: Right lane exits. Middle lane goes to right lane. Left lane splits into left lane and middle lane. 3. No other lane shifting inside roundabout. And actually, the same principle should work at any highway exit. However, when entering the highway there should be at least two nodes letting the entering vehicles go from right lane to left lane. One step at each node. We don’t like vehicles shifting two lanes because it looks very silly. So, in conclusion: make them pick lanes as soon as possible to force traffic to use all lanes. No use having a three lane highway if they are all mid lane hoggers.
Need help/ Resently started playing with the change arrows on the road. But after placing a road. changed the arrows. Then fixed a road connecting to the first road. (first road ends on the second road making it to a T) realized i need to change the arrows on the first road again. But now It won't let me change the arrows on the first road. Is it a bug or something to do with the second road? (also cars randomly stops in the middle of roundabouts and blocks the entrance/main road to the city. Ending with cars wont even try entering the city at all)
Cars will hesitate to move into the next road segment if it’s currently full of cars. This usually happens when the road segment is short. That’s why it’s important never to have short segments such as the little road going onto the little roundabout near the beginning of the video.
I find myself thinking "That's not shabby at all... Hugo here, Hugo there" when I'm playing, with a british accent. And I am a Brazilian guy! Keep up the good work Biffa...
@ 26:54 A better solution would have been to make a slip road that bypasses the roundabout entirely. I notice in the after images that the tails persist on those ramps.
Amazing how just a handful of bottlenecks can cause 80%+ of the traffic problems. Clear the bottlenecks by adding alternate routes and traffic starts flowing better almost instantly! While roundabouts can work well to manage traffic flow through very busy intersections, they lose their luster when all roads bottleneck on a single roundabout.
At around 13:40 - is the traffic on the turbine intersection and the roundabout near it caused by: - no U-turn possible at the turbine - instead go off towards the roundabout and come back - all because there's no way to get off the right to left road at 14:26 into the neighbourhood between "teeny tiny roundabout" and "turbine" PS: Love all your work Biffa
I'm loving watching this series, even though I don't play the game :P Only thing is, I prefer the other way you do the before/after, with it switching from one to the other, rather than both side-by-side. I find it shows better what the difference is, and I find it more interesting.
@@BiffaPlaysCitiesSkylines Fair enough. It's the problem solving that I watch for, the before/after is just a bonus summary at the end. Keep up the awesome work :)
Things that will also help: 1. ALWAYS on roundabouts have ONLY the outside lane turn off. Leaving the middle lane to also be able to turn off and go strate leads to cars getting in the way and can cause backups. even if its one off lane into 2, it should still remain as only the outside lane going off. I've fixed backed up traffic coming off a highway just by this simple trick. 2. You do lane mathematics, but you need to do NODE mathematics. Cars ONLY change lanes at nodes. For a car to cross all the lanes to reach a turn off, they need 1 less node per lane. If you have a 3 lane highway, you need at least 2 nodes between each junction to allow them to go say the outside, cross middle, cross inside. thats 2 crossing, 2 nodes. This is what causes a lot of the lane switching horky borky and why junctions too close together are bad and cause traffic to back up. This is also why 'more lanes isn't always better' when it comes to revealing traffic. 3. Cars also will NOT cross over the road to get to where they want to. If there like on the right side of the road, but heading to some place on the left, they wont cross to it. Instead they will try and find a path that loops back around until there back onto the left side to where they want to go. If this is a truest place or industry, it can also lead to a lot of back up traffic, more so if the path they pick to double back is though smaller road systems. Cars also will pick the 'shortest path' to get from point A to point B. If you see cars/trick/whatever having to do some crazy pathing and loops to get to somewhere, then re-think how the roads are layed out and where roads connect compared to these high pop areas.
Unless you're overusing traffic manager, I don't think cars care how many nodes there are. If there's a single node, they'll cross every lane and cut everyone off while joining a highway, I don't see why it would be different coming off the highway. As for people crossing over roads, yes they do, but only on some roads. Obviously they won't do it with a median in the middle, and they may or may not do it with a tram in the middle, but I don't usually see vehicles making uturns on say, a standard 2 lane road so that they can turn in from the right. Furthermore, biffa purposely puts railway stations and harbours and the like on a certain side of the road so that the traffic doesn't block one another entering and exiting, not because they physically can't make a cross-street turn.
@@Zyo117 " If there's a single node, they'll cross every lane and cut everyone off while joining a highway" that is the horky borkyness I spoke about. That slows down traffic and if it gets bad, can stop traffic due to getting in the way of those going strate. I'm not talking about rail or cargo hubs. I'm talking about industry, tourist attractions, commercial, etc. It's not even hard to test it yourself. i.imgur.com/CNZoBjj.jpg That use to be the old design for my mines. But I was finding every truck that came IN, that wanted to go to anything on that top section, due to it being on the left side of the road, had to go ALL THE WAY to the very end at the bottom, to than turn around to than backtrack to get to those buildings. That is what I mean. So I had to create a better means for them to be able to reach those buildings with out having to travel out of their way to reach it. This is the same thing that can cause jams or cars going into unexpected areas because there trying to find the shorest path to turn around. If that means driving through a smaller side street that cant handle the amount of traffic then that's what the ai will do.
Great video! I see that Biffa's comment section are some of the most positive I have seen. One thing. The later fix videos seems a bit rushed at the end, or is it just me?
Hi Biffa! I have a video idea /question. I recently bought cities skylines for ps4, and with that there are very limited tools for traffic (I don't have any DLC's). With my city traffic is getting more and more of a problem. Do you think you could make a video about city fixing (in general, or by using someone's city) for just that? The tools I have are: -traffic lights -stop signs -view traffic routes for a road -limited roads (only symmetrical, the standard roads, highways and puplic transport) Things like city layout I do understand, but it's mostly the little things you would normally fix with the traffic mod. I think this will not only help me, but also a lot of other people Thanks!
What I have learned so far from past videos: Don't have a single residential area and a single residential area and connect the two with one or two big roads.
Just from the footage at 0:23 surely we already know that the road layout is the culprit. The highway isn't extended far enough to reach the industrial area.
Hugo here, Hugo there, hugo over there.... and yes we all merge correctly..... I was going to ask you about fixing "circular" traffic issues but you answered this in the first of the vid... my cities are small... 40k but I love HUGGGGEEEE industry and commercial areas, found that because of supply there is a circle loop that grows and grows till traffic stops... SO frustrating to troubleshoot as there is no beginning nor apparent end... Also I noticed that clicking on a single car...(the destination field in the analytic bubble (resident name, education and to and from info...) will say confused, have you ever seen this? lol Thanks Biffa who would have thought 2 months ago I was peacefully sitting at home minding my own damn business and now I have a computer and CS and am addicted to it.... thanks to YOU, Biffa, my drug dealer of choice...
Hey, Biffa, just wanted to say that I am a fellow tea drinker! I named a city on my Xbox version of CS Sipatea City in honour of you. Hm, now I have to grab a #SipaTea...
25:26 Please make on & off ramps for both directions! There is ample space to do that. Heck, you did a roundabout, just add another outlet there for the "left" direction. P.S. I've finally starting playing myself (PS4) and have already made half a dozen or more highway junctions by hand. I know it takes a bit more time to make it look nice, but it is just a practice thing. No different than hand rolling a roundabout. You find a pattern and you stick with it until it is easy.
Simply put, in the thumbnail image, left forces traffic in the middle lane to cross the other lanes, yielding when it cannot and thereby blocking straight traffic. Right in thumbnail enables continuous traffic flow.
You can’t host a party or be LOUD without waking up your next door neighbor in the next room or below floor and above floor. That’s the negatives of living in a hotel/motel. But you CAN if you own a house. With that being said, build a city ONLY using low dense residential zone. I expect not a single high dense res. zone. A CHALLENGE, good content mini series idea perhaps?
"We _could_ turn that into a roundabout, but I'm not going to."
GUYS HE'S BEING HELD HOSTAGE
Wink
@@BiffaPlaysCitiesSkylines get
@@johnhitchner8578 no u
City Planner: How many stadiums do you want in your city?
Residents: Yes
Lol :-)
@@BiffaPlaysCitiesSkylines Thank you so much for all your videos you have sparked a new love I have for this game. 2 questions if you can answer them for me. Which road pack has the 3road one way ? and also, on your video with the industry #11 I think, You corner highway piece with 2 roundabouts that are connected to it. What is that name of that one? I looked all over steam workshop for it and couldn't find it.
@@Zythonm400 All his mods are in a collection thats linked in the description, if you click that link I think the specific mod you're looking for is Network Extensions 2
Spoiler Alert: Biffa REMOVES a roundabout!
Shhhhhhhhhhhhhhhhhhhhhhhh! :P
Even 2 of them!
Thank good it wasn't a cliff!
i did give Biffa the go ahead to do what he needs to do fix it as this is my City, i tried to do everything from these videos but got overwhelmed, so i asked for help
9:00
Me: I should send in my city to Biffa.
Biffa: *releases new city fix video*
Me: *sees new fix to try*
Me: Huh it fixed it.
have same problem, I guess I'll make some obvious flaws in well hidden places in order to bring traffic down to couple %, it won't be that cool to fix my no-that-bad traffic from ~70% to 85%...
I'm always amazed by how I don't feel that I spent've 30 minutes watching dude managing road in a video game.
:-)
I agree! But what about when you manage roads in the game yourself? I find myself way too often having spent more than 30 minutes when it feels like I just made a small tweak.
Or to practice all of his rules and my traffic still hasn’t budged 😡
@@THjelm et him
First he does not want to place a roundabout .. then he is out of Tea … Who are you and what have u done with Biffa ???
We didn't like the videos enough, he ran out of sips of tea.
i guess the roundabout wasnt helping
Definitely a hostage situation...
I'd love to see what the biggest difference you could make to traffic percentage with the smallest change. Like make a city that works great, but has one linchpin that you delete one road or make it one way the wrong way, and everything falls apart.
In my city i can do 75->0 and back to 75 with one traffic light
@@mat110 wtf one traffic light?????
@@shirkit yes. I had video about my city on sam bur channel. He used one of many custom traffic lights to ruin whole city for his video.
@@mat110 he did it on purpose?
@@marceelino yes, he did video about his methods few months ago
13:40 a merge situation? I think you mean an eMERGEncy
He which use mods on road change
I do not play video games. I have no idea how I stumbled onto this channel. But I have spent many hours watching these videos instead of sleeping. I have gotten to the point of knowing what lane fixes are needed. Hugo here Hugo here. Lane mathematics. So happy. So wonderful. Watching things just going so smooth.
👍😁
Who knew Yugos were still so popular in City: Skylines.
IKR! :-)
I’m like bingewatching all your Cities Skyline videos! They got recommended. I like your British accent, I like the content you show us, and I really feel like playing CS myself. I like the 'lane mathematics', 'autosave sippa tea' too 😜
Thank you Haye Mellema :-)
Watching Biffa fix traffic is like watching Leonardo Da Vinci paint the Mona Lisa in front of your own eyes. Bravo
Thank you Alex M :-)
13:43
Biffa be like:
*Hugo dare, Hugo dare, Hugo dare*
Two things that I take away from this video is that Hugo goes here and there and cars are doing horky borky stuff.
Indeed :-)
And you must pick Elaine!
only time i love mathematics, lane mathematics.
Indeed :-)
@@BiffaPlaysCitiesSkylines
If you have 1 road that has 5283 lanes and another one that has 4212 lanes then you would need to merge them into a 9495 lane road, right?
@@Xnoob545
If both lanes are one-way, and the resulting one are one-way too, yes!
@@krasnamerah1926 what about 3 ways? Like forward, backward and another way in 4d
@@krasnamerah1926 lol
"What are we up to? 6%"
"Okay so we're slowly, maybe, considering, possibly, thinking about getting slightly better with the traffic"
lol
That was serious. For a moment Biffa didnt drink his tea analyzing the traffic.
Addicted to your city fix videos. It‘s so satisfying seeing jammed traffic untangle itself. Please never stop.
"Hugo There" is my new favorite hero, lol! Keep up the great work Mr Biffa!
Another Biffa video, another beautiful day!
:-)
Ahh, so good to be back watching Biffa fixing traffic. I changed jobs a few months ago and now the door to my office is in my back, so people passing by can see whats on my screen. I am not really comfortable with having youtube open the whole day when people can watch my screen, lol. But now I am working from home 100% of the time (stupid corona thingy!), and the chances that colleagues are passing behind my back is down to 0%, lol. So now I can watch Biffa again while I am at work. :)
For the turbine interchange, if you make the straight through roads single lane, and the off-ramps double lane, the lane mathematics works out perfectly.
I liked the new style of the before and after, I appreciate it’s probably easier to put together, but in think in prefer the previous style of switching from before to after and back again repeatedly.
Still in shock regarding the removal of the roundabouts.
Challenging map today with quite a few of the basics missing.
Hugo Derre, Hugo Derre, Hugo Derre, gotta a feeling that’s every denizen’s name in Biffa’s cities 😜
I like the new, new to me anyway, before and after presentation. It's way less seizure inducing.
👍
Yes. Love the new before and after style.
Another extreme bottleneck city. There are not enough ways on and off the highway, and not enough inter-district connections, especially across the river.
Yep, 30 sec into the video and I can see why the central roundabout is blocked by having EVERYONE go through it
Exactly what i think. Biffa should connect districts more in every video to prevent bottlenecks.
I've never played this game, I just find Biffa's traffic fix videos really therapeutic
👍
Same here until I finally got a computer that could run the game. Now, every time I design an intersection, I wonder "would Biffa approve?"
For clover leaf juctions I recommend maybe using the node in the middle to put the outside as a passing lane, the middle lane can only move into the lane to go onto the other highway and the inner lane can either go straight on or move to the centre lane.
This way people who want to go past can, people who need to switch can and anyone who needs to turn around using the juction also can, might help to reduce the sideways lane changes.
every time I see traffic starting to back up I just stress out n quit the game so u dont know how much respect i have for biffa who legit ploughs thru it all🙏🙏
Sometimes I feel the same 🧐
So I got this game a week ago and working on my traffic and transportation and I don't think anyone realizes how hard it is to do this even though you know what to do. Thank you Biffa, these videos help, and also I right down some of the mods you use, because your top 10 don't always cover all the mods you use.
You're welcome 😁👍
I come in planning to skip through, but every time I end up watching the whole thing.
Sounds good to me! ;-)
Same
Great work, just wishing the maker of that city respected road hierarchy instead of having only small roads with loads of intersections everywhere. Quite amazing that you fixed it regardless as well as you did.
Hey Biffa just wanted to say I love your content, I don't play Cities: Skylines but i enjoy your videos! Thanks for the content!
Can't wait for Hugo
Here we comes! :-)
Hugo everywhere!
Hugo FTW! =)
Pick Elaine
We need a banner: Remember Hugo & Elaine Mather-Matticks!
Your a great youtuber, because you were the person who showed me Cities Skylines, and now it is one of my favourite games! Thank you for showing me this brilliant game!
Edit: I forgot to tell you that you have the best accent ever, but you should already know this.
Thanks 👍😁
Ooohhh the (new?) side by side before and after comparison of the city fix is lovely and much easier to watch than the flicking back and forth!
Hey Biffa! Good old lanes working well, but cannot wait for more Teaville!! Great videos man
Thank you luisethe :-)
1:45 Having two lanes there can help a lot if there are large quantities of traffic, it sometimes wont work in Cities:Skylines but they are using two lanes here so it will help.
Thumbs up for Hugo! He has THE BEST lane etiquette, it's true!
I'm currently building my 3rd city in CS and thanks to all i learned from you, Biffa, my traffic is 75-80% instead of 50%. THANKS! :D
You're welcome 👍😁
@@BiffaPlaysCitiesSkylines OH i forgot to mention i found your channel like 2 weeks ago and since then i watched a looot of your videos and i absolutely love it!
I am subscribed and always happy when i see a notification!
Keep up the GREAT work! :]
I am now after table tennis tournament so it's a great time to relax watching Biffa video and drinking tea :)
:-)
My favourite part of these videos is watching you speed up the gamplay and let us watch the traffic clear up. Around 18.20 would be a perfect time for that - I'd love to watch the turbine interchange clear up :)
Nobody:
Biffa: "this is absolutely nuts!"
I've been trying a new vanilla technique, thought I'd share it as it seems effective.
Sometimes my cargo terminals can have trouble with everyone diving into the lane that services it. I've started making a tiny, dead end, slip road immediately after the terminal's entry/exit. The game moves people approaching it out 2 lanes. The cargo transport moves out 1 lane. They avoid each other and sensibly, filter back into lanes later.
I add the tiniest dead end (2 way) to the fake slip road so it doesn't show the annoying "not connected" icon.
You can relocate cloverleaf outer slip roads to the next node outwards (all 8 nodes or just ones effected). You can then decrease the angle on any connection, including the inner ones and even add seperation. Smooth connections are pretty important in vanilla. Obviously it won't fix traffic not having enough choice.
That vanilla four way junction has always had a silly node in the elevated middle part. I try to delete it whenever I can and replace it with a turbine asap.
Another thing is that I think a highway should never deliver traffic to the edge of a busy neighborhood; I try to deliver it deep in, and use long trajectory slow side roads for on and off traffic. So basically one way-highway-highway-one way next to each other, and the neighborhood connects to the one-ways. I have to credit ImperialJedi for that trick, it has helped me massively.
In practice that's somewhat like a collector-express highway. The 'collectors' connect to the outside, have all the exits on them, then the 'express' lanes just go straight on through with maybe a connection to the collectors every few exits. (see Ontario's Highway 401, which is up to 18 lanes in places).
Zyo117 it’s cool you say that as I’m sure Jedi is Canadian. Maybe it’s something he just knows from real life. European traffic systems seem to have everything running on the roundabout so in general we tend to see that as a valid solution to everything. Funny if you think about it. :)
Listening to you solving Traffic while playing Cities Skylines is just awesomely relaxing, Thanks for your awesome tips and tricks, they been very very useful!
👍
There is a mod that lets you add and remove nodes to roads etc, highly recommended when you're doing stuff like this.
Know the name? I was looking for it the other day...
you know this is really satisfying to watch, some British guy playing bloody traffic simulation, of all things
That big elevated roundabout with dedicated straight roads on the four directions was just creating soooo much weaving. There was space to do dedicated right turns without entering the roundabout, and that would have alleviated it already. The next step to reduce weaving on it would require, now that its function is just to enable left turns (and some 180°), to unweave the entrances and exits, so cars exit the junction not getting in way of the cars entering it, as could be by placing the entrance ramps on the inside. By that point, it's not a roundabout anymore but a turbine-like interchange, but traffic would flow so much better if the lanes are managed with TM:PE to avoid horky borky lane switching on it.
Good job removing the tiny roundabout at the city entrance, dumbell interchanges are great but not under so heavy loads.
Also good job creating more connections, I'd say the main problem of the city traffic was the funneling of everyone onto the main highways and maybe also 0 pedestrian movility between sections cut by the highway or/and the river (at least without using the metro?).
When I saw you take out that large roundabout I was a bit surprised 😮 but then you decided to install a fully grade-separated freeway turbo roundabout! 😉 (Yes, a.k.a. a turbo intersection) 😁
I also noticed your client used the same map that City Planner Plays used for Verde Beach. Good choice! 👍
Good video, as always. Nice work, keep up with it !!!
It's funny how close CSLs traffic issues and solutions are to reality. I got a motorway departure in my city which does exactly what you did in the beginning:
Inner city highway with 3 lanes, 1 single lane splits away and before it connects into a junction, the one road is widened and that 1 lane diverts into 3 lanes, one for each direction. I'ts one of the busiest junctions in my city, as it is pretty much the crossing of the main N/S and main E/W roads and in close to 20 years driving myself, I've never seen a traffic jam there which wasn't caused by an accident or something like that
In general, it seems like the more options you give to a driver in terms of viable lanes, the more clogged up your roads will be (best example are 2 lane roads with combined straight and right lane and another seperate straight lane. You'll find thousands of people on a daily base taking the straight+right lane while they want to go straight but needing to stop for a traffic light f.e. so this one useless scumbag of clueless moron [sorry] that takes the straight+right lane for going straight, prevents 20 cars behind him to just go right and not having to wait for the traffic light).
That sticky "how do I speed up getting around the corner of the roundabout?" question only ever gets a happy answer with a separate slip road that sneaks right alongside the roundabout. Vehicles that desperately want an inner lane on the exit road (to turn across lanes at the next junction for example) can be forced to take the roundabout if there's not really enough room to change lanes before the next cross junction, but the slip road joining the exit road in a mathematically-protected lane means that it, at least, is smooth and there's almost always room for at least one lane switch to get out of an outer, turn-only lane ahead. (At least, if you're not so cramped that you need to fix that part anyway.)
I've tried *so many* other options, but it's the only one that works reliably regardless of whether the main load of traffic is coming along with the approach the slip road is adding from or from further back on the roundabout. And sometimes where that load comes from will change for reasons, so getting the "just one spoke along" traffic completely off if it wants is really the only answer.
*4:57**, you can* also fix that issue with the lane management. Then click off again & it will only turn only. Cheers from *United States*
Woah uploaded 28 minutes ago I’m amazed at how early I’m awake to watch this.
Enjoy :-)
That highway setup reminds me of I676 in philadelphia, and a bit also of I95 through philadelphia. The layout is not really meant to deal with high volumes of traffic, however in low volume traffic it works pretty well. There's no room to add lanes or anything really!
A day with a new Biffa video is a great day. I really like the way you are doing Before and After these days.
Thank you Delvie Larken :-)
A few miles from where I live, there was a lot of traffic backing up at an intersection, so VDOT changed a three lane intersection into a 4 lane intersection with two left turn lanes, one going straight, and one right turn only...with two lanes after the intersection. Almost nobody followed the right turn only sign since a lot of cars wanted to go straight and using only one lane would have backed traffic up a lot. In a little while, VDOT took away the right turn only sign. So, even if you don't like lanes with a double purpose, in this real world instance, a lane with two purposes was/is the best option.
In the game: never. Irl: sometimes, but I'm sure if you had the space, money, time and whatever else you needed then a lane for each is always technically better 👍
@@BiffaPlaysCitiesSkylines I drove through that intersection after I posted the comment and I told myself that this intersection (or other similar intersections) would never work with only one lane for cars going straight...can you explain why if there are two lanes at the other side of the intersection, it makes sense to have only one lane going through before the intersection either in the game or irl?
A lane for each lane is always better, so if it's 1 left, 2 straight and 1 right then have that. But usually space irl is at a premium so they don't do that 👍
@@BiffaPlaysCitiesSkylines True, but that still doesn't explain why you have one lane going straight when there are two lanes at the other side of the intersection. With few exceptions, most people want to go straight vs right...so why not have the right turn lane also double as going straight?
Still waiting to meet "Hugo Thair" and his dog "Piculain"
Lol :-)
Thank you Biffa for helping me with my city i tried my best with what i have learned watching your awesome videos
@13:40 it's an eMERGEncy!
Would agree @ 16:20. Just expand the highway longer with another exit or two.
a lane can do more than 1 thing IF AND ONLY IF, it won't block incoming traffic
e.g. (right hand driving). 1 lane for left, 1 lane for straight and right. the ones turning right won't stop, so there will be no blocks. exception when the right turn is backed up. but that means you have a problem somewhere
Biffa, at 25:31 you had to say quite as much because there was some wonky bonky lane switching still happening. When it comes to the on-ramps, I think you have it 100% because it can cause problems easy, so you have put thought into it, but a big tip for double off ramps is upgrading half the road by using your lane mathematics.
Fix 1, the one I use) 4 roads with 1 off is 3, and then oh no, another off ramp, the road needs to jump back up to 4. This allows the cars going off to merge right into a new lane and mess with no one. The way you did it, you saw the bonky lane changes at 25:12 and then decided to move the road back to give them more room but at 25:31 you can see they are still doing it. The cars in the middle want to turn into the second turning only lane and are trying to merge in at the first node, just like the cars in the right lane that you made go straight at the last off-ramp that does not want to be in the turning only lane are trying to merge out at the first node. The road in between the off-ramps should be upgraded halfway to create a new turning only lane
Fix 2) As you know, lane mathematics is better than using lane connectors but that is the other way. The game wants to make the 2 lanes merge at the same node, so help it out. At the first off ramp, from my experience, it's better to "allow" (meaning can go straight and merge) the busier road to merge first and keep the other 2 lanes going straight, then make what "was" the busiest road go straight and allow what is now the busiest road to merge the other way.
I really do hope you see this stuff I write as help and not me as some know it all who like to correct people. I have defended you before explaining to people how when you stream, you are focused on so much that you can't possibly see everything without it taking hours (would love that :) so this is just a guy who figures he can help the guy who got him into the game, so things he may not see can be learned in 2-3 minutes of reading.
Watching your videos has already made me much better at this game.
👍
Wonders if Biffa has ever tried a fix only to realize it wasn't going to work.....but I do love these videos!! Found you through HermitCraft, followed you through modded Minecraft, Astroneer, Stardew Valley and now Cities Skylines. Keep it up!!
Thankyou 👍😁
Biffa, I want to see a let's play when you try to reach 1.000.000 citicens!
Would be awesome to see how you implement your traffic skills in a huge city :)
You should totally be a city planner or something!
💙 Ur vids, great way to pass the time!
Also, just to brighten your day that much more:
Traffic: *exists*
Biffa: "Hold my tea"
Traffic: *Ceases to exist cuz Biffa*
Biffa: "My work here is done"
Citizens of the city: 😀👍💙
👍😁👍
Hey Biffa, finally got my laptop back from RMA so now I can play this!
Your city fixing vids I stumbled upon via algorithm made me want to play C:S, so I went and bought the base game, mass transit and high-tech before realising you had an affiliate link!
Anyway I went back and used your link to get parklife, industries and green cities! Hope you get your commission through!
Thank you Phil Walker :-)
Biffa I love your videos it makes my day to see these thank you :)
You're welcome :-)
I like that side by side comparison, 3 thumbs up!
Thank you John Thompson :-)
I still think the principles for any three-lane roundabout should be as follows (right traffic):
1. Pick lane when entering
2. At every exit: Right lane exits. Middle lane goes to right lane. Left lane splits into left lane and middle lane.
3. No other lane shifting inside roundabout.
And actually, the same principle should work at any highway exit. However, when entering the highway there should be at least two nodes letting the entering vehicles go from right lane to left lane. One step at each node. We don’t like vehicles shifting two lanes because it looks very silly.
So, in conclusion: make them pick lanes as soon as possible to force traffic to use all lanes. No use having a three lane highway if they are all mid lane hoggers.
Need help/
Resently started playing with the change arrows on the road.
But after placing a road. changed the arrows. Then fixed a road connecting to the first road. (first road ends on the second road making it to a T)
realized i need to change the arrows on the first road again.
But now It won't let me change the arrows on the first road.
Is it a bug or something to do with the second road?
(also cars randomly stops in the middle of roundabouts and blocks the entrance/main road to the city. Ending with cars wont even try entering the city at all)
Love the new before and after montage.
Thank you Duncan Chapman :-)
Cars will hesitate to move into the next road segment if it’s currently full of cars. This usually happens when the road segment is short. That’s why it’s important never to have short segments such as the little road going onto the little roundabout near the beginning of the video.
16:25 Biffa takes out a roundabout?!?!?! What is this blasphemy??
I find myself thinking "That's not shabby at all... Hugo here, Hugo there" when I'm playing, with a british accent. And I am a Brazilian guy! Keep up the good work Biffa...
so satisfieing to see the traffic getting being unplugged like at 19:10. alays really like to see the video's about fixing traffic
@ 26:54 A better solution would have been to make a slip road that bypasses the roundabout entirely. I notice in the after images that the tails persist on those ramps.
Amazing how just a handful of bottlenecks can cause 80%+ of the traffic problems. Clear the bottlenecks by adding alternate routes and traffic starts flowing better almost instantly! While roundabouts can work well to manage traffic flow through very busy intersections, they lose their luster when all roads bottleneck on a single roundabout.
At around 13:40 - is the traffic on the turbine intersection and the roundabout near it caused by:
- no U-turn possible at the turbine
- instead go off towards the roundabout and come back
- all because there's no way to get off the right to left road at 14:26 into the neighbourhood between "teeny tiny roundabout" and "turbine"
PS: Love all your work Biffa
Biffa: *deletes a roundabout*
Me: *head explodes*
itIwas pretty clever doing a reverse of your lane mathematics by changing the busier on ramps to two lanes and the quiet highway to a single lane
Thanks! frontierpsychiatrist :-)
I'm loving watching this series, even though I don't play the game :P
Only thing is, I prefer the other way you do the before/after, with it switching from one to the other, rather than both side-by-side. I find it shows better what the difference is, and I find it more interesting.
Thanks. The old editing technique took a long time to do so the new one is staying for now sorry 👍
@@BiffaPlaysCitiesSkylines Fair enough. It's the problem solving that I watch for, the before/after is just a bonus summary at the end.
Keep up the awesome work :)
Things that will also help:
1. ALWAYS on roundabouts have ONLY the outside lane turn off. Leaving the middle lane to also be able to turn off and go strate leads to cars getting in the way and can cause backups. even if its one off lane into 2, it should still remain as only the outside lane going off. I've fixed backed up traffic coming off a highway just by this simple trick.
2. You do lane mathematics, but you need to do NODE mathematics. Cars ONLY change lanes at nodes. For a car to cross all the lanes to reach a turn off, they need 1 less node per lane. If you have a 3 lane highway, you need at least 2 nodes between each junction to allow them to go say the outside, cross middle, cross inside. thats 2 crossing, 2 nodes. This is what causes a lot of the lane switching horky borky and why junctions too close together are bad and cause traffic to back up. This is also why 'more lanes isn't always better' when it comes to revealing traffic.
3. Cars also will NOT cross over the road to get to where they want to. If there like on the right side of the road, but heading to some place on the left, they wont cross to it. Instead they will try and find a path that loops back around until there back onto the left side to where they want to go. If this is a truest place or industry, it can also lead to a lot of back up traffic, more so if the path they pick to double back is though smaller road systems. Cars also will pick the 'shortest path' to get from point A to point B. If you see cars/trick/whatever having to do some crazy pathing and loops to get to somewhere, then re-think how the roads are layed out and where roads connect compared to these high pop areas.
Unless you're overusing traffic manager, I don't think cars care how many nodes there are. If there's a single node, they'll cross every lane and cut everyone off while joining a highway, I don't see why it would be different coming off the highway. As for people crossing over roads, yes they do, but only on some roads. Obviously they won't do it with a median in the middle, and they may or may not do it with a tram in the middle, but I don't usually see vehicles making uturns on say, a standard 2 lane road so that they can turn in from the right. Furthermore, biffa purposely puts railway stations and harbours and the like on a certain side of the road so that the traffic doesn't block one another entering and exiting, not because they physically can't make a cross-street turn.
I will absolutely agree with your roundabout assessment though!
@@Zyo117 " If there's a single node, they'll cross every lane and cut everyone off while joining a highway" that is the horky borkyness I spoke about. That slows down traffic and if it gets bad, can stop traffic due to getting in the way of those going strate.
I'm not talking about rail or cargo hubs. I'm talking about industry, tourist attractions, commercial, etc. It's not even hard to test it yourself.
i.imgur.com/CNZoBjj.jpg
That use to be the old design for my mines. But I was finding every truck that came IN, that wanted to go to anything on that top section, due to it being on the left side of the road, had to go ALL THE WAY to the very end at the bottom, to than turn around to than backtrack to get to those buildings. That is what I mean. So I had to create a better means for them to be able to reach those buildings with out having to travel out of their way to reach it. This is the same thing that can cause jams or cars going into unexpected areas because there trying to find the shorest path to turn around. If that means driving through a smaller side street that cant handle the amount of traffic then that's what the ai will do.
Great video! I see that Biffa's comment section are some of the most positive I have seen. One thing. The later fix videos seems a bit rushed at the end, or is it just me?
Read the pinned comment in the last one 👍
@@BiffaPlaysCitiesSkylines Thanks! Will do! Have a great night
Hi Biffa! I have a video idea /question. I recently bought cities skylines for ps4, and with that there are very limited tools for traffic (I don't have any DLC's). With my city traffic is getting more and more of a problem. Do you think you could make a video about city fixing (in general, or by using someone's city) for just that? The tools I have are:
-traffic lights
-stop signs
-view traffic routes for a road
-limited roads (only symmetrical, the standard roads, highways and puplic transport) Things like city layout I do understand, but it's mostly the little things you would normally fix with the traffic mod. I think this will not only help me, but also a lot of other people
Thanks!
I have some no mods/vanilla fix videos on my channel :-)
@@BiffaPlaysCitiesSkylines Thanks!
What I have learned so far from past videos: Don't have a single residential area and a single residential area and connect the two with one or two big roads.
@12:33 when you didn't put a round-about it my broke my heart!
Just from the footage at 0:23 surely we already know that the road layout is the culprit. The highway isn't extended far enough to reach the industrial area.
You know Biffa is getting desperate when he starts breaking his own lane mathematics
Added my like to the tea sips fund. Surprised you removed a roundabout!
Hugo here, Hugo there, hugo over there.... and yes we all merge correctly.....
I was going to ask you about fixing "circular" traffic issues but you answered this in the first of the vid... my cities are small... 40k but I love HUGGGGEEEE industry and commercial areas, found that because of supply there is a circle loop that grows and grows till traffic stops... SO frustrating to troubleshoot as there is no beginning nor apparent end...
Also I noticed that clicking on a single car...(the destination field in the analytic bubble (resident name, education and to and from info...) will say confused, have you ever seen this? lol
Thanks Biffa who would have thought 2 months ago I was peacefully sitting at home minding my own damn business and now I have a computer and CS and am addicted to it.... thanks to YOU, Biffa, my drug dealer of choice...
Turbine is quite a beautiful junction. I bet those people turning back just never wanted to leave because it's like riding a rollercoaster :D
Hey, Biffa, just wanted to say that I am a fellow tea drinker!
I named a city on my Xbox version of CS Sipatea City in honour of you.
Hm, now I have to grab a #SipaTea...
Nice :-)
Do you have shipping to Anti-tea land? (USA)
25:26 Please make on & off ramps for both directions! There is ample space to do that. Heck, you did a roundabout, just add another outlet there for the "left" direction.
P.S. I've finally starting playing myself (PS4) and have already made half a dozen or more highway junctions by hand. I know it takes a bit more time to make it look nice, but it is just a practice thing. No different than hand rolling a roundabout. You find a pattern and you stick with it until it is easy.
For the "right" direction the off-ramp could be a "level 1" horseshoe ramp that connects to the other direction's off-ramp.
Simply put, in the thumbnail image, left forces traffic in the middle lane to cross the other lanes, yielding when it cannot and thereby blocking straight traffic. Right in thumbnail enables continuous traffic flow.
You can’t host a party or be LOUD without waking up your next door neighbor in the next room or below floor and above floor. That’s the negatives of living in a hotel/motel.
But you CAN if you own a house.
With that being said, build a city ONLY using low dense residential zone. I expect not a single high dense res. zone.
A CHALLENGE, good content mini series idea perhaps?
Biffa and Spiffing Brit should work together to promote Yorkshire Tea
Can anyone tell me how to do it or what is the extension to be able to do this "2:12"?