Can you please answer me a Question? I feel like the content from this channel gets more and more clickbaity (especially the titles) and somehow less personal and "deep", biffa like...(I subed back from HC biffas bowl) Is that truely necessary and your goal, for playing the UA-cam game, am I the only one who feels like this or do you think it is a consequence of the youtube plattform beeing a bit stupid, forcing creators to follow certain patterns. Saddly I am a student, if I had a verry good paying Job I would probably invest in some parts of the old biffa, playing diverse games and playing less to the algorhytm 🤔
I can answer yes. My titles are not "clickbaity" in the bad sense that most people attribute to that word. I always do or cover what I say in the title. Watch the video and you'll see. If you want "episode 47, today we build a road" style titles, there are other channels doing that. Yes my videos are more focused now and less "waffle" (like, as you say, back in the HC days).That's just the way I do videos now and the huge growth on my channel shows that was a good decision. I'm not forced to do this, but I chose to change my channel and I've been slowly improving my videos these past few years and like I say, it's going well for me. Diverse channels are all well and good, but don't work for everyone. I don't "play to the algorithm", but I do know what people want to watch, hence the changes. Thanks for the questions :-)
@@BiffaPlaysCitiesSkylines Yes, I agree, that they are not clickbait in the normal sense, and that you will adress the thing in the title...however they still follow that pattern 🤔😅 :-)
@@BiffaPlaysCitiesSkylines that is understandable :-) and since I am still here, the content is still verry good, even if it has changed over the years :-)
What is clickbait and what is just a title to peak your interest is debatable. I would say a title is clickbait if the video doesn't deliver on a "promise" made by the title. I never get that feeling from Biffa's videos.
I find them pretty distracting - I don't mind some of the road markings but people seem to be going overboard now that there is a new toy to play with. Hopefully they will balance out over time once the novelty has more worn off :)
It seems like the shadows casted by objects don't reflect on the markings, so it looks weird on our eyes, as if the cars are passing under the markings
@@MiroBass1 just paused on one of the crossings and yeah the shadows are going underneath the yellow crosshatch, not sure of the mod creator can do anything about that
Perhaps this would blend in better in the default grey/white color. The "don't block the box" markings in NYC are white. Are the ones in London yellow?
Yeah, came here to say that. More than a little strong, they are drawn over the rest of the shadows. It makes me uncomfortable. ANOTHER Z-AXIS PARADOX. THEY ARE EVERYWHERE.
@@yogertslinger84 don't like them much myself but I see what he's doing, the yellow boxes are a common sight in the UK. They usually have a border on them though. I mentioned transparency because maybe they'll look okay if they aren't quite 'in your face'.
@@OminiElemental We use them a lot here in France too, but mostly for industry / roads being worked on. They tend to indicate more danger than usual (debris, cranes, etc~). But yeah, they don't draw over shadows, even in France :3
Hey Biffa, I think the "sickness because of non-existent ground pollution" may be caused by your garbage collection not being up to standards. Many of the sick icons seemed to alternate between trash and sickness. Also trash seemed to be a problem all around your city! Thanks for the great video! :)
@@davidT_1989 the game differentiates between ground pollution and water pollution, if it's the water it says "water pollution" . I agree with EAtoWatch, I think it was the garbage, it happened to me a few times when garbage lead to ground pollution to sick citizens.
I'm honestly amazed by the quality of your LP videos now. I still remember how you were wondering if LP videos would get boring, and before that when you started changing your video style. You've done an amazing job with that. Congratulations and I hope it translated to success and revenue. You truly deserve it.
Thanks 👍 I don't view these as straight up LP's as you could watch any one of them on its own and learn something. But if you like to watch more, you can see the city grows too. Sort of a hybrid LP 😁
Remember there’s a connection to highways near the new central train terminal with a roundabout, however as I remember in last video it’s not reconnected after transforming the highway, maybe you can have a look and see any issue, it seems that all traffics going to the old road instead of using that roundabout
Residents: "People are getting sick because the ground is polluted!" Mayor Biffa: "There's a clinic nearby!" Residents: "That doesn't solve the problem." Mayor Biffa: "... ..." _Proceeds to build a Crematorium with a cemetery nearby._ Residents: "wtf."
9:00 The people going straight through the junction are being forced to turn left and then forced left again so they will all turn around in the cargo terminal
They can just not tur left the first junction... This is only a problem for the cars already on the wrong way when biffa did that change. This was a smart move because those going left and rhen right were just unnecessarily crossing the ones who were going straight...
@@FlorianMickler going straight through the first junction means they are forced into the lane that only turns left. So yes they are being forced. They aren't able to get into the lane that goes straight and the ai doesn't break the rules
The funny thing is a friend of mine in Germany is studying city planning and he uses Cities:Skylines with various traffic manager mods to create scenarios of bad traffic to then solve it. He then writes papers about different situations and how to solve them with dedicated turning lines and so on. Basically what you do in your videos and they are very helpful apparently for some city planning tasks.
34:30 ... any pedestrians coming over the bridge can just walk round the corner and use the underpass to get across to the other side of the junction 🤨
Working from home, spending a 30 min lunch break away from laptop, and the video is 41min wth 💪. I thought I was eating way too fast today.hehe. Thxs Biffa.
TFW, Biffa, the guy who taught me not to put intersections too close together, builds a ton of intersections too close together. 🤣 But seriously, I would urge you to pay more attention to road hierarchy going forward: Highways only connect to arterial roads, arterial roads only connect to collector roads, collector roads only connect to local roads. Arteries should have virtually no zoning. Collectors should have very limited zoning. Most zoning should be on local roads. I feel like you would avoid a lot of the traffic issues you're fixing.. But then, you wouldn't have snarled traffic to make a traffic fix video about, so... 😉 You do you. Cheers!
32:39 You need two lanes to go straight, and two lanes to receive them in that junction. It's okay to use a four-lane road with one left, one right, and two straight on. Remember, what constitutes a "main road" is not what you call them. The traffic flow dictates which road is a main road.
one of the things I experimented with quite a bit on some of my junctions recently with Traffic Manager was to have enough lanes in every direction so that the right lane can almost always be constantly moving on a timed traffic light. Using the lane tool If you set up the right hand lane to always turn into the nearest lane on the next road around the junction, the straight on to always go to the middle lane, and the left to always go to the left. Once this is in place its then just a case of setting up the steps so that each step has the corresponding right/left to other roads turning right/left, or going straight on etc. I've found its helped a lot with my busier junctions, where I needed to keep traffic flowing.
25:45 This road should be at least a 3x2, if not a 3x3. Most of the traffic, as you point out later, is coming straight off the bridge and being funneled into that one lane.
19:35 Forgive me if you've already addressed this, I haven't finished the video yet. The ground pollution issue with some houses may be related to the water being polluted. You might need to move the water pumps/towers
38:55 "So they can go both directions on the highway when they leave." No they can't. They can come from inside the city to the festival, and leave the city when they leave the festival. You need two more highway ramps for the other two directions.
Yeah, I was going to come here and say that... There's definitely a problem with the exit from the festival area. You need to fix the exit so that it can go either out of the city or back into the city (which it can't now).
Bought Cities Skylines due to your traffic fix videos and I feel very satisfied when I manage to solve a traffic jam. One thing I've learnt on my own is that having dedicated turning lanes may not always be the answer. If there is high traffic on a road and many cars are turning 1 direction, I would either have one lane do 2 things or just add an extra lane. Like for 29:00 I would just change the lane arrow for the one going right, to also be going left, or if I had 3 lanes like yours, the lanes would be straight-left, straight, right.
Biffa, I just wanna say that you're a huge inspiration when it comes to Cities Skylines. I've been watching for a fair bit now, love the traffic fixing and the healthy dose of micromanagement and detailing. I got the game a few years back but never really played it; only have 1 DLCs (After Dark, was a gift from a friend). I started a city years ago but it was awful. Using all the tips from the videos, I started a city at the same time as Teaport, I'm up to a pop of ~50k, planning a HUGE high density district once I hit 55k... Maintaining that 80+ traffic flow! Lmao. Honestly for real though, the tips you've given have even changed how I view *real* town/city planning in my local areas, noticing the awful road placements and lack lane mathematics haha.
The problem you were having with that 4-way intersection with bicycle lanes is that the quick-setup timed traffic light set it up such that only one direction gets to go at a time. The bicycles are sometimes turning left, having to cross over the cars going straight. Timed traffic lights (at least in the US) have opposing left turns go at the same time (along with the right turns on the other two directions), and then opposing straight lanes go (in most cases, allowing those turning left to yield to through traffic). Then it repeats for the other two directions. This would solve your bicycle issue too, as the ones turning left would go during that cycle, and the ones going straight would go with through traffic. If you want to set up the left turns to yield to oncoming traffic, this should happen automatically if you have both left and straight green in both directions. Generally what I do is have lefts only, then the next step ADD straights (the left turns will start yielding), then repeat for the other road. Also, you can increase the timing on the lights by quite a bit--I feel like the timing is way too short by default. I usually do something like 5/20 for low-priority roads, and 15/40 for high-priority roads, adjusting as necessary. The goal with timings is to make sure that all traffic that was queued prior to the light turning green clears before the light turns red. Playing with the aggressiveness and timing numbers can assist with this. That being said, don't make the timings too long, as the intersection won't allow as much through as a result. It's okay to have a little queueing for one or two lanes for a given intersection (people that were queued that didn't make the green light), as long as it's not consistently a problem. By the way, I'm loving that you're using timed traffic lights so much more than you used to! Roundabouts and traffic lights each have their benefits and drawbacks, so a healthy mix makes for better traffic flow. Traffic lights allow more throughput, at the expense of constant traffic flow; roundabouts keep traffic flowing better, if the amount of traffic is low to medium (and are safer in real life). Main roads tend to benefit the most from timed lights with a bias toward flow on the main road, or stop/yield signs on the side streets, allowing full flow on the main road. If a main road is getting clogged, despite well functioning intersections, it may be time to find vehicles another parallel path through the road network. The less that vehicles have to stop or slow down, the quicker they get to their destination, and the less they contribute to a growing traffic problem. This also means that sometimes you have to forego curved roads and large amounts of intersections along a major route (most routes involve multiple turns onto other roads), in favor of long, straight, parallel through-roads. You don't necessarily have to do a grid, especially since small suburb areas don't generate much traffic, and thus can be as natural as you want; however, as long as terrain allows it, your main roads should provide as direct a path as possible to areas of the city where citizens want to go.
This traffic fix episode was first rate! Your more conservative tweaks using different methods are very instructive, instead of just sticking traffic circles everywhere there is a problem. That last busy intersection with the rail line adjacent to it and the bike lanes and pedestrian tunnels came out great! I like the way it looks quite like something you'd really find in the real world, but I like the way you worked your way up a bit at at time to a solution without just ripping it out and throwing a traffic circle at the problem even better. I think this tweaking and upgrading a bit at a time is what resulted in it looking so much like something that evolved in a real city. Keep up the quality and fun work!
Although I have been watching since before the beginning of this city I laughed when I heard your voice on the commercial for Teaport on Czardus video.
A quick tip, both for putting more realism into junctions and making it more challenging: those pedestrian tunnels are quite unrealistic, mainly for two reasons: budget and security (imagine how easier it would be to rob someone underground). One thing i like to do is set up a step 2-3 seconds long, depending on the road sizes, just for pedestrians, you solve all the crossing problems (including byciclers) with only a few seconds that definitely do not decrease the junction flow significantly!
I watched the video a 2nd time and have some suggestion for your farming/cargo terminal. 1. Move the flour mills next to the milking parlor, you will need to extend the road up, maybe all the way to the road going to the Waste Processing Complex. 2. move the two warehouses so they are both on the road opposite the pastures but connected to the secondary road. 3 That should limit the farming internal traffic to the secondary farming roads and free that main road for cargo terminal traffic. 4. That would also allow you to get rid of that square one way setup.
Yeah, extend the buses and streetcars (trams), and maybe it is time for a subway (metro). The new subway line could start from the smaller train station and hit your residential parks then your entertainment district then the festival area then the other recreation area with the stadium then on to the multi-platform train station. You could even put a split in the tunnel to go to the industry areas and run a separate worker's express line along the whole route from the dense residential area which follows the split to a few stops in the industry instead. Wow, that got detailed quickly ... LOL
You should put mass transit in the concert area and to avoid them skipping the toll you should put the station before the toll and make them walk through a park (so they pay) and like this you would avoid all those jams after concerts
I haven't played in a while, so maybe it's changed... but I observed that when you use roads that have a median, left-turning out of any building (store, house, train terminal, you name it) is prevented. I noticed when you had that little roundabout past the cargo terminal, trucks did not go that way because they could just go the way they wanted directly. If you use the media-type roads, it's like having one-ways, and you prevent some of the bad routing.
I watch your channel when I get stressed out at college because your traffic fixes and the all around look of your cities are amazing and addictive! Actually inspired me to buy the game on my PlayStation (I don't have a gaming PC) and I wish I could use the mods because they seem to work super well in your cities! Keep up the good work and I can't wait for the next video!
32:56 It's the bikes that are moving to the pavement that's causing the traffic to slow down. Keep the cycle path on the other side of the junction and they wouldn't block traffic :)
while you were working on the farm area traffic, there was not one single tram. i think you need to check that all your tram lines are ok from the last episode when you redid some sections of them near the stadium. i think it would have been more fun if that cargo train station was at a straight in from the incoming rail line and you put a small one way loop coming off of the road past it and then back. its working though and you have the space to put a triangle intersection on the input side so trains can go past and on to other areas in the future. perhaps maybe its a good idea to put the rails for that in now so you remember it? or a place holder triangle shaped park? that road across the freeway, you might consider moving it down about to line it up with the road coming from the train stations on the back side. i think a lot of that traffic is from the through cars and trucks having to turn at those two intersections to cross over. i love the pedestrian underpass though. for those really big roads, you might consider a parallel bike/pedestrian path. i think on the busiest roads you would want to move those off of them anyway. perhaps some more crossover bridges in places to eliminate crosswalks. that road onto the freeway from the festival are, you hooked it in in the wrong spot, they can ONLY go to the right and out of the city, it doesn't allow cars to join with the ramp going to the left and back towards the other area(s). probably why no one is using it.
At an intersection, there are 3 dedicated lanes (L, Straight, R) for your major road; if and only if the left lane is sometimes busy then maybe letting cars queue for the left lane to also go straight (assuming right hand drive) could improve traffic. (Thus as cars approach an intersection, they can fill the left most lane Always rather than sometimes).
I ONLY ever allow access to cargo train terminals from the motorways. This helps a ton in managing traffic in my cities. It'll just be a motorway interchange into the cargo train terminal, and nothing else; I've learned to refuse ever doing this any differently. I live in real life next to two intermodal cargo train terminals, and they generate insane loads of freight truck traffic!
So after not playing CS for a few years (mainly due to the ever growing mod list and the complexity of said mods) I've got back into it and I've got to say Biffa its mainly due to your good self sir. I've got a city of 130k (massive urban sprawl as I'm using a rebalence mod) and after watching your traffic tip vids (lane maths, traffic manager etc) I'm at 80% traffic flow :D Keep up the good work sir.
You can move a building a few tiles away from a road and it will still work. As long as the road has zoning. Can help making a city aesthetically more pleasant. At the timed traffic light during the last quarter of the video you should add in steps with green lights for lanes that don't give cars colliding as a result (straight & right in both directions, left in both directions). The traffic manager mod can differentiate based on traffic flow between multiple steps with traffic coming from the same road.
Woah!!! Did I see on that "unreleased" version of traffic manager that you can independently control straight ahead green lights and lefthand turn green lights? Oh man, that is a game changer!
0:47 Perhaps course there is only 1 offramp and nothing else ! 6:24 I would remove the give way there to keep the trucks coming out and away. (or what you could have done is made them to a right turn and in that corner put a 1-way to that main road before removing it all). 14:51 They aren't using the National Road thing course 'it has no new connection to the new high road' it seems. 35:00 Aren't they just walking over the bridge and after that they can cross underground to what ever side (it's used fairly well even :O ). 39:00 So leave the concert and get out of the town before they can come back ? or is there a junction after that ! Just some things I was wondering about .... Other then those Teaport is looking mighty fine
Nice video! I am glad you are going to expand Teaport. Here is an idea: Some time ago you started the panic challenge. It would be interesting to see a similar challenge, but with a city already up an running. For example can you double the population within 30 minutes?
Oh. My. Gosh. The picker thing always selecting the Fine Road Tool option was driving me absolutely bonkers, I don't know why I didn't check the options myself but thank you so much for that tip!
Your fancy junctions in the farm industry area, haven’t got a node to change lane’s between them! Vehicles coming over the first junction are force to go left at the next! 09:01 ish! (L to R) causing the strange route around the building to turn right! 😜
Potential idea for the bridge where you spent most of the episode fixing (near the concert venue) Where the lanes expand from 2 to 3, make the inner lane only go left, and the outer lane cover the straight on and right. Right turning traffic flows out twice, so it stacks up much less, and it will increase the queue length for left turning and straight through traffic
09:02 The junction is set, that traffic from the left is forced to stay in the exact lane that is the left turning lane on the next junction (with the crossed marks) and that directs your traffic not directly on the square'a'bout.
1. The silo is a small structure with lots of traffic. It should never be put on the main road. 2. Cargo train terminals should be placed near the highway, with direct exit to it. Do not ever make truck traffic coming out of a terminal to have to go through other normal roads. 3. Understand the supply chain (with the demand AI mod installed). Production field -> raw material storage -> processing building -> material storage -> unique factory -> unique goods storage -> retail stores There should be unobstructed truck loops between each of the two steps. Reduce the number of crossed paths as much as possible. 4. Make many paths to exit to industrial zones, preferably straight to the highways. At the very least, let each exit have its own lane and manage their lane-cutting carefully. 5. Make use of underground tunnels and bridges to reduce the number of left turns (right hand side traffic). The best is all right-turn, unobstructed traffics, using tunnels and three right turns to turn to the left direction. 6. Be generous with granting "drive through the intersection" rights. Trucks accelerate slowly, so you don't want them to slow down or stop if not necessary.
For timed traffic lights I find I get significant improvement if I toggle the busiest cycle to end at the shorter time limit only when "no one is driving", even if I stick with only the default times for the quick setup lights. Gives the busier traffic more time to get out without affecting the other directions as dramatically once the traffic actually does die down. May be worth a shot on a future timed light.
Trucks next to "cow farms" keep MOOving. I'm not sure if that was on purpose... 15:46 I suspect they take the inner lane because if they take the outer one vehicles are forced to take the 1st exit in the roundabout. Allow them to pick Elaine when entering the junction and probem solved. 22:50 Your new node mod has something to smooth intersections. I think that tiny roundabout is the perfect place to use it. And I noticed nobody is using one of the lanes coming down to the roundabout.
For the road at the cargo station (if you want/need 2-way traffic) I've been using the 2 lane divided roads because they won't cut across (without a cross street) and then can use a roundabout or whatever else to return. It's a decent alternative to the traffic sponge 1-lane's I've been using when space is a factor.
Forcing the left turn out of the concert area like you show at 39:05 is forcing all the departing traffic to go to the edge of the map furthest away from your city. You don't have any way for local residents to get home from there as you can see at 38:54. You need to add a connection from that left turn to the highway direction that leads into the city. A slip road down to that first start square roundabout would do it.
I find what helps with the timed traffic lights and pedestrians is I always remove all pedestrian crossings from the quick setup steps. Then I'll add one extra custom step at the end the light that lets all pedestrians go for a few seconds. That way the pedestrians are never going while cars are going. It works pretty good for me.
that railway bridge is almost sitting on the road and has a support in the middle of the road. also, the pedestrian ramp underneath is squished. at 39:10 you claim they can join the freeway in either direction when really, you direct them out of town only. "come for the concert, get out of town"
Biffa , thinking of names for districts in Tea Town has been on my mind since the first video of this series . Just taking words like 'thirsty' doesn't cut it , but take 'salty' and changeing it to 'Saul Tea' then makes it a bit cuter . Good luck with the names , I enjoy watching City Skylines from time to time and come back to see an enjoyable Hermit . Thanks for the content Biffa !
18:45 - Uncollected garbage will eventually cause ground pollution. 20:30 - Left turn traffic was just standing there for no reason and despawned when you put down the roundabout. TMPE devs need to be careful with the stability of the mod 29:45 - Most of the traffic is going straight but there's only one straight lane. Sometimes one lane every direction isn't the best solution and you need more capacity. Overall the biggest issue with the traffic here is lack of proper arterials that carry straight for long distances with minimal disruption.
34:30 That whole pathway bridge isn't needed because that road over the highway already has sidewalk/pavements *and* bike lanes. You only really need the path connecting up from the underpass path to any SINGLE point near the intersection you're working on, and then the tunnel system that you just added will distribute to any direction from there.
The 'nicely marked junction' in the industry area is forcing everybody coming straight from the river side to turn towards the cargo train terminal at the next junction.
Nice work again Biffa. Wish I had the patience to finesse my own cities to be so full of things that your cities have. Guess I'll continue to watch and learn ;)
@33:43 You had it all set. No more walking paths were needed. Pause it and look at it. Everyone can walk everywhere. Yeah, just had to get rid of the fences, but connection-wise all Ok.
"I'm just wondering whether..." = Lookout Teaport citizens, 2 years or major "road works" incoming. I out road works in quotes because I'm American but I've watched enough Top Gear to know that's what it's called over there. 😂
One takeaway from this is we should all suggest to TPME mod maker they consider being able to flag roads as "Local" traffic only - helping route trucks away from where people need to go. Also ... IRL, people drive like this all the time, it ain't always the road :P
I really like the two new tools. Unfortunately I didn’t see an option to set buoy spacing so I’ll have to shelve my dreams of watching the creation of the world’s most beautifully marked canal-about. Luckily there’s room on the shelf next to the the cable-car-about. If it wouldn’t be too much trouble could you show us the two new tools use on something more complex and/or repetitive (to demonstrate templates). I forget the term for a roundabout surrounded and fed by counter-rotating roundabouts but I believe it would be complex and the radial symmetry would make repetitive. You could even name the feeder roundabouts appropriately (e.g. Dow’s, Warre’s, Taylor Fladgate, etc...).
(8:04) In the TM:PE settings you can check if you have: "Vehicles my do u-turns" (it can also say: "Buses my do u-turns") that should be off because then they (vehicles) should not do it anymore (make u-turns.) (An example of when); You got this/the (the) problem (is): 8:04. I know you fixed (that) the problem, but you can turn it off if you do not already have it turned off. So you do not have to get this/the (the) same problem in the future.
For the timed traffic light at 35:00, switch it to a short left-turn phase and a long straight phase for the two busier directions instead of each direction having a separate phase that does both left and straight because there's more demand for straight than left in both directions
@Biffa Plays Indie Games - Just pointing out a new problem with your Festival exit traffic. The new solution doesn't allow them to go both directions on the Highway as you said. After a Festival they can only join the highway LEAVING TOWN! And that interchange also needs some lane mathematics corrections. I enjoy your content.
Can you please answer me a Question?
I feel like the content from this channel gets more and more clickbaity (especially the titles) and somehow less personal and "deep", biffa like...(I subed back from HC biffas bowl)
Is that truely necessary and your goal, for playing the UA-cam game, am I the only one who feels like this or do you think it is a consequence of the youtube plattform beeing a bit stupid, forcing creators to follow certain patterns.
Saddly I am a student, if I had a verry good paying Job I would probably invest in some parts of the old biffa, playing diverse games and playing less to the algorhytm 🤔
I can answer yes. My titles are not "clickbaity" in the bad sense that most people attribute to that word. I always do or cover what I say in the title. Watch the video and you'll see. If you want "episode 47, today we build a road" style titles, there are other channels doing that.
Yes my videos are more focused now and less "waffle" (like, as you say, back in the HC days).That's just the way I do videos now and the huge growth on my channel shows that was a good decision.
I'm not forced to do this, but I chose to change my channel and I've been slowly improving my videos these past few years and like I say, it's going well for me.
Diverse channels are all well and good, but don't work for everyone. I don't "play to the algorithm", but I do know what people want to watch, hence the changes.
Thanks for the questions :-)
@@BiffaPlaysCitiesSkylines Yes, I agree, that they are not clickbait in the normal sense, and that you will adress the thing in the title...however they still follow that pattern 🤔😅 :-)
I'll give you that, they are similar...well I do actually want people to click my videos :-)
@@BiffaPlaysCitiesSkylines that is understandable :-)
and since I am still here, the content is still verry good, even if it has changed over the years :-)
What is clickbait and what is just a title to peak your interest is debatable.
I would say a title is clickbait if the video doesn't deliver on a "promise" made by the title. I never get that feeling from Biffa's videos.
I think you can add public transport to the festival area to reduce traffic flow to the area.
This 45 minutes goes by so FAST. Every episode I am like "Aww, is it over already?"
Same, they only feel like 15 minute videos to me
Ye, a full fix video with nothing sped up would be great and a lot longer
it was 45 mins? its now 41
9:00 to me those yellow road markings are a bit too bright and looks like an overlay rather than road markings, would go for a darker yellow myself
I find them pretty distracting - I don't mind some of the road markings but people seem to be going overboard now that there is a new toy to play with. Hopefully they will balance out over time once the novelty has more worn off :)
It seems like the shadows casted by objects don't reflect on the markings, so it looks weird on our eyes, as if the cars are passing under the markings
@@MiroBass1 just paused on one of the crossings and yeah the shadows are going underneath the yellow crosshatch, not sure of the mod creator can do anything about that
Perhaps this would blend in better in the default grey/white color. The "don't block the box" markings in NYC are white. Are the ones in London yellow?
@@bradarmstrong3952 yeah in the UK they're yellow
The yellow boxes are a little strong, maybe change the transparency to maybe 65-70%?
Yeah, came here to say that. More than a little strong, they are drawn over the rest of the shadows. It makes me uncomfortable. ANOTHER Z-AXIS PARADOX. THEY ARE EVERYWHERE.
Made my own comment on the same subject but I hate the yellow grids. Totally ruins the aesthetic for me
@@yogertslinger84 don't like them much myself but I see what he's doing, the yellow boxes are a common sight in the UK. They usually have a border on them though. I mentioned transparency because maybe they'll look okay if they aren't quite 'in your face'.
@@OminiElemental We use them a lot here in France too, but mostly for industry / roads being worked on. They tend to indicate more danger than usual (debris, cranes, etc~). But yeah, they don't draw over shadows, even in France :3
Agreed, not a fan of the yellow boxes
13:19 “Moooving”
I see what you did there
:-)
I know I couldn't be the only one hearing it! Thank you!
Hey Biffa, I think the "sickness because of non-existent ground pollution" may be caused by your garbage collection not being up to standards. Many of the sick icons seemed to alternate between trash and sickness. Also trash seemed to be a problem all around your city!
Thanks for the great video! :)
Or could it be the water pump is in a high pollution area?
@@davidT_1989 or even a water tower in the wrong spot.
@@davidT_1989 the game differentiates between ground pollution and water pollution, if it's the water it says "water pollution" .
I agree with EAtoWatch, I think it was the garbage, it happened to me a few times when garbage lead to ground pollution to sick citizens.
Came to say this! I agree, almost certainly sickness tied to garbage collection, or lack of.
Farmers: Our traffic is so bad
Biffa: Just keep MOO-ving
Farmers: 😑
:-)
Distant moo-ing...
I would like it but...
I'm honestly amazed by the quality of your LP videos now. I still remember how you were wondering if LP videos would get boring, and before that when you started changing your video style.
You've done an amazing job with that. Congratulations and I hope it translated to success and revenue. You truly deserve it.
Thanks 👍 I don't view these as straight up LP's as you could watch any one of them on its own and learn something. But if you like to watch more, you can see the city grows too. Sort of a hybrid LP 😁
Remember there’s a connection to highways near the new central train terminal with a roundabout, however as I remember in last video it’s not reconnected after transforming the highway, maybe you can have a look and see any issue, it seems that all traffics going to the old road instead of using that roundabout
I noticed that too..
Residents: "People are getting sick because the ground is polluted!"
Mayor Biffa: "There's a clinic nearby!"
Residents: "That doesn't solve the problem."
Mayor Biffa: "... ..."
_Proceeds to build a Crematorium with a cemetery nearby._
Residents: "wtf."
Lol :P
Options! ^^
Hugo there...
My favourite was, "oh you're sick due to noise. EVICTION NOTICE - offices it is
@@OminiElemental Hugo out of here :D
9:00 The people going straight through the junction are being forced to turn left and then forced left again so they will all turn around in the cargo terminal
Exactly !
They can just not tur left the first junction... This is only a problem for the cars already on the wrong way when biffa did that change. This was a smart move because those going left and rhen right were just unnecessarily crossing the ones who were going straight...
@@FlorianMickler going straight through the first junction means they are forced into the lane that only turns left. So yes they are being forced.
They aren't able to get into the lane that goes straight and the ai doesn't break the rules
@@JOHNORR1 looks like they have no node to switch lanes why ai won't switch either
@@JOHNORR1 thx, didn't spot that
29:50 please move the pillow that is supporting the train railing its in the middle of the road😂
OMG that bothers me too waaaaaay more than it should :D
Yes omgggg
Big congrats on this TeaPort let's play: really tight and well edited. Very much enjoying it! Would love to see a suburb build at some point :)
Thank you Symbioticism :-)
38:40 You force people to always go only in one direction on the highway
Only if you're an evil mayor.
28:38 there's a huge train track pillar among the cars on the road towards festival area :D
The funny thing is a friend of mine in Germany is studying city planning and he uses Cities:Skylines with various traffic manager mods to create scenarios of bad traffic to then solve it. He then writes papers about different situations and how to solve them with dedicated turning lines and so on. Basically what you do in your videos and they are very helpful apparently for some city planning tasks.
39:02 you are forcing them to go out of the city!!!
@OutFoxingFoxysOrder Could even force them through another toll booth, mouhahahahahaha.
34:30 ... any pedestrians coming over the bridge can just walk round the corner and use the underpass to get across to the other side of the junction 🤨
I came here to post this 🤣 Been saying wtf to the TV thinking Biffa can hear me haha
Indeed. The pedestrian/cycle bridge is redundant.
@@teekayfourtwoone4686 and, tbh, looks a bit naff, but it does take cyclists off the bridge. But the underpass it foot traffic only sooooo...
Yeah, there's also literally a bike lane on the bridge lmao
31:06 You should to extend the asymmetrical road along its entire length. The whole bridge was supposed to be a 3x2 asymetrical road.
41 min? Wow biffa is really giving us more the we deserve! We love you biffa!
You're welcome :-)
I didn't notice it though. I mean, I enjoyed every part of it.
Working from home, spending a 30 min lunch break away from laptop, and the video is 41min wth 💪. I thought I was eating way too fast today.hehe. Thxs Biffa.
Perfect timing, was starting to get bored in the office 🙄
Enjoy :-)
same :D
Smae haha
Are u at work?
@@meaninglessstruggle not anymore
TFW, Biffa, the guy who taught me not to put intersections too close together, builds a ton of intersections too close together. 🤣 But seriously, I would urge you to pay more attention to road hierarchy going forward: Highways only connect to arterial roads, arterial roads only connect to collector roads, collector roads only connect to local roads. Arteries should have virtually no zoning. Collectors should have very limited zoning. Most zoning should be on local roads. I feel like you would avoid a lot of the traffic issues you're fixing.. But then, you wouldn't have snarled traffic to make a traffic fix video about, so... 😉 You do you. Cheers!
32:39
You need two lanes to go straight, and two lanes to receive them in that junction. It's okay to use a four-lane road with one left, one right, and two straight on.
Remember, what constitutes a "main road" is not what you call them. The traffic flow dictates which road is a main road.
Hey there! :) at 9:02 you forced the cars to go straight TO THE TURNING LANE that's why they doing the weird thing.
one of the things I experimented with quite a bit on some of my junctions recently with Traffic Manager was to have enough lanes in every direction so that the right lane can almost always be constantly moving on a timed traffic light.
Using the lane tool If you set up the right hand lane to always turn into the nearest lane on the next road around the junction, the straight on to always go to the middle lane, and the left to always go to the left. Once this is in place its then just a case of setting up the steps so that each step has the corresponding right/left to other roads turning right/left, or going straight on etc.
I've found its helped a lot with my busier junctions, where I needed to keep traffic flowing.
Loved this video so much that I didn't even notice 41 minutes had passed until another comment mentioned the length.
Great video as always!
Only Biffa looks at a game, sees 100% traffic flow, and thinks "Traffic fix!"
26:30 the train track’s pillar is in the road
37:07 I usually give them buses right next to the festival area. That usually of solves most of the traffic.
25:45 This road should be at least a 3x2, if not a 3x3. Most of the traffic, as you point out later, is coming straight off the bridge and being funneled into that one lane.
19:35
Forgive me if you've already addressed this, I haven't finished the video yet.
The ground pollution issue with some houses may be related to the water being polluted. You might need to move the water pumps/towers
9/10, that's what it usually is.
The game: We now have 100% Traffic!
The Ships, the trucks, the busses and the bikes: *LIAR!*
YES. A long one. You've taught me alot about this game Biffa. Thank you!
38:55 "So they can go both directions on the highway when they leave."
No they can't. They can come from inside the city to the festival, and leave the city when they leave the festival.
You need two more highway ramps for the other two directions.
Yeah, I was going to come here and say that... There's definitely a problem with the exit from the festival area. You need to fix the exit so that it can go either out of the city or back into the city (which it can't now).
Bought Cities Skylines due to your traffic fix videos and I feel very satisfied when I manage to solve a traffic jam. One thing I've learnt on my own is that having dedicated turning lanes may not always be the answer. If there is high traffic on a road and many cars are turning 1 direction, I would either have one lane do 2 things or just add an extra lane. Like for 29:00 I would just change the lane arrow for the one going right, to also be going left, or if I had 3 lanes like yours, the lanes would be straight-left, straight, right.
Biffa, I just wanna say that you're a huge inspiration when it comes to Cities Skylines. I've been watching for a fair bit now, love the traffic fixing and the healthy dose of micromanagement and detailing. I got the game a few years back but never really played it; only have 1 DLCs (After Dark, was a gift from a friend). I started a city years ago but it was awful. Using all the tips from the videos, I started a city at the same time as Teaport, I'm up to a pop of ~50k, planning a HUGE high density district once I hit 55k... Maintaining that 80+ traffic flow! Lmao. Honestly for real though, the tips you've given have even changed how I view *real* town/city planning in my local areas, noticing the awful road placements and lack lane mathematics haha.
Nice to hear, thanks :-)
New episode! Fantastic! You encouraged me to return to this game and I do not regret it. Your advice about traffic control serves me very well.
The problem you were having with that 4-way intersection with bicycle lanes is that the quick-setup timed traffic light set it up such that only one direction gets to go at a time. The bicycles are sometimes turning left, having to cross over the cars going straight. Timed traffic lights (at least in the US) have opposing left turns go at the same time (along with the right turns on the other two directions), and then opposing straight lanes go (in most cases, allowing those turning left to yield to through traffic). Then it repeats for the other two directions. This would solve your bicycle issue too, as the ones turning left would go during that cycle, and the ones going straight would go with through traffic.
If you want to set up the left turns to yield to oncoming traffic, this should happen automatically if you have both left and straight green in both directions. Generally what I do is have lefts only, then the next step ADD straights (the left turns will start yielding), then repeat for the other road. Also, you can increase the timing on the lights by quite a bit--I feel like the timing is way too short by default. I usually do something like 5/20 for low-priority roads, and 15/40 for high-priority roads, adjusting as necessary. The goal with timings is to make sure that all traffic that was queued prior to the light turning green clears before the light turns red. Playing with the aggressiveness and timing numbers can assist with this. That being said, don't make the timings too long, as the intersection won't allow as much through as a result. It's okay to have a little queueing for one or two lanes for a given intersection (people that were queued that didn't make the green light), as long as it's not consistently a problem.
By the way, I'm loving that you're using timed traffic lights so much more than you used to! Roundabouts and traffic lights each have their benefits and drawbacks, so a healthy mix makes for better traffic flow. Traffic lights allow more throughput, at the expense of constant traffic flow; roundabouts keep traffic flowing better, if the amount of traffic is low to medium (and are safer in real life). Main roads tend to benefit the most from timed lights with a bias toward flow on the main road, or stop/yield signs on the side streets, allowing full flow on the main road. If a main road is getting clogged, despite well functioning intersections, it may be time to find vehicles another parallel path through the road network. The less that vehicles have to stop or slow down, the quicker they get to their destination, and the less they contribute to a growing traffic problem. This also means that sometimes you have to forego curved roads and large amounts of intersections along a major route (most routes involve multiple turns onto other roads), in favor of long, straight, parallel through-roads. You don't necessarily have to do a grid, especially since small suburb areas don't generate much traffic, and thus can be as natural as you want; however, as long as terrain allows it, your main roads should provide as direct a path as possible to areas of the city where citizens want to go.
This traffic fix episode was first rate! Your more conservative tweaks using different methods are very instructive, instead of just sticking traffic circles everywhere there is a problem. That last busy intersection with the rail line adjacent to it and the bike lanes and pedestrian tunnels came out great! I like the way it looks quite like something you'd really find in the real world, but I like the way you worked your way up a bit at at time to a solution without just ripping it out and throwing a traffic circle at the problem even better. I think this tweaking and upgrading a bit at a time is what resulted in it looking so much like something that evolved in a real city. Keep up the quality and fun work!
Thankyou 😁
23:17 "the car disappeared because the citizens were getting out of their vehicle"
Although I have been watching since before the beginning of this city I laughed when I heard your voice on the commercial for Teaport on Czardus video.
A quick tip, both for putting more realism into junctions and making it more challenging: those pedestrian tunnels are quite unrealistic, mainly for two reasons: budget and security (imagine how easier it would be to rob someone underground). One thing i like to do is set up a step 2-3 seconds long, depending on the road sizes, just for pedestrians, you solve all the crossing problems (including byciclers) with only a few seconds that definitely do not decrease the junction flow significantly!
I watched the video a 2nd time and have some suggestion for your farming/cargo terminal.
1. Move the flour mills next to the milking parlor, you will need to extend the road up, maybe all the way to the road going to the Waste Processing Complex.
2. move the two warehouses so they are both on the road opposite the pastures but connected to the secondary road.
3 That should limit the farming internal traffic to the secondary farming roads and free that main road for cargo terminal traffic.
4. That would also allow you to get rid of that square one way setup.
34:47 I love the pedestrian and cyclist bridge beside the car bridge with walking path and bike lanes.
I find these videos sooooo soothing and relaxing. Thank you 😊
Would it not be worth having public transport over by the festival area to alleviate some of the traffic?
Yeah, extend the buses and streetcars (trams), and maybe it is time for a subway (metro). The new subway line could start from the smaller train station and hit your residential parks then your entertainment district then the festival area then the other recreation area with the stadium then on to the multi-platform train station. You could even put a split in the tunnel to go to the industry areas and run a separate worker's express line along the whole route from the dense residential area which follows the split to a few stops in the industry instead. Wow, that got detailed quickly ... LOL
You should put mass transit in the concert area and to avoid them skipping the toll you should put the station before the toll and make them walk through a park (so they pay) and like this you would avoid all those jams after concerts
Glad to see the traffic near the Cow Farm is Moo-ving!
I haven't played in a while, so maybe it's changed... but I observed that when you use roads that have a median, left-turning out of any building (store, house, train terminal, you name it) is prevented. I noticed when you had that little roundabout past the cargo terminal, trucks did not go that way because they could just go the way they wanted directly. If you use the media-type roads, it's like having one-ways, and you prevent some of the bad routing.
I watch your channel when I get stressed out at college because your traffic fixes and the all around look of your cities are amazing and addictive! Actually inspired me to buy the game on my PlayStation (I don't have a gaming PC) and I wish I could use the mods because they seem to work super well in your cities! Keep up the good work and I can't wait for the next video!
32:56 It's the bikes that are moving to the pavement that's causing the traffic to slow down. Keep the cycle path on the other side of the junction and they wouldn't block traffic :)
I wonder if he couldn't ban bikes in the intersection which might force them to use the pedestrian tunnels?
while you were working on the farm area traffic, there was not one single tram. i think you need to check that all your tram lines are ok from the last episode when you redid some sections of them near the stadium.
i think it would have been more fun if that cargo train station was at a straight in from the incoming rail line and you put a small one way loop coming off of the road past it and then back. its working though and you have the space to put a triangle intersection on the input side so trains can go past and on to other areas in the future. perhaps maybe its a good idea to put the rails for that in now so you remember it? or a place holder triangle shaped park?
that road across the freeway, you might consider moving it down about to line it up with the road coming from the train stations on the back side. i think a lot of that traffic is from the through cars and trucks having to turn at those two intersections to cross over. i love the pedestrian underpass though.
for those really big roads, you might consider a parallel bike/pedestrian path. i think on the busiest roads you would want to move those off of them anyway. perhaps some more crossover bridges in places to eliminate crosswalks.
that road onto the freeway from the festival are, you hooked it in in the wrong spot, they can ONLY go to the right and out of the city, it doesn't allow cars to join with the ramp going to the left and back towards the other area(s). probably why no one is using it.
At an intersection, there are 3 dedicated lanes (L, Straight, R) for your major road; if and only if the left lane is sometimes busy then maybe letting cars queue for the left lane to also go straight (assuming right hand drive) could improve traffic. (Thus as cars approach an intersection, they can fill the left most lane Always rather than sometimes).
I ONLY ever allow access to cargo train terminals from the motorways. This helps a ton in managing traffic in my cities. It'll just be a motorway interchange into the cargo train terminal, and nothing else; I've learned to refuse ever doing this any differently. I live in real life next to two intermodal cargo train terminals, and they generate insane loads of freight truck traffic!
The Concert hall needs it's own dedicated highway interchange
Wut?! You can turn off collision?! I've been moving crap around with the Move it mod and then undo each time... Thank you for the tip, Biffa!
So after not playing CS for a few years (mainly due to the ever growing mod list and the complexity of said mods) I've got back into it and I've got to say Biffa its mainly due to your good self sir.
I've got a city of 130k (massive urban sprawl as I'm using a rebalence mod) and after watching your traffic tip vids (lane maths, traffic manager etc) I'm at 80% traffic flow :D
Keep up the good work sir.
You can move a building a few tiles away from a road and it will still work. As long as the road has zoning. Can help making a city aesthetically more pleasant.
At the timed traffic light during the last quarter of the video you should add in steps with green lights for lanes that don't give cars colliding as a result (straight & right in both directions, left in both directions). The traffic manager mod can differentiate based on traffic flow between multiple steps with traffic coming from the same road.
One of my favorite series on YT at the moment. Keep 'em comin' :D
Thank you Varjo Hörrikyn :-)
Woah!!! Did I see on that "unreleased" version of traffic manager that you can independently control straight ahead green lights and lefthand turn green lights? Oh man, that is a game changer!
Love this series Biffa :D
Thank you Liam Shaw :-)
Biffa Plays Indie Games please keep it up look forward to it everyday :D
"Why are people coming down this road?" I ask myself that alllllll the time!
0:47 Perhaps course there is only 1 offramp and nothing else !
6:24 I would remove the give way there to keep the trucks coming out and away. (or what you could have done is made them to a right turn and in that corner put a 1-way to that main road before removing it all).
14:51 They aren't using the National Road thing course 'it has no new connection to the new high road' it seems.
35:00 Aren't they just walking over the bridge and after that they can cross underground to what ever side (it's used fairly well even :O ).
39:00 So leave the concert and get out of the town before they can come back ? or is there a junction after that !
Just some things I was wondering about .... Other then those Teaport is looking mighty fine
Nice video!
I am glad you are going to expand Teaport. Here is an idea: Some time ago you started the panic challenge.
It would be interesting to see a similar challenge, but with a city already up an running. For example can you double the population within 30 minutes?
Oh. My. Gosh. The picker thing always selecting the Fine Road Tool option was driving me absolutely bonkers, I don't know why I didn't check the options myself but thank you so much for that tip!
You’re welcome 😊
Your fancy junctions in the farm industry area, haven’t got a node to change lane’s between them! Vehicles coming over the first junction are force to go left at the next! 09:01 ish! (L to R) causing the strange route around the building to turn right! 😜
Potential idea for the bridge where you spent most of the episode fixing (near the concert venue)
Where the lanes expand from 2 to 3, make the inner lane only go left, and the outer lane cover the straight on and right.
Right turning traffic flows out twice, so it stacks up much less, and it will increase the queue length for left turning and straight through traffic
Obviously by the end of the episode, the traffic was great again, but future proofing traffic never hurts
09:02 The junction is set, that traffic from the left is forced to stay in the exact lane that is the left turning lane on the next junction (with the crossed marks) and that directs your traffic not directly on the square'a'bout.
I'm glad you told us about hard mode with the traffic it help me tons and so did putting commercial in you Industrial zones
Anyone attending a festival gets purged from the city once it's over, the highway connections aren't connected to both directions.
1. The silo is a small structure with lots of traffic. It should never be put on the main road.
2. Cargo train terminals should be placed near the highway, with direct exit to it. Do not ever make truck traffic coming out of a terminal to have to go through other normal roads.
3. Understand the supply chain (with the demand AI mod installed). Production field -> raw material storage -> processing building -> material storage -> unique factory -> unique goods storage -> retail stores
There should be unobstructed truck loops between each of the two steps. Reduce the number of crossed paths as much as possible.
4. Make many paths to exit to industrial zones, preferably straight to the highways. At the very least, let each exit have its own lane and manage their lane-cutting carefully.
5. Make use of underground tunnels and bridges to reduce the number of left turns (right hand side traffic). The best is all right-turn, unobstructed traffics, using tunnels and three right turns to turn to the left direction.
6. Be generous with granting "drive through the intersection" rights. Trucks accelerate slowly, so you don't want them to slow down or stop if not necessary.
For timed traffic lights I find I get significant improvement if I toggle the busiest cycle to end at the shorter time limit only when "no one is driving", even if I stick with only the default times for the quick setup lights. Gives the busier traffic more time to get out without affecting the other directions as dramatically once the traffic actually does die down. May be worth a shot on a future timed light.
The yellow crosshatch thing trips me out because the cars drive over them, but the shadows go under them
I still think there should be a city road connecting the High Density Residential/Commercial TO the Industry THROUGH Downtown and Uptown
I subscribed yesterday and after 24 hours my traffic went from 55% to 80%!
Trucks next to "cow farms" keep MOOving.
I'm not sure if that was on purpose...
15:46 I suspect they take the inner lane because if they take the outer one vehicles are forced to take the 1st exit in the roundabout. Allow them to pick Elaine when entering the junction and probem solved.
22:50 Your new node mod has something to smooth intersections. I think that tiny roundabout is the perfect place to use it. And I noticed nobody is using one of the lanes coming down to the roundabout.
For the road at the cargo station (if you want/need 2-way traffic) I've been using the 2 lane divided roads because they won't cut across (without a cross street) and then can use a roundabout or whatever else to return. It's a decent alternative to the traffic sponge 1-lane's I've been using when space is a factor.
Forcing the left turn out of the concert area like you show at 39:05 is forcing all the departing traffic to go to the edge of the map furthest away from your city. You don't have any way for local residents to get home from there as you can see at 38:54. You need to add a connection from that left turn to the highway direction that leads into the city. A slip road down to that first start square roundabout would do it.
I find what helps with the timed traffic lights and pedestrians is I always remove all pedestrian crossings from the quick setup steps. Then I'll add one extra custom step at the end the light that lets all pedestrians go for a few seconds. That way the pedestrians are never going while cars are going. It works pretty good for me.
Nice idea 👍
that railway bridge is almost sitting on the road and has a support in the middle of the road. also, the pedestrian ramp underneath is squished.
at 39:10 you claim they can join the freeway in either direction when really, you direct them out of town only. "come for the concert, get out of town"
I was starting to worry I might need to start removing the paint from the stairs but now I need to watch this. 😂 Thank you very much.
You’re welcome 😊
Biffa , thinking of names for districts in Tea Town has been on my mind since the first video of this series . Just taking words like 'thirsty' doesn't cut it , but take 'salty' and changeing it to 'Saul Tea' then makes it a bit cuter . Good luck with the names , I enjoy watching City Skylines from time to time and come back to see an enjoyable Hermit . Thanks for the content Biffa !
😁👍
Hugo there, Hugo there and Hugo there. Perfect!
18:45 - Uncollected garbage will eventually cause ground pollution.
20:30 - Left turn traffic was just standing there for no reason and despawned when you put down the roundabout. TMPE devs need to be careful with the stability of the mod
29:45 - Most of the traffic is going straight but there's only one straight lane. Sometimes one lane every direction isn't the best solution and you need more capacity.
Overall the biggest issue with the traffic here is lack of proper arterials that carry straight for long distances with minimal disruption.
34:30 That whole pathway bridge isn't needed because that road over the highway already has sidewalk/pavements *and* bike lanes. You only really need the path connecting up from the underpass path to any SINGLE point near the intersection you're working on, and then the tunnel system that you just added will distribute to any direction from there.
The 'nicely marked junction' in the industry area is forcing everybody coming straight from the river side to turn towards the cargo train terminal at the next junction.
Nice work again Biffa. Wish I had the patience to finesse my own cities to be so full of things that your cities have. Guess I'll continue to watch and learn ;)
@33:43 You had it all set. No more walking paths were needed. Pause it and look at it. Everyone can walk everywhere. Yeah, just had to get rid of the fences, but connection-wise all Ok.
"I'm just wondering whether..." = Lookout Teaport citizens, 2 years or major "road works" incoming.
I out road works in quotes because I'm American but I've watched enough Top Gear to know that's what it's called over there. 😂
One takeaway from this is we should all suggest to TPME mod maker they consider being able to flag roads as "Local" traffic only - helping route trucks away from where people need to go.
Also ... IRL, people drive like this all the time, it ain't always the road :P
I really like the two new tools. Unfortunately I didn’t see an option to set buoy spacing so I’ll have to shelve my dreams of watching the creation of the world’s most beautifully marked canal-about. Luckily there’s room on the shelf next to the the cable-car-about.
If it wouldn’t be too much trouble could you show us the two new tools use on something more complex and/or repetitive (to demonstrate templates). I forget the term for a roundabout surrounded and fed by counter-rotating roundabouts but I believe it would be complex and the radial symmetry would make repetitive. You could even name the feeder roundabouts appropriately (e.g. Dow’s, Warre’s, Taylor Fladgate, etc...).
Just did a biffafication to my city and dang is the traffic smooth now! Thanks for the tips and the great videos!
(8:04)
In the TM:PE settings you can check if you have: "Vehicles my do u-turns" (it can also say: "Buses my do u-turns") that should be off because then they (vehicles) should not do it anymore (make u-turns.)
(An example of when); You got this/the (the) problem (is): 8:04.
I know you fixed (that) the problem, but you can turn it off if you do not already have it turned off. So you do not have to get this/the (the) same problem in the future.
Thank you for listening Biffa. The traffic fixing in teaport is much appreciated :)
For the timed traffic light at 35:00, switch it to a short left-turn phase and a long straight phase for the two busier directions instead of each direction having a separate phase that does both left and straight because there's more demand for straight than left in both directions
13:20 just to keep that Mooooooooving
hey biffa at 5:16 minute it was like a printer or a factory pumping out cars, it looks so funny
the yellow mark in the intersection is trippy. Nice vid!
@Biffa Plays Indie Games - Just pointing out a new problem with your Festival exit traffic. The new solution doesn't allow them to go both directions on the Highway as you said. After a Festival they can only join the highway LEAVING TOWN! And that interchange also needs some lane mathematics corrections. I enjoy your content.