Finally Defeating my Traffic Nemesis in Cities Skylines!
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- Опубліковано 21 сер 2024
- This traffic spot has been a thorn in my side...until now! Enjoy :-)
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#citiesskylines #biffaplays #newtealand
Biffa, the traffic caused at the junction you were solving between 16:00 and 24:00 was all being caused by a mistake you made in the 'The Big Biffa Bike-ability Challenge in Cities Skylines!' episode. You had accidentally turned the main road near Hubiscus Tea Transfer into a one-way road, thus not letting anyone use the other junction to get on the highway.
This!
Bump
Bump bump!
The weirdest part about that was he acknowledged he did it in the episode but didn't fix it. In the montage you can see him using anarchy to re-draw the monorail line in.
This. 👆👆👆👆 ALL of this.
At 21:16 you can see the monorail trains stopping because of the timed traffic light, might want to get that fixed
15:41 "Rest of the city looking good"
And we see people screaming for electricity in the background 😂
Considering how many different options the airport DLC should offer, maybe make a huge airport on an artificial island, with large warehouses and industrial connections. Then leaving other islands for smaller airports for connections within the map. I've had great success on large maps connecting airport / blimp / helicopter hubs from each of the four corners.
When the traffic was clearing up around 40:00, I noticed that a few roads under the 2 round-a-bounds weren't connected up so the traffic was only using 1 road. It doesn't bothers me too much but its a little thing to fix.
Biffa, you don't need to take care of the future airport island, the DLC comes with tools for that; drawing an airport district erases trees and flattens the terrain automatically.
16:14 top-right you can see that there is a one-way road which is blocking people leaving this area through that intersection.
I finally see it, at 16:00: going into the roundabout to the left of Emerson Hills. No traffic exiting there, of course. Sometimes these little glitches are sooo hard to see. Good eye, mate.
31:50 Seems to be an odd node on the roundabout under the new bypass causing traffic to go a lot slower than the rest of the roundabout
You can see it better at 37:16 when it's in traffic view. Red roundabout but small green piece in the middle.
I wonder if that's the same reason traffic seems to be entering the roundabout from that direction in the left lane to turn right and entering in the right lane to turn left and go straight. They are crossing right over each other as soon as they're on the roundabout,
Also parts of the roundabout is two lanes and not 3 causing traffic to go right
16:03 In a previous episode you upgraded the roundabout left in the Emerson Hill area. During that upgrade, you als upgraded one of the roads going to that roundabout, located under the monorail, making it one way. That is the reason traffic cannot use this road to the highway and uses the other road, which is very busy.
(Unless you've filmed ahead and already destroyed it...) Maybe instead of deleting the existing airport you could 'abandon' it. Turn it off and add cracked tarmac decals, undergrowth etc to make it look old and poorly maintained. Would be a cute way to keep the history in your city, especially if you don't need that land for a build immediately.
Airport DLC comes out on 25th even if he films ahead
True. He's already prepped the new island though so you never know...! But you're right, it's not likely.
Hey, Biffa. That first timed traffic light had separate control for the monorail and it was left to follow the traffic on the ground. So, it stopped for a long while.
21:35 it affects the monorail by doing that and you have a person in the middle of the bit going from 4 line road to a 3 and 2 road
11:04 I'm surprised this is the first time this has happened to you. The P&B path is great except for its frequent tendency to clip underneath the surface. It'll probably do the same thing next time you reload. A quick remedy is to convert ground sections into bridge pieces. Note that park access is "free" when connecting a bridge piece to a gate.
In vanilla++ collection there is a 2 lane 2 way road under highway. This is what you should've used for the run to the airport rather than the residential road and then putting the speed up to highway speeds. Also has a sound barrier version which look better past the chirpX site.
I was going to say this! I hope he sees it
Yes, the road he used makes no sense.
Something I have used to help with intersections, Biffa, is changing the speed limit.
If you can slow the priority traffic the node prior to the intersection, it allows cross traffic a second to pull out. It is strange that for whatever reason, the AI won't pull out when we think there's enough time but we all have seen some of the worst AI driving at other intersections. lol So I've tested slowing the speed as mentioned at intersections and had success. Just thought I'd share. :)
Huh I’ve never thought of that. Might have to try it
How much do you slow them down?
@@Aquiwer 5-10 MPH (or equivalent for KM) I basically just used the idea or logic of what I see IRL. Anything more than 5-10 I feel I either need a better route, better road hierarchy or the speed on my priority road is too high/fast in the first place.
*this is the same person you asked; just my other account. too lazy to sign out on this browser XD*
@@Lighteningskye thank you! :D
when i watching a new episode of tea-land, having a cop of tea and an amazing view of
the city in the morning from my office, It almost seems like my life has come to perfection.
have a nice day 😊
Thanks Mike, you too :-)
A cop of tea? Beware the tea police!
"You put the milk in first?! Five years!"
"English breakfast in the afternoon? Six months!"
"You put the bag in a mug of cold water and heated it up in the microwave???! Life! With only coffee to drink!"
@Blethigg
wait, 'a cop'... oh dear i just noticed xD.
that's how it goes when u r not a native english speaker lmao.
16:03 you have a small segment of one way monorail road leading into the roundabout to nowhere splitting the island in half traffic-wise. I also use the same map, if you had just traffic managed the built in interchange instead of a massive roundabout in the industrial area it would handle all the traffic.
The vast majority of traffic on the roundabout is from traffic trying to turn around, if the bypass was an elevated U-turn instead they'd just clear out of the roundabout
That green walking and cycle path commonly sinks into the ground after a re-start…if you load up and can barely scroll…its this asset.
37:48 "These are the ones causing more traffic" meanwhile the train station at the side throwing trucks like crazy hahaha. Awesome video as always Biffa!
This is so much fun, time passes by so quick, feels like only 5 minutes then its over. New episodes got me acting like a kid before christmas.. Really really enjoying this!!
14:45 Don't pretend we didn't notice the train traffic Biffa lol
For the airport island - Why not the 2 way, 4 lane highway? its a bit narrower than a regular 4 lane and works very well as a direct connect highway for things like this...
Where you were messing with the timed lights, it often works really well to make the bridge bit 1 lane extra. So for the 4 lane road, the bridge would be 6 lanes - This gives everyone a turn lane (or 2) going onto the highway without interupting ongoing traffic.
Hey Biffa. I have a tip for you for the roundabout near the industry. The people coming on the roundabout that come from the highway are forced to take the first turn on the roundabout. You are already forcing them before the come on to the highway. They have to go to the industry while some of them don't even want to go there. That's putting pressure on the already busy industry. I told you many times but you don't seem to care.
Another thing, people joining the roundabout from the industry can be forced to take the sliplane. I see they are still using the roundabout to go straight on. Hugo-There the left lane to the most inner lane of the roundabout. That will force them to not go straight on the roundabout but use the slip lane to go straight
I'd really like a function for warehouses that lets me disable exporting goods. So that warehouses are only used for supplying factories with what they need.
There was an easier fix for your roundabout @Biffa. If you have a 3 lane come on and a 3 lane exit with a 3 lane roundabout here is what you do. Coming on, each lane only enters to the matched up lane. So right goes to the right lane, mid to mid left to left. Once on the round about the only lane changing happens at the exits (assuming you have 4 exits). Right will exit, mid goes to right and left goes to mid. This guarantees that no vehicle will ever be able to do a full circle. This should fix the issue, but if it doesn't.... uninstall... jk, yeah not sure after that.
I love a traffic episode, it's so therapeutic, especially have a rough day. Keep up the amazing work biffa.
08:50
You still need to name that district.
I'm sticking with my suggestion of Narwhal Beach as the roads look like the outline of a Narwhal.
Good morning Biffa, hope you and your family are doing well? :) nothing better than waking to a New Tealand vid
Good morning!
Biffa, the reason why the traffic near Alien Rock Park is so bad is because in your bicycle highway episode you made a two way monorail road into a one way road (that thin bit of road near the roundabout in the top right at 12:49) This has completely bottlenecked the entire traffic for Alien Rock Park, the zoo & the sneaky tunnel from HMP GuilTea and forced them to go out that busy highway junction near the zoo rather than use both junctions.
How many other people got obsessed with watching the dude working out on the middle of the road at 20:13 while Biffa was adding the timed traffic light?
In my biggest city yet (over 200k people), I also got like bright red roads, but they don´t have traffic jams on them, they are just super busy. Btw, I manage to have at least 83% to 90% traffic flow, all vanilla. Thanks Biffa I usally don´t played city buildung sims because I never got my traffic managed, which meant my cities broke down again and again, but with your tipps, I really enjoy playing those games. Tank you very much.
can't believe the offroad postal truck went unnoticed at 34:04 cutting through traffic, through the grass.
Hey biffa, the problem you had with the traffic not going all the way around is due to the number of lanes you have on it. For example if you have three exits and three lanes on the roundabout traffic manager sets it so each lane goes to one of the exits and the traffic cannot go all the way round to the road they entered on! They then have to find a random way via your sorting office instead.
Would have made an interesting concept to "plateau-ed" the island "mountains" for the runways and airport, but looks like it was just a flat island all along.
Great job on the trafic fix.
That *roundabout*. I ran this same map and honestly a good number of the built in intersections just cannot keep up with the throughput. I had basically the exact same roundabout positioned with identical issue and ended up sinking the whole thing and making the north-south motion a highway passing over it, with ramps to access into the lower roundabout passing under the rail bridge + parallel highway.
Lovely video as always.
The problem with Cargo terminals is that its not just your industry and commercial using it. Random traffic from the highway will come to your cargo terminal and drop-off goods. Hence, the massive traffic.
Postal truck driver at 34:03 - "Man, I ain't dealin' with these eldritch shifting roads, I'm just gonna cut across the grass!"
When Biffa says Traffic and Fixxxing, I immediately hit like button and prepare 2 cups of tea!!)) Thanks for recommending FewCandy, she's without a rival in detailing and beautifying. Yeah, I approve your plans for airport, but I assume highway loop should be completed via bridge across the sea. There are a couple of small islands to help building it, because this area is far away from opposite coast, if we don't take water transport
34:16 "So hows it looking?"
*casual post truck driving across the grass*
This save made me realize just how car dependent this save and most CS games are. I would love A less car dependent challenge. More realistic than “car free” challenge.
It's just the way the game works 👍
I know you’re not a fan but I feel an underpass through the middle of that pesky roundabout would look much better than the janky overpass. Over near the postal place.
You gave me a lot of tips on how to manage traffic and I'm very grateful. Still, I don't seem to have fully understood since I'm have traffic issues on every map I start... There should be something I'm missing.
Hello everyone and Biffa!
About the roundabout issue at 32:27, that's what I've tried to explain in the past : if you have 4 exits, and only 3 lanes in your roundabout, the AI will not let your cars/trucks do a 360º turn (=U-turn) to come back to where they've arrived (for example to access the Cargo train station at the left of the roundabout). In this particular case, all the trucks that want to have a U turn will first exit at the first exit near the post office, in order after to normally enter the roundabout to make a 270º exit in the Cargo train station direction. f you want people to go until 360º (total circle), you have to put the same number of lane than the number of exits. If you want normal roundabout with maximum 270º turns (3/4 of a circle), you'll have to put x-1 lanes for x exits.
Watch out also in your case, the outer lane in your roundabout below the no limit bridge has an exit arrow, so you're forcing them to exit to the post center!
Thank you for your videos, love it!!
I just realized while watching this that the AI cars in Cities: Skylines really don't practice safe spacing when they stop at junctions. Granted, people in RL often don't, either, but still.
From the preview video, it looks like when you zone the airport, it automatically levels the ground and deletes the trees. So, once the DLC is out, no need to terraform the area.
Biffa you can use 4 laned national road that is already in your mods collection.
Had the same traffic problems in that same place on the map....solved by surrounding the entire area with one way roads and creating a giant district sized round-about. But then discovered same thing....a past fix that was forgotten caused the whole thing to go "hawky bawky". Round-about was still the best solution albeit a bit slow.
In the farming area, I think you should remove the entrance road to the one train terminal from the roundabout and move it to slip off the road earlier on.
Also, there is a joining road where you removed the milking stations that people are using to cut through which I think you should remove so that the cars go directly to the roundabouts.
Lastly, you could make the roads between the roundabouts one-way which will force them to go through the whole area but I believe it will help 👍
15:40 "The rest of the city is looking pretty good" - ignores the, flashing red, lack of electricity icons.
I've never built the chripX building but that rocket launch was really under welming for someone who grew up near the space coast (the eastern side of Florida where NASAs launch site is).
BRO I’m still watching this! This has to be my favourite Series So FAR!!
Love ur vids!😍😍😍
That piece you fixed at 6:25 you’re allowing them to turn left at that funky triangle intersection
The cows walked from the old milking parlor to the new one 😂😂
That’s my favorite feature of this game
on 16:03 on Emerson Hills near the bus terminal the road there are a little roundabout, where you put a one way road on insted of a 2 way road
Near the spaceport, shouldn't there be a toll booth in the opposite direction too? No use having traffic control in just one direction if you're protecting people from rocket launches ;)
Biffa 20:30 when you placed the stoplight in I noticed the monorail also stopped at a certain phase of the traffic light.
Biffa editing videos:
"Put that clip in there, then put this clip right here, and then I'll just put that one right there. Do you know what? I think I'll just add some text in right here as well, just to brighten things up a bit. Alllllright, lovely stuff, that is looking really good!"
I don't edit my videos 🤪
In intersection I have seen improvements when I increase the number of lanes out to match with the lanes in. When You have one sliplane to go on the highway, if on the intesection people come from 2 directions into this slip lane, it flows bette if the slip lane starts with 2 lanes, then reduces to one to merge with highway. (or 2 lanes all the way) then spaghetti each lanes to one source of traffic.
34:02 Delivery truck decides "Screw your roads! You keep changing things, and I have a damn schedule to maintain! FREEDOM!!!!!!!!!" - suddenly becomes a (sluggish) offroad vehicle.
🤣
Biffa has been captured by the Traffic Light Manufacturers Association. We need to free him and restore the balance with lots of lovely roundabouts!
Whats weird is I never have traffic problems in this game. I just build lots of tunnels. I think people fall in love with intersections where 4 roads connect.
22:27 It'd be a trick to work in but this feels like an appropriate candidate for Yumbl's new space efficient SPUI.
So, the NTSA (New Tealand Space Agency) finally managed to launch the new James Leaf Space Tealescope.
Hey Biffa, I'd love to see you add intersection markings to the custom nodes/complex intersections like the one on 26:00 and 26:20 :)
10:57 Look at the hotels - they reds. You can't put commercial so-next to residential, specifically high-density specifically Tourism specialization...
Put some interesting things on those islands. Using the metropolitan area of Miami as an example, some of the islands and keys have museums, attractions, and other fun things there. If you need inspiration for ways to make the islands fun, that's where I'd look.
Ur right the islands look like miami
You should remake that interchange that you set timed traffic lights up on as a SPUI. It'd be perfect for that spot and waaaaay less conflicts.
The joys of fixing traffic in our cities. Can’t get enough of that 😂
Instead of homework I watch biffa in a biffa hoodie. The best time killer thank you biffa
32:08 In the top left just casually having two lanes next to each other that can both go straight and right, meaning someone in the #2 lane cuts across two lanes of traffic when turning right meanwhile somebody going straight in the #3 lane has people making right turns in front of them at 60kph.
It would be so cool to have a huge sprawling airport on the island you picked, and to get to the mainland the Tiwis would need to catch a train, ferry, or helicopter!
16:02 the little oneway next to roundabout i guess :/
10:15 new building idea, might not be possible without inventing new mods?
A warehouse that has entry+exit on two sides. This to be able to accept goods in direct from a motorway (i.e. an off ramp that just goes to the warehouse and then back onto the motorway) on one side of the building, and on the other side (at different level?) send the goods out to the local area. Similar to the freight rail terminal, but for trucks.
Point of the building: connections that could cut down on truck traffic at interchanges. And IRL also to allow large trucks from ports/rail yards to the local warehouse to just stick to the motorways, and then have smaller trucks more adapted for city streets do the local distribution.
I believe that a warehouse with entry and exit on different sides could be done with the mod that allows one to change where the spawn points are. I forget the name of the mod right now but I'm sure that you could find it in the list of mods used for this city.
@@capitalinventor4823 I ment having an entry+exit pair on both sides!
Woo Hoo like number?!! Great job getting that traffic under control.
Those 1U exit roads look silly, you've got all of your Industrial traffic, tons of 18 wheelers, exiting on what are essentially alleyways.
Better to use two islands as two separate airports: cargo on the right and passenger on the left. The highway coming in can split at the island junction
Just a pointer from a voice in the wind lol... Use a cemetery next crematorium it will practically eliminate death waves less expensive more coverage and cemeteries empty faster when full
From 20:20 where you start fixing the timed traffic light, you also have a traffic light for the monorail, i dont know if it is intended or not, also cars turning right simultaneously with the backed up left turn they use the same lanes to turn into
I think the Monorail stop at that junction is a station just off camera bottom right (if you're thinking the part I am?) - I could be wrong though, and if it turns out you're right, then it poses an interesting dilemma for road with central monorail. If I recall correctly, Monorail and tracks are core game, not mods, so it'd be on their side to fix?
Does give me an interesting idea though - what if you could use TM:PE to control mass transit frequencies, pauses at stations, speeds, priorities, etc?
You really need to break up with dedicated turning lanes! They're good for when you have equal traffic going straight and turning, but when you have lots of traffic going in one direction, a dedicated turning lane just means you're downgrading from 2+ lanes to 1.
The problem with the junctions you're fixing between 16:00 and 22:00 is that you have a lot of traffic that wants to at least go over the bridge. But you have a dedicated turning lane going right, just before the bridge. So even though you added more directions to the lanes before that (where the TTL is), they don't want to be in that lane because it only goes right.
Basically, when you have a smaller fraction of cars turning, you don't need a dedicated lane.
At 24:43 you can see you're committing the cardinal sin of roundabouts. Never-ever-ever use a roundabout to turn traffic 180 back on itself. You're forcing too much traffic all the way around the loop which is what's causing it to back up. It's like an ouroboros eating its own tale. This is compounded by being in an industry area with an already high volume of traffic. I suggest having a feeder out of the back of the industry wrapping to the left so you don't have to force traffic out, to the right, around the roundabout, then back to the left.
Never mind... you fixed it at 36:28 LoL
41:59 Your path has fallen into the abyss again... This is a case for Scully and Mulder. *OST to be imagined*
After seeing some more about the Airport DLC I wonder if you plan to close down your bus hub, and use the one that is connected to the airport? It looked like there was tons of space there. Could be the new airport could be used as basis for a public transport hub.
Hey Biffa, a suggestion - when you were selecting the new airport's island, there was a C shaped one in the middle of the screen, towards the mainland?
You could develop that and call it HaiTea ... since that's kind of the shape of Haiti :)
39:16 look out for those cows crossing the roads to go to their new workplaces
Im a simples man, i see biffa fixing traffic, i like before watching
the junction you put the bypass road on is a perfect opportunity to use the Vanilla Overpass mod!
I'm not sure why the road and rail switch sides (near the new airport island) only to switch back again via a little tunnel at No Problem Atoll - it's probably not worth the effort but I'd be tempted to keep the railtrack on the same side of the road throughout and eliminate that tunnel and level crossing, there doesn't seem to be any reason for them to switch. Also love that No Problem Atoll was one of the only places in the city that had no problems :D
Always a good day for a new Biffa visit.
There is a disturbance in the force..... there was an auto save and Biffa *didn’t* have a sip of tea! 🤯
Noooooooooooooooo
@@BiffaPlaysCitiesSkylines hahahaha 🙂
@Biffa: Vanilla+ project also includes a four lane highway road as well, so you can use this instead of the four lane vanilla game road to connect Airport island 🙂. Its width is a bit smaller too, so it might fits better into the area.
33:49
The small vehicles popped out of existence. Maybe because of the lane line thing on TM:PE. And then there's a bus goes dirt rally 3.0 into a depot.
Lost it at the postie creeping across the grass at 34:15 😂
Biffa, when you build your new airport may I suggest that you name the island it's going to be on to Nuffin Atoll, for "nothing at all". Nuffin Atoll International Airport, it has a nice ring to it.
A conversation between a tourist and a New Tealander:
"What's at the airport?"
"Nuffin Atoll!"
Lol :-)
Perhaps call the airport island Nowhere Really and then you may have a conversation such as:
Mother: So, where are you going on your vacation?
Daughter (Tourist): We fly into Nowhere Really on Saturday.
Mother: If you don't want to tell me that's fine. I suppose that you are going to do nothing at all while you are there.
Daughter: How did you know? We're going to Nuffin Atoll on Sunday for for the tours.
Mother: That's not funny dear. I just pray that you two have no problems at all.
Daughter: Funny you should mention that, we'll be staying there as it's close by the amusement park and easy to get to the concerts.
Mother:
At 11:00 the off ramp is so loud because it is a highway road. If you put in a neighborhood one way road it will be more quiet.
The last time I was looking at a New Tealand vid, I got Horkeybor Quay stuck in my head, and I can't get it out! Damn you, Biffa! (J/k of course but had to share.) :^P
It has probably been mentioned 100 times, but something funky is happening on the round-a-bout under the new bypass. Cars a slowing right down and doing strange lane changes.
I can't wait for someone to add more DLC to the Sony version. There's things we need. 🥺
The first traffic problem is caused by a piece of one way road near hubiscus tea transfer, forcing everyone out on one side.
15:39 there is a power outage
34:13 - runaway post van xD