Real Population Mod Shocks Me Once Again in Cities Skylines!
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- Опубліковано 29 сер 2024
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In the Tree Anarchy Mod you can set it to permanently remove trees where you build so they will never reappear. Another great vid!
omg that sounds AWESOME! I'll have to look for that. TIA!
An added note of caution: That also means trees being moved over roads (via Move-It) are also deleted.
He had this set briefly at the beginning of the series, but he must have forgotten at some point. Fair enough. It's a lot easier to remember something that early on when you're binge watching it
Looking good, you could put a brick chimney next to the bus station, would give the impression there was another mill there and had been demolished to put the bus shelter in but the last part kept as a memorial.
Like the chimney at York foss islands Morrisons
Im kind of surprised you didnt turn that 3/4 of an oval into a traffic circle where you put the offices
I have a suggestion for a future concept, Biffa, if you'd like some inspiration - a Scandinavian city! Could have some areas from Denmark, with all the colourful buildings in Copenhagen, maybe a campus inspired by the one in Uppsala, all the cute scandinavian red houses with white corners. :)
Probably not appropriate, but don't forget the cute scandinavian women lol
I would love to see Biffa tackle the "Twin Fjords" map. I built my first (well second, but the first doesn't count lol) city on that map. Of course I am not really experienced with the game, but I find it quite challenging. Would be cool to see Biffa setting up a city there. It has lots of hills and mountains, which puts some extra challenge in road design. "Slope too steep" is a message that haunts me in my dreams. :D
Biffa you forgot one building too turn into offices. Great work and this is my favorite city
the "OMG BIFFA"-moment at 31:50, when it switched both lanes to Right only and the time just ticked by when the cars kept switching lanes to turn into that one lane. Thank goodness you caught on before the video ended XD
16:55: a carp park might be useful when you open up the square with the lake in it
The gap between the allotments and the industrial estate would normally be occupied by either more allotments or more industrial units. The allotments were probably either built on a former part of the industrial estate or on land designated for its future expansion
Objection! Turning right at a red light only makes sense in the US. Unless the mod accounts for left-hand traffic, that's likely to be counter-productive. Even if it does this though, "left on red" is not a thing we have anywhere in the UK afaik, and you did say you were going for realism with this one ;)
yeah the US strict anti-pedestrian laws that bans pedestrians from crossing roads without special permissions, so right at red works as there are no pedestrians who would be crossing the road.
It's pretty common in eastern Germany. The western part largely didn't get the hang of it.
I'd guess that traffic manager adjusts it to for left-hand traffic. If not it would indeed be a very bad idea.
@@KerbalRocketry Right at red still works with pedestrians. The caveats are:
1) It's not done on every crossroad but only if you can see everything well.
2) You have to stop at the signal and when you can see everything and are only allowed to go when the way is clear.
@@automation7295 I was assuming that's what we are talking about.
@@kaltaron1284 only old people thatmade their drivera license before the reunion dont get em... most youngsters nowadays understand the green arrow
Just checked in after 2 years, still making good content!
See you in another 2 years 🤪
I feel like the old industry mill area feels out of place without buildings around it.
I'm from Denmark and the old industry areas have been built around in Copenhagen.
Might just be me. Loving the series.
On your two lane arterial, at every junction you have one lane feeding two downstream lanes. At 32:00 is a classical illustration. Better to have two lanes feeding into two lanes.
Please stop being so funny. 😂 The editing lately has been top notch and I'm really enjoying the series. All the best!
A garden centre would be cool. Need somewhere for the nans to go for a cuppa!
I’d really like to see an out-of-city shopping centre to cater to some commercial demand, not completely in the countryside but not in the town, maybe just off a motorway junction. Could incorporate the “mall” style shopping centres as well as retail parks, supermarkets etc.
Trafford Centre in Manchester or Bluewater in Kent might be some good inspiration.
For the junction to your new industrial area, have you considered a double roundabout (dun dun dun!!!)? Two roundabouts right next to each other would be very British.
Also, turning on a red? ILLEGAL!!!
@@automation7295 That would be turning on green. In certain states in the US, you can turn right on red with no filter lights at all.
@@automation7295 I'm British, living in the UK all my life. You're just not understanding that the feature in the game is for allowing right turns on full red lights like they do in the US (it would be a left turn in the UK). If there's a green filter light, then that's a green light.
A swindown style roundabout would be awesome (the one from all the memes)
6:25 So this bus is incredibly overcrowded - almost as many passengers to consider a train connection. But you do have that already: Upper Teahampton to West Kettling. You could replace this bus line by improved shuttles to West Kettling station or extend the existing train line to an East Kettling spur ...
In the end you have a transit hierarchy similar to your road hierarchy - the same way you want vehicles to accept a little detour to get to a collector, arterial or highway for medium to long distances, you should also encourage passengers to accept little detours for taking your high capacity transit instead of offering them an anti-hierarchy alternative that overcrowds.
thats great idea
had me giggling within the first 13 seconds of the vid, thanks Biffa, I really needed that, so the pedestian path over the water needs to go up slightly as it's clipping the quay wall, one of your new offices is still set to industry. look great as always.
Thanks again for another entertaining vid.
Don't worry he'll fix it up next time he is there and spots it. You can spend too long trying to avoid these when you can fix them up at the end.
Your new office area that you done with the industry buildings still has 1 factory in the middle when u were changing them to offices. Also the bridge needs to be lifted a little bit aswell as it seems a little low. Great video as usual though biffa, always learn alot from your videos 👍🏻
I've just discovered your channel in the last few days and I am so glad I have. I struggle a lot with insomnia and being able to watch your videos and hear you talk is like having someone sit up with me it's brilliant. Thank you for what you do!
You're welcome 😁👍
I think if you want to go even further with the sawmill idea, you could add a small Sawmill upstream where they would have cut the trees that are then floated down the river to the mill. You could add a small pier to the stream where they would lift the logs off.
That is GENIUS! I LOVE that idea!
I really like the mod that lets you change the designation of industry to residential/commercial/office and vice versa. It reflects how modern cities in real life reuse old spaces for completely different purposes.
3:27 When you showed as the city you were taking inspiration from, it had the pathways over the river at an angle (other than 90 degrees) and I thought that looked very nifty. The river there looked smaller though, so not sure if it would work here. Maybe later at another place.
Love the new industry and nive traffic fix at the end. Too bad your university got deleted. You may want to put a provisionary one in again until you can build the campus.
That option to allow turn right at red lights…. Surely that should be allow turn left at red light for the UK?
Is it just me or does it look like the cars drive through the bridge in the new office area? Besides that, I love this city!
yeah the height clearance is terrible.
Another great build! 😃
Biffa, I thought I saw you can link timed traffic lights so people can easily go through. We have that a lot in The Netherlands and it helps a lot with the traffic flow. Maybe a good idea to try some time on the long, busy roads 😊
The underpass near the new mill offices is more like a drive-through-concrete-pass.
@biffa the in/out segment you did before the train stations only needs 1 of those and not 2. Basically the main track already splits in 2 so they can choose their lane there, and on the way back they only need 1 cross over, since the split already already acts as a junction. You have 3 segments where they can change tracks and only 2 are needed
i seriously love your videos biffa ive probably been watching for a couple of months and the way your gameplay is it feels as if im playing the game and i really appreciate your videos
Thankyou 👍 😁
@@BiffaPlaysCitiesSkylines FÄNKYUUU
I love all the new additions! When I think UK then I think pubs!! I haven't seen many of those darted around. I hope you are able to find a lot of cool stuff to add and I'm looking forward to the next episode!
Since this is an English build, which part of Blighty on the Wold is where herds of lads in tight trousers and the same haircut walk around with open Thatchers loudly gesturing at everyone? Maybe another block of pubs off the high street could accomplish this
Complete conjecture, but have had same tree anarchy issues. As of now, my going theory is the status of anarchy when you save is kept when you load and then roads get covered because it was on when it loaded, or at least saved as on most recently. If I make sure to check all anarchy features are off before I quit, all loads fine the next time. Not proven, but it's been the fix so far for me.
Maybe it has something to do with road anarchy. When I load a game and all anarchy mods are off, the trees and props still plop through any new build. Only when I turn on and off both road anarchy and trees & props anarchy, does it do what I want.
Could you beautify the walking paths across the canal ? Are there assets like the bridges in Amsterdam or Venice ?
The industrial estate buildings look very good, and you still have high industrial demand so maybe more industrial estate :)
Thanks as always~
15:17 you missed out the box factory!
32:00 Just a tip, you can setup multiple junctions to work on the same lights, so the lights can turn green the whole way through on a main road, then roads that join on nearby can turn green at the same time, and traffic on the main road isn't stopping twice as we saw. I've used it a lot in my city, a little fiddly but sometimes very useful!
Loving watch this series. You are such a great builder!! And a master of traffic 😀
Nice video as allways.
About the Trees over roads/objects thing. I just yesterday learned somewhere in the workshop comments, that the game normally HIDES trees when you put stuff over it and keeps them in the backround. So there should be a option like "hide trees on / off". Which on first glance sounds good of course, but provokes this behaviour.
tbh i didnt try it myself till now and probably stay withe the "manual maintainance" for now. I mean who wants backround load? - and also it forces me to slow down the pace here and there :)
Always fun and entertaining! Your high density taxes are at 9%.
For added realism to a British City add abandoned ASDA shopping trolleys into the river 👍
"forgive me if things go awry" Hmm... I'm pretty sure that's why many of your viewers are here. That and: the calming voice, the surprisingly in-depth knowledge of the game, and the entertaining commentary, including reactions to the game's built-in bugs. lol
👍🤣
Biffa, just a suggestion, I notice you have a lot of traffic build up due to cards only having two lanes e.g left or straight on, however you should have say both set to straight on and the left lane for left and straight on 4 lanes roads as the left then isn't crossing traffics and just also allows cars to queue in both lanes
that darn interchange at 35:30 with cars taking the off ramp and then rejoining and those other loons going down the on ramp only to do a hard right across 3 lanes and through armco to head the other way.
I think this was seen a few episodes ago.
Loving this set of videos. Not sure if you've done this already in this sequence, but with all the mills going on, maybe an old Canal Basin area for shopping/recreation?
The little industry area could do with a little cafe/restaurant, and maybe a little shop. they have done this in the industrial estate I work in.
I like this idea. Just the other day I was in an "industrial turned commercial" area and they did indeed have a café in one of those old industry buildings. Pretty cool.
33:02
How about bringing a single lane road from the bus station, under the flyover and joining from the other side? That would stop traffic having to cross over that busy road. The time the traffic light currently allows for them to cross could be given to other traffic.
You need to put in a pedestrian trial from the corner of your square grid of residential to the river road so all those pedestrians have a quick way to get across the rive. You might also put a small path by the bus depot.
"Because, just no reason." Yes, Biffa, this makes PERFECT sense... 👌😆
Could consider a train station on the industrial estate. Either passenger or freight would make sense and reduce traffic
traffic is always a problem
Sry, but real population mod and the other mod that goes with it (can't remember), kept crashing my game. I have found Speed Splider and the AI control feature in TPME works really good for the realistic in my city. Looks SPIFFY Biffa!
Noticed a Carlsberg truck, I'm glad to see Denmark has successfully infiltrated some trucks in between all the native Yorkshire tea trucks
The Load Screen Mod will create a nifty little log page with links to the steam workshop assets for all missing assets
Hey biffa! I'm always so dilighted to get a notification when you upload. Thanks for the great content!
You're welcome 😊
To quote a Hungarian classic: "more, more, more. That's not enough!" 🤣 Or "Even,even,even 😉🤣"
Great vid biffa. You could add that open topped Wearhouse to that new mill/office area. I work in an old collection of buildings and they have a large yard area with it.
at 15:17 you select one of the buildings when confirming they're all offices and it's still industry. Also, the waterfront road goes smack into the bridge next to those offices, you've raised it too much without changing the bridge.
After a really hard day of work with silly work stresses, I like nothing more than mindlessly watching Biffa fix traffic problems.. the best!
👍😁
0:52
If you have an old mill, you need some sort of weir asset in the river. They all have them.
@17:58 a short walking path to the west connecting the bus terminal to the road along the river would provide access to new office park.
The carp park one got me way too hard. XD my humor is seriously broken. XD
Guys I figured out the traffic problem for any game. Hugo…I started watching Biffa, played some city skylines, noticed myself talking to myself letting Hugo go through intersections and bam my traffic is CLEAR AS DAY. Just use his lingo
The Terrible Traffic Monster refuses to stay down, determined to resist Biffa's control, no matter what the cost... 😆
You gotta name the new office area carp-ark commons 😂
I'd love to see a film studio/ backlot complex, could be really fun build, another great vid!
Biffa, you need a few "Greasy Spoons"/burger vans for the Industrial Estate. Keep up the great work.
21:48
Are there any workshop assets with businesses built in under railway bridge arches? Every industrial city has businesses like that. They'd fit in perfectly under that railway line.
32:34 you could adjust the lane arrows so that those leaving kettling can use both lanes as so few are turning left to the bus stn
26:47 Would have a look see on where they are all going with the ingame tool course I get a bit of a feeling they are using it as a bypass.
Perhaps force them to go right when coming in to take the long way round or adjust the speeds.
I would love to see a path connection between the bus terminal and the main road!
Probably go along the whole river wold to fix the height of all parallel roads and paths, raise bridges where needed and such. Fix things up a bit. Some spots look a bit messy or clumsy now.
I know manually setting up lights is a headache but if you select two intersections at a time and put a traffic light on it allows you to control the lights together.
Yeah, I try that in an upcoming episode :-)
@@BiffaPlaysCitiesSkylines I'm anxious to see the outcome of that try. The ambiguity of its success is brilliant marketing.
Feel like your industrial park needs a large super store and a couple of fast food places maybe! Also, would love to see farming industry added to help with the industry need!
"I'm gonna flatten (opens finances)..I'm gonna flatten you with taxes! 🔥 🔥 🔥 🔥 " I mean, wouldn't be the first time ;p 😂😂
Hi, Right turn on red is an American thing, here in the UK it would be left turn on red, the idea is to stop traffic sitting at lights when there is nothing in their way, for us Brits to turn right on red we would have to cross the junction infront of oncoming traffic.
loving this build...thankyou!
When you changed to a timed traffic light @31:58 it changed BOTH lanes to right turn only, which created your traffic problem!
I'm pretty sure you can choose two junctions with traffic lights and sort of join them together in the mod, so that they're timed to each other, if that makes sense 😄. idk how to describe it well
I live in India and my city too has these old sort of british inspired Red brick Mills/factories, they still look amazing, pretty run down but I guess some parts of it still functions
you might want to install an unbunching mod for transport seems all the busses are really close together meaning passengers are distributed between busses
Hey Biffa, you could connect the road running along the river that is currently a dead end at the source of the river with the road coming from the farms. They are so close to each other. It would give another way in and out.
29:41
You need a tiny path joining the bus station to the road by the river for them to walk to work from the bus station.
I can't stop being reminded of Monty Python's Spanish Inquisition's "Trouble at t' Mill" every time you're working on the Mill buildings :-D
@Biffa 29:00 there are 2 beige roofed "warehouses" overlapping a road lane and it really bothers me! The literally extent at least halfway onto a lane on the road!
@@automation7295 Yes. There are fences over the walking paths on bridges of the river aswell, THat doesnt bother me as much as the buildongs blocking roads though.
@@automation7295 Yes. Because in my mind, when I see it ingame I picture this IRL and it makes me mad :D
Wouldn’t it be a good thing to give the traffic coming from the right at 34:30 that goes straight on always a green light in every step of your timed traffic lights? Those cars never cross any traffic if you make use of both lanes with lane connectors to give the straight on traffic the outer lane and the traffic coming from the upper street the inner lane. Not an common situation, but could help a little for the few cars going straight if you give dedicated lanes so they pick their lane at the big round about.
38:20 house catches fire
38:25 biffa puts text over the house catching fire
Kettling looks very cool. :-) I really like the waterfront area.
I love how the darker roads look with the lighter ones it make your city more alive almost like the city decided to do some road repairs/upgrades to some old roads
Blighty is looking really good. I think the Big bridge by the Mill Offices may need raising up a little.
You should consider looking at the raised brick railway viaducts that you've got for use in that industrial area. If you place the buildings correctly, it will end up looking like they're built into the brick structure of the raised railway - which is quite a common sight in some of the more manky areas of London! You can then also use the brick archways for the roads to pass under and it will have a really old British industrial look.
Also, as there's going to be a uni nearby, I'd recommend having a large main road running between two similar industrial areas and having that main road littered with nightlife. That's the sort of thing you'd expect to happen in an old industrial area with a university nearby. Everyone from the students to the workers will be piling into the local pubs, clubs and bars come 6pm!
There is a setting in Forrest Tree brush I believe where you can have the trees deleted when you draw over them, that stopped them popping up for me.
I have the same problem with Tree Anarchy. It says it's turned off, but trees and props still clip through roads and houses. I suspect that it somehow doesn't work well together with road anarchy, because the problem seems to disappear if I turn on and off both tree and road anarchy a few times.
Hopefully the modder can find a solution soon.
Also have the problem with assets not looking the same as they used to. The "Quiet Corner Shop" commerical building now looks like a parking lot. Or maybe it's just the shop part that is missing. I mean, it still works as a commercial building, cims still work there and customers come visit, it just looks like a normal parking lot. Oh well...
around 32:00 cars cannot go straight according to road signs, they can only go right.
Nevermind. You saw it eventually haha
In the junction around 33 minutes in, where you’re adding a timed traffic light, it seems like you’re forcing all traffic except buses to turn right, because the only lane that goes forward is a bus lane. So I guess a lot of the traffic that’s waiting to turn right there are just doing a loop around the bus station so they can come back and turn right again and the same junction.
Edit: Oh, you saw that three minutes later 😁
I think you forgot to rename some of your bus lines after changing the district names for East/West Kettling in the last episode.
6:25 People are deciding to take this bus line instead of the train line that you've setup in previous episodes so you might want to check on your train lines and see if there's any issues with them. You can see in this episode and some of the ones prior that you have very low ridership on your trains which leads me to believe that something must be broken with your train lines.
Your bus lines in East/West Kettling could do with having some more bus stops in their respective districts to help improve transit connections as they both have limited stops inside their districts and it might be worth extending the bus line to the industrial district into West Kettling so that people taking transit don't have to travel to the bus station to get to the industrial park.
The main connection off of the highway doesn't really need to have bus lanes on it especially the section nearby the allotments and the new industrial section. Using asymmetrical roads along that section to have multiple straight through lanes instead of the one cars have currently.
i am loving this series Biffa! please don't stop it!
the junction from the industrial site and the roundabout beside it should be made in to an oval-about, or change the entrance and exit to the site around
15:17 - "box factory" is not an office but industry
Why not turn that railroad bridge into a 'london railway arches' lookalike! Gives it a more old industrial atmosphere.
that will be awesome
The big road next to the new offices that crosses the river is way to low, and just to the side of it there is a weird dip on one of the side roads.
all the mill type buildings remind me of newark on trent, check it out as it has multiple old mills and brewery's which are now flats and offices on the river!
So I've been thinking and I think the path over the Wold needs a name. I'm thinking for the pedestrian path calling it The Wold Over Trail.
Also it could be fun to name an industrial building from each city after the other city like they're trading resources with each other or rivals or something.
For one Blight-Tea Industrial
For the other Mississipitea Industrial or something similar.