I may be wrong, but I thinks this really happened at some places at a point in time, people looking for work would expand a city because the factories and industry would give jobs and then the more people would increase the need for resources and other services.
Be careful with how you setup your warehouses. First off, "fill" is evil your city will import if it can to fill it up, and truck will concentrate on keeping it full. This is bad for the big warehouses. Also, look at the volume and number of trucks in a warehouse. Personally I prefer several small or medium warehouses all set to balanced. It also isn't just warehouses, but the silos/barns, ore pits, wood storage, and oil storage. You should have them at both the raw and processing areas. Don't forget to run trains to each of your warehouse districts, i.e. raw warehouses, processed warehouses, good warehouses.
@@ImRandomDude Have you even been to this channel at all? have you seen his satisfactory vids? What are you even doing here, lol. This is not the channel to be complaining about that. This is one of the optimising channels.
@@Goremize ah yes satisfactory, where we got nice laughs at inevitable nuclear waste build up, or forgotten material at drone port that completely halted production Mistakes make fun content
3:30 already identified a problem. You have a full warehouse of oil products, yet your factories arent filled. Thats not a production problem, thats a distribution problem. I think you need many small warehouses rather than 1 big, because each warehouse has a certain number of trucks. So 1 warehouse = limited output potential to deliver said oil.
1,000 hours and continues to make simple mistakes or just outright odd designs. Odd designs aren't bad for most part except for roads, eek. Needs to watch some biffa.
The warehouses don't actually hold raw resources so you have to use the specific storages for them. For example, the crops have to be stored in silos or barns
@@JbRichard. Yeah i agree with you agreeing with the person who is absolutely loving the progress he makes in these videos and loving the series even more
Have you thought about using the electric roads mod? In terms of electricity it works just like power lines, but the roads are powered (cough cough, power lines are buried under ground.) With this mod you can actually just build and any buildings attached to a road, including zoned buildings, will have power without having having to worry about lines. Edit: hahaha I put this comment in before you forgot power lines. Woooo
@@nickllama5296 actually there are often tons of reasons why electric lines are I. The air, mostly geographical ones, like moving ground or high water or any thing else. Why make it complicated if u can keep it simple?
@@cittrixxx It’s significantly more efficient having lines buried underground. The problem lies with money. Considering we have already built thousands and thousands of miles of above ground lines, it’d take a ridiculous amount of money just to take all those down. China benefited a lot by waiting for us to perfect power lines, then burying them all underground
Have you looked at your employee numbers? Seems like you've been building a lot of industry since you added any people to your city. And in some previous episodes I've noticed that a lot of your industry were nowhere near their employment capacity.
You're right. His residential demand is through the roof this entire episode. He also needs more commercial space; I saw the "not enough buyers for products" notice popping up on quite a few buildings. The focus on big industry is cool to watch, but he's gonna end up with abandoned buildings if he doesn't grow the other needs to match.
@@haleyp898 Not enough buyer's is a distribution problem. It simply means there are not enough trucks to take the product to a export location. Each resource production has some trucks and a warehouse also has a limited amount, if there are no warehouses the trucks from the resource building export the moment you put in a single warehouse those trucks no longer export. Only the warehouses trucks now export, delivery to commercial, delivery to factories etc. If you do not have a truck idle when a factory puts a demand in you have to wait until a truck gets back. If the warehouse is full and the resource production buildings are full they will complain about not enough buyers.
It's wild to watch him completely miss the "global" option that he has on in the warehouse menus. If you change that to local it won't be exporting so dang much and allow your specialty factories to have plenty of stock.
I run self-contained industry areas. I use this hierarchy: producer > warehouse > processing > warehouse > multi rail cargo depot. The truck traffic then loops back to where it originally spawned in the industry area. I do not allow trucks to leave the area, but I do allow trucks and all other traffic to enter. This forces all truck traffic to the cargo depot. I connect the cargo depot to offloading depots near generic industrial zones, the port, the airport, and external connections. This dramatically reduces the full/empty notifications because trucks are always returning to their spawn points right away, and the cargo offloading depots spawn their own trucks to deliver goods to the industrial zones. Drawback of this setup is that it requires one hell of a rail network.
I build big DLC industry areas that make over 100K each a week. I've never used trains. Traffic in the areas is good. All the roads are pretty much green. You just need set it up right. And you'll get no traffic. And you don't need 1 cargo train in any way shape or form. My cities run 85-87% traffic and I never use Cargo trains. They cause more traffic than they get rid of. Forcing all the trucks into 1 tile. Not the best idea if you want traffic to flow.
The mining area looks more like a massive storage yard for bucketwheel excavators than an actual mining site. And yes, the warehouses need to be changed to smaller ones, as others have mentioned, and it'd be good to have them on both ends. Another issue, other than the whole raw storage needing specific structures thing, is that you also need to get some more residential. You're running out of workers, we can't have that.
Your suggestion to place warehouse at end of each phase of production has helped tremendously. Prior I would mine, produce, has a.factory offsite with a warehouse sitting next to it just CHOCK.FULL.of materials, no trucks out,.but I'd go nuts watching the factory import from out of town with a full warehouse RIGHT NEXT TO IT. Thanks for the tip.
It's easier to place mini industry areas next to a well laid out factory area. You only need to add primary storage buildings (ore/crude oil/crops) next to production buildings & add a cargo airport. Forestry areas can be created by planting trees. If you make these areas next to your factory area, they'll pump out their products straight to the factories, skipping the need for separate warehouses and the traffic that comes with them. If you create the areas by linking them to your actual primary industry areas, they'll be the higher levels to start with as well. (Erase the links after) This is the way I do it on my PlayStation.
All my industry areas are closed loop systems, no road traffic can get in or out. I’ll have a cargo sponge at one end with a cargo train station that connects to a second closed loop system that has all my warehouses, then another cargo train station going to my Unique factory area. Then one last cargo train station, cargo airport or cargo ship port distributing goods locally and abroad. It sounds complicated but it’s not, it just takes a little planning and I can keep everything extremely efficient with very little traffic.
this is really fun watching you work on Cities Skylines after I've watched most of your satisfactory vids, there all must be sooo neat and precice - here it is just screw it, the road will snap to something anyway :)
Supply chains is something the simulation fails at super badly. There's no guarantee that after overbuilding production and warehousing that your unique factories will stop complaining. The simulation decides what each truck does, and half the time will send resupply from the other side of the map. The mod Enhanced District Services allows you to fine tune your supply chains so that specific buildings feed into other specific buildings. I'd strongly suggest you just use that rather than spam warehouses and production.
I'm sure I heard someone, maybe Biffa, talk about an Advanced Logistics or Alternate Logistics mod at some point that balances out the truck destinations thing. More like to go to warehouses from factories/mines and more likely to go to fill demands from a warehouse etx
Thanks, also i have 2 questions: do you know what is the 4 way intersection he uses? Cause i can’t find it on the steam workshop and it looks efficient. Second: why use the biggest production buildings when you can have many smaller ones that give much more like in the forestry you have the two biggest, one of them is very long and the other one is a square, the square is twice as big but produces 11k the other one 9,6k. And that is even dumber when you use the smallest ones there is Thanks for explaining
Found the intersection: timboh’s intersection or something on the workshop ( one of the most subscribed and easy to find if you put the most subscribed filter)
@@generalz6627 I use it (EDS mod). It works perfectly. You get zero imports. Your trucks go where you want them to go. You'll not have a warehouse on the other side of the map suppling a factory unless you tell it to.
Those warehouses won't accept crops, even set to zoned goods. Because crops aren't goods yet, as the game knows them, they're raw materials. Gotta be silos or barns.
I started watching some of your videos of this game, and just want to say you inspired me to get it and try it out for myself. I just played for the first time yesterday. I was actually a little surprised by the learning curve! But I like the challenge.
I just found your channel and I know this is a little behind but this is where I got on the train and man, I love your content. You have a great overall attitude and I love it. I look forward to more!
It's a bit funny seeing it as how there's no big warehouse areas or districts inbetween, there's little to no stock of materials. So supply has to always meet or exceed demand or everything behind that point stops... which is why there's a lot of traffic everywhere, and because there's traffic everywhere it gets held up and supply cannot reach the demand in time. Normally the werehouses would even out the spikes in supply/demand when trucks comes and goes but since there's not enough, everything is dependent on the next delivery, which is usually held up in traffic somewhere. The whole thing is really like one big factory, it just uses the citys roads/tracks as convener belts too instead of a proper supply chain.
You make the mistake I did about "Zoned*" things, these are not the output of Industry DLC Farms, Oil, Factory, etc they are the output of the zoned industry types only. So a few warehouses in those zoned areas can help concentrate several smaller trucks to one large on you roads. For Industry areas with specific types you can build their special storage near the huge factories too. I usually do several mixed mode storages and warehouses close to users and suppliers. A little further away from suppliers I have one or two empty ones to export the supplies to further warehouses or out the city. Right next to big factories I do a few fills. As others have warned fill will import if there is not local supply, and I think balanced will a bit too at a push. Remember to check your overlays to see what raw materials are being imported or exported for your city. It's also helpful to put Zoned Products and Special Products Wearhouse near to commercial zones that will sell stuff so your shops have a good supply too. It's a huuugheee logistics game at that point! Good luck everyone.
In my current PS4 city of 230,000 people I have a unique solid waste management facility in one corner of the city that serves the entire community. Despite the large volume of garbage and recycling trucks the facility handles the city has a traffic rating of 68% because I have a major elevated highway these trucks use. It has 24 incinerators and 9 recycling plants in a complex with one way road in and out that divides into 3 one way roads of 8 incinerators each and two roads to handle the recycling plants. Included in this solid waste management facility is a cargo rail terminal and a road that loops the recycling trucks between the recycling centers and the cargo terminal in order for them to sell what they recycled without leaving the facility. It works really great. I only wish Skylines would allow the rail cargo terminals to receive and deliver garbage in order for the trucks to not travel so far.
You can calculate how much rae material production ( I.E. drilling rigs)needed to supply factories. Then add extra production of materials to maximize exports, based on connection capacity.
@10:00 , he says how this is an expensive project... but when he cuts to him saying it after beautifying, he already has 2 more million then when he began planning it all
improvement idea: industries completely cut off the highway, everything in an independent network. goods and workers are delivered in a closed circuit of trains. would dat work?
I won't even waste time and space making this wondrous work,I mean I'm a person that saves space a lot and puts a lot of houses,commercials and industrials in it,I can't even save space for the trains...,but I'm not talking about CS I'm talking about Theotown a very nice game still not near to CS but you should give it a try,it's a city builder,pixelized
So ii started play Satisfactory and um i got it a week ago and already have spent almost 60 hours on the game trying to learn the basics, but very fun especially when you overload your refineries with ore.
Ah.. When he talked about lemonade i definitely needed one... so i literally went to the shop nearby.. The influence of youtuber from saying lemonade is incredible.
An idea for a series milestone is one million dollars a week. I don’t know if you even want to continue the series after that. Other milestones can be set but I feel that’s one you should definitely work towards. I only bring it up because I’m concerned about the longevity of the series and I could watch it to the end of time but I know that’s not possible 😕
Would be cool to have inbound warehouse, production in an inclosed sectoin and an outbound warehouse, that would solve the issue with the facilities, simular to how u could do in satisfactory
And if you set your storage buildings to empty, you can profit from exporting your over production up stream, and not worry about importing any goods. Because importing costs money!!
Cities Skylines needs to fix that bug where your industry areas don't feed your special factories like they should. I even had an oil power plant to run out of oil..... and IT WAS IN MY OIL INDUSTRY AREA!!! Like what the heck?!
Ya know that’s fine I played 1500 hours of Rust before knowing you can shift middle mouse to split 1/3 a stack and mmb to split 1/2, not super duper game changing but definitely good to know.
Is it worth it to use the biggest production sites ? Aren’t the small ones more efficient and productive? Personally I prefer small factories for higher output with less land used
"zoned products --" are products made by the generic industry buildings, that normally pop-up in industry-zoned places, not specific goods from industry assets. they are like "vanilla" industry specializations, before the industries dlc... "zoned products -- forestry" will store forest goods, produced by industry-zoned buildings, in an industry district that has the "forestry" specialisation in effect. same for farming, oil, and ore, they are produced by having district specialisations within industrial-zoned areas... "commercial goods" is also a pretty essential warehouse to have; it will collect goods from commercial buildings that produce commercial goods, and also sell commercial goods to commercial buildings that have "not enough goods" I put the commercial goods warehouses closer to town. "balanced" is really the best setting for warehouses; "fill" can grind your industry exports to a halt, and "empty" can cause problems in town with goods and at the factories, as the goods will be mostly exported before they can be used...
Hey kibitz have you ever played Oxygen not Included? I think you would like since involves a lot of logistics and resource management, and if possible make some lives or videos once you're back from vacations
Warehouses mostly give you more trucks... which means more traffic. All plants, mines, farms, stores... all have storage and trucks, but if they are far apart you will need warehouses. So if you have say a crop next to a bakery, next to a train depot that take the products to a commercial area and outside the map. Then to cut down on traffic more have some suburbs out near the factories and farms that have very little education. They will be more likely to work at the closer farms and such and the higher educated people living down town will work at the commercial and office jobs. You can actually have too much education. Another thing to take into consideration is if an area lacks say a hospital, police, fire, garbage, or funeral home, then trucks from near by areas will have to come all the way over to support them. Mail is one I do not completely understand. As far as I know it will increase traffic in the city, like the police, garbage, funeral home, and hospitals... but it decreases traffic from outside the city. I do not typically worry about it in the early game.
"I was playing wrong but now i learned" Proceeds to plop dozens of industries for nothing Makes 100x more oil ore crops and logs than you factory needs, and still has his unique factories starve (because the problem was never lack of production, it was lack of logistics).
You've been playing it all wrong?? My dude.. you loved doing what you were doing... so there is nothing wrong with that!!! Having fun in a game is NEVER wrong... (And yes I do realise he meant that he overlooked certain aspects etc...but still having fun in a game is always a good way to play)
I dont think you need warehouse by your train station. It looks like the trucking AI knows how to load your roads so you have an effective parallel train yard (than a serial connection). But yes, most creators place warehouses by most industries to cut down excess trips
"I Played 1,000 Hours of Cities Skylines WRONG... Until Now" Ohh, I have some bad news for you on this one. I think you need a play together with Biffa, or look at his videos. As there are many mistakes still being made here, like not everything can be in a warehouse, bigger warehouses isn't always better and don't set them to fill as they will start importing making more traffic and cost more money.
i love how normal people make a city with a factory, but you make a factory with a city
I may be wrong, but I thinks this really happened at some places at a point in time, people looking for work would expand a city because the factories and industry would give jobs and then the more people would increase the need for resources and other services.
@@edunask Ya Places like Goregaon and Jamshedpur are perfect examples of these
Funny I guess
@@edunask yep. They're called factory towns. Hershey, Pennsylvania is a very famous one. Hershey built a whole town to supply workers for the factory
@@edunask i live in one of these towns. it’s HELLLLLLA boring
Be careful with how you setup your warehouses. First off, "fill" is evil your city will import if it can to fill it up, and truck will concentrate on keeping it full. This is bad for the big warehouses. Also, look at the volume and number of trucks in a warehouse. Personally I prefer several small or medium warehouses all set to balanced.
It also isn't just warehouses, but the silos/barns, ore pits, wood storage, and oil storage. You should have them at both the raw and processing areas.
Don't forget to run trains to each of your warehouse districts, i.e. raw warehouses, processed warehouses, good warehouses.
And because of people like you we wont have fun videos where fine working industry goes apeshit.
Min maxing and optimization is BORING
@@ImRandomDude Have you even been to this channel at all? have you seen his satisfactory vids? What are you even doing here, lol. This is not the channel to be complaining about that. This is one of the optimising channels.
@@Goremize ah yes satisfactory, where we got nice laughs at inevitable nuclear waste build up, or forgotten material at drone port that completely halted production
Mistakes make fun content
@@ImRandomDude It's almost like people enjoy different things...
@@IngoGarza That truly is a hard concept for some to understand :)
3:30 already identified a problem. You have a full warehouse of oil products, yet your factories arent filled.
Thats not a production problem, thats a distribution problem.
I think you need many small warehouses rather than 1 big, because each warehouse has a certain number of trucks.
So 1 warehouse = limited output potential to deliver said oil.
For crops you need to put silos or barns. They can’t be put in warehouses
I literally just figured this out yesterday.
THIS!
1,000 hours and continues to make simple mistakes or just outright odd designs. Odd designs aren't bad for most part except for roads, eek. Needs to watch some biffa.
I wish they would add crops to the factory dropdown.
for crops set warehouse to Agricultue zoned goods
The warehouses don't actually hold raw resources so you have to use the specific storages for them. For example, the crops have to be stored in silos or barns
Have you thought about tourism? Now THAT will be a traffic challenge.
Also, you have SO many unzoned areas for your citizens.
Absolutely love the progress you make in these videos, love this series even more!!
Yeah i agree with you
@@JbRichard. Yeah i agree with you agreeing with the person who is absolutely loving the progress he makes in these videos and loving the series even more
Have you thought about using the electric roads mod? In terms of electricity it works just like power lines, but the roads are powered (cough cough, power lines are buried under ground.) With this mod you can actually just build and any buildings attached to a road, including zoned buildings, will have power without having having to worry about lines.
Edit: hahaha I put this comment in before you forgot power lines. Woooo
" power lines are buried under ground"
US power companies: "Underground?! WHAT IS THIS WITCHCRAFT?!"
@@nickllama5296 it's like that in FL xD
@@nickllama5296 actually there are often tons of reasons why electric lines are I. The air, mostly geographical ones, like moving ground or high water or any thing else. Why make it complicated if u can keep it simple?
@@cittrixxx It’s significantly more efficient having lines buried underground. The problem lies with money. Considering we have already built thousands and thousands of miles of above ground lines, it’d take a ridiculous amount of money just to take all those down. China benefited a lot by waiting for us to perfect power lines, then burying them all underground
Have you looked at your employee numbers? Seems like you've been building a lot of industry since you added any people to your city. And in some previous episodes I've noticed that a lot of your industry were nowhere near their employment capacity.
You're right. His residential demand is through the roof this entire episode. He also needs more commercial space; I saw the "not enough buyers for products" notice popping up on quite a few buildings. The focus on big industry is cool to watch, but he's gonna end up with abandoned buildings if he doesn't grow the other needs to match.
@@haleyp898 The not enough buyers issue would also be helped by properly managing warehouses and export.
@@haleyp898 Not enough buyer's is a distribution problem. It simply means there are not enough trucks to take the product to a export location.
Each resource production has some trucks and a warehouse also has a limited amount, if there are no warehouses the trucks from the resource building export the moment you put in a single warehouse those trucks no longer export. Only the warehouses trucks now export, delivery to commercial, delivery to factories etc. If you do not have a truck idle when a factory puts a demand in you have to wait until a truck gets back.
If the warehouse is full and the resource production buildings are full they will complain about not enough buyers.
It's wild to watch him completely miss the "global" option that he has on in the warehouse menus. If you change that to local it won't be exporting so dang much and allow your specialty factories to have plenty of stock.
I run self-contained industry areas. I use this hierarchy: producer > warehouse > processing > warehouse > multi rail cargo depot. The truck traffic then loops back to where it originally spawned in the industry area. I do not allow trucks to leave the area, but I do allow trucks and all other traffic to enter. This forces all truck traffic to the cargo depot. I connect the cargo depot to offloading depots near generic industrial zones, the port, the airport, and external connections. This dramatically reduces the full/empty notifications because trucks are always returning to their spawn points right away, and the cargo offloading depots spawn their own trucks to deliver goods to the industrial zones. Drawback of this setup is that it requires one hell of a rail network.
I would love to see this setup. Been trying to setup something exactly like this but it always ends up super messy.
I build big DLC industry areas that make over 100K each a week. I've never used trains. Traffic in the areas is good. All the roads are pretty much green. You just need set it up right. And you'll get no traffic. And you don't need 1 cargo train in any way shape or form. My cities run 85-87% traffic and I never use Cargo trains. They cause more traffic than they get rid of. Forcing all the trucks into 1 tile. Not the best idea if you want traffic to flow.
The mining area looks more like a massive storage yard for bucketwheel excavators than an actual mining site.
And yes, the warehouses need to be changed to smaller ones, as others have mentioned, and it'd be good to have them on both ends. Another issue, other than the whole raw storage needing specific structures thing, is that you also need to get some more residential. You're running out of workers, we can't have that.
i really wish you would update this series more often. Its a hoot and a half. Also its the bees knees without being wack.
"whats that? you need crops? let me come from out of town and export it to you! not like you have a silo right next to your factory.."
We love finding out that you've played a game wrong and now have to relearn skills
Your suggestion to place warehouse at end of each phase of production has helped tremendously. Prior I would mine, produce, has a.factory offsite with a warehouse sitting next to it just CHOCK.FULL.of materials, no trucks out,.but I'd go nuts watching the factory import from out of town with a full warehouse RIGHT NEXT TO IT. Thanks for the tip.
Dude I love this series. Any chance you will upload this series weekly? I need more!
10:19 gerrymandering be like
Kibz just gerrymandered his ore production district
I like these videos never thought that I would be watching someone play a video game in my 50’s but here I am again lol
Nice! Have been looking forward to a new Cities video
Your Cities Skylines Videos are really entertaining. Keep the series on
Also satisfying to watch the roads he builds lol
That warehouse being for zoned industry is only for “zoned” industry to get ropes there you need silos
Hope the airports dlc makes in appearance next video
He is back with some more city skylines man do I love these and how he learns things every time he plays
It's easier to place mini industry areas next to a well laid out factory area. You only need to add primary storage buildings (ore/crude oil/crops) next to production buildings & add a cargo airport. Forestry areas can be created by planting trees.
If you make these areas next to your factory area, they'll pump out their products straight to the factories, skipping the need for separate warehouses and the traffic that comes with them.
If you create the areas by linking them to your actual primary industry areas, they'll be the higher levels to start with as well. (Erase the links after)
This is the way I do it on my PlayStation.
the city skylines videos have allways been my favorite
I love this series. I subscribed to your channel because I loved it so much.
All my industry areas are closed loop systems, no road traffic can get in or out. I’ll have a cargo sponge at one end with a cargo train station that connects to a second closed loop system that has all my warehouses, then another cargo train station going to my Unique factory area. Then one last cargo train station, cargo airport or cargo ship port distributing goods locally and abroad. It sounds complicated but it’s not, it just takes a little planning and I can keep everything extremely efficient with very little traffic.
New Venturium? I would imagine it's very windy and a lot of low pressure systems pass through the area.
Just a thought, you might want to start expanding the actual city soon. You could start running out of workers to exploit... or 'employ'.
You cant keep on turning every game into a factory building game! This is going to far!!1!11!
What's your PC setup Kibitz? Handling City Skylines + recording at 1080p 60, that requires a super beefy CPU.
Please more of this series! I NEED MORE!
OMG FINALLY A NEW EP!!!
thanks for the playlist as well!!! I missed a few episodes and now they're easier to find!!
Thanks for the episode Kibs! It's like a gift every time you pop up in the notifications.
this is really fun watching you work on Cities Skylines after I've watched most of your satisfactory vids, there all must be sooo neat and precice - here it is just screw it, the road will snap to something anyway :)
finally another episode please keep making these I love how capitalistic you can become
Years later and still good. Loved it and specially how people kill themselves for a game lol!
Supply chains is something the simulation fails at super badly. There's no guarantee that after overbuilding production and warehousing that your unique factories will stop complaining. The simulation decides what each truck does, and half the time will send resupply from the other side of the map.
The mod Enhanced District Services allows you to fine tune your supply chains so that specific buildings feed into other specific buildings. I'd strongly suggest you just use that rather than spam warehouses and production.
This mod doesn’t exist anymore i think, is the Chinese alternative any good?
I'm sure I heard someone, maybe Biffa, talk about an Advanced Logistics or Alternate Logistics mod at some point that balances out the truck destinations thing. More like to go to warehouses from factories/mines and more likely to go to fill demands from a warehouse etx
Thanks, also i have 2 questions: do you know what is the 4 way intersection he uses? Cause i can’t find it on the steam workshop and it looks efficient. Second: why use the biggest production buildings when you can have many smaller ones that give much more like in the forestry you have the two biggest, one of them is very long and the other one is a square, the square is twice as big but produces 11k the other one 9,6k. And that is even dumber when you use the smallest ones there is
Thanks for explaining
Found the intersection: timboh’s intersection or something on the workshop ( one of the most subscribed and easy to find if you put the most subscribed filter)
@@generalz6627 I use it (EDS mod). It works perfectly. You get zero imports. Your trucks go where you want them to go. You'll not have a warehouse on the other side of the map suppling a factory unless you tell it to.
Those warehouses won't accept crops, even set to zoned goods. Because crops aren't goods yet, as the game knows them, they're raw materials. Gotta be silos or barns.
I started watching some of your videos of this game, and just want to say you inspired me to get it and try it out for myself. I just played for the first time yesterday. I was actually a little surprised by the learning curve! But I like the challenge.
This is so cool. Why do I love these kind of industry things? They are so nice to see, and so complex. I love it!
Id love to see you build up more the « city » part 😌
I just found your channel and I know this is a little behind but this is where I got on the train and man, I love your content. You have a great overall attitude and I love it. I look forward to more!
It's a bit funny seeing it as how there's no big warehouse areas or districts inbetween, there's little to no stock of materials. So supply has to always meet or exceed demand or everything behind that point stops... which is why there's a lot of traffic everywhere, and because there's traffic everywhere it gets held up and supply cannot reach the demand in time.
Normally the werehouses would even out the spikes in supply/demand when trucks comes and goes but since there's not enough, everything is dependent on the next delivery, which is usually held up in traffic somewhere.
The whole thing is really like one big factory, it just uses the citys roads/tracks as convener belts too instead of a proper supply chain.
If you erase the thin industry zone lines connecting the big blobs it will still consider the separated blobs as one district
You make the mistake I did about "Zoned*" things, these are not the output of Industry DLC Farms, Oil, Factory, etc they are the output of the zoned industry types only. So a few warehouses in those zoned areas can help concentrate several smaller trucks to one large on you roads.
For Industry areas with specific types you can build their special storage near the huge factories too. I usually do several mixed mode storages and warehouses close to users and suppliers. A little further away from suppliers I have one or two empty ones to export the supplies to further warehouses or out the city. Right next to big factories I do a few fills.
As others have warned fill will import if there is not local supply, and I think balanced will a bit too at a push. Remember to check your overlays to see what raw materials are being imported or exported for your city. It's also helpful to put Zoned Products and Special Products Wearhouse near to commercial zones that will sell stuff so your shops have a good supply too.
It's a huuugheee logistics game at that point! Good luck everyone.
Visual glitch, or the shadow of your giant head looking over the new tree farming area?
In my current PS4 city of 230,000 people I have a unique solid waste management facility in one corner of the city that serves the entire community. Despite the large volume of garbage and recycling trucks the facility handles the city has a traffic rating of 68% because I have a major elevated highway these trucks use. It has 24 incinerators and 9 recycling plants in a complex with one way road in and out that divides into 3 one way roads of 8 incinerators each and two roads to handle the recycling plants. Included in this solid waste management facility is a cargo rail terminal and a road that loops the recycling trucks between the recycling centers and the cargo terminal in order for them to sell what they recycled without leaving the facility. It works really great. I only wish Skylines would allow the rail cargo terminals to receive and deliver garbage in order for the trucks to not travel so far.
You can calculate how much rae material production ( I.E. drilling rigs)needed to supply factories. Then add extra production of materials to maximize exports, based on connection capacity.
YES ! another video about exploiting people and resourses for money !
@10:00 , he says how this is an expensive project... but when he cuts to him saying it after beautifying, he already has 2 more million then when he began planning it all
Kibitz play transport Fever 2 please, i love the way you over engineer everything!
improvement idea: industries completely cut off the highway, everything in an independent network. goods and workers are delivered in a closed circuit of trains. would dat work?
What a great series. Thank you.
The 'Sub' district hypnotised me into subbing.. you sneaky evil Mayor!!! lol 😀
Hopefully more videos like these they are the best
Looking all of those cities skylines videos makes me cry because cities skylines keeps stealing all of my memory 😭😭😭
i love this series and cant wait to see you play more
Here's another thing that'll blow your mind. Forestry squares need trees under them to be productive.
I won't even waste time and space making this wondrous work,I mean I'm a person that saves space a lot and puts a lot of houses,commercials and industrials in it,I can't even save space for the trains...,but I'm not talking about CS I'm talking about Theotown a very nice game still not near to CS but you should give it a try,it's a city builder,pixelized
More excited for the next episode when everything blows up and shit hits the ceiling again.
Love just having you're videos playing in the background
So ii started play Satisfactory and um i got it a week ago and already have spent almost 60 hours on the game trying to learn the basics, but very fun especially when you overload your refineries with ore.
top tier cities skyline content. Not sure if shitpost or not but my brain grew bigger today!
MOAR. I NEED MOAR CHOO INTERCHANGES
Your C:S videos always seem to go by so quickly. I love seeing how different people play this game!
Ah.. When he talked about lemonade i definitely needed one... so i literally went to the shop nearby.. The influence of youtuber from saying lemonade is incredible.
Keep the good work Kibitz
An idea for a series milestone is one million dollars a week. I don’t know if you even want to continue the series after that. Other milestones can be set but I feel that’s one you should definitely work towards. I only bring it up because I’m concerned about the longevity of the series and I could watch it to the end of time but I know that’s not possible 😕
Would be cool to have inbound warehouse, production in an inclosed sectoin and an outbound warehouse, that would solve the issue with the facilities, simular to how u could do in satisfactory
And if you set your storage buildings to empty, you can profit from exporting your over production up stream, and not worry about importing any goods. Because importing costs money!!
I’m excited for what you’re going to do with the upcoming Airport DLC
I would recommend you try Transport fever 2 if possible. It is a fun logistical game through time (Beginning at 1850).
that sub district thing made me sub lol very subtle
Man I thought Kibbitz was fun to watch before. But watching him in City Skyline is the best
i have been waiting for so long for this content
Cities Skylines needs to fix that bug where your industry areas don't feed your special factories like they should. I even had an oil power plant to run out of oil..... and IT WAS IN MY OIL INDUSTRY AREA!!! Like what the heck?!
Ya know that’s fine I played 1500 hours of Rust before knowing you can shift middle mouse to split 1/3 a stack and mmb to split 1/2, not super duper game changing but definitely good to know.
False. That is game changing! Good find
I got 130 hours and I want to say thank you, you solved my biggest problem with the game so far.
@@francoquispe656 oh yes also you can click and punch in a number aswell
Is it worth it to use the biggest production sites ? Aren’t the small ones more efficient and productive?
Personally I prefer small factories for higher output with less land used
you might want to think about the value per square some of the extraction/production buildings are more costly for their size
kibs just use internal trains, iit takes pressure of the highways and is faster. Have the tracks completely disconnected from the intercity system.
"zoned products --" are products made by the generic industry buildings, that normally pop-up in industry-zoned places, not specific goods from industry assets. they are like "vanilla" industry specializations, before the industries dlc...
"zoned products -- forestry" will store forest goods, produced by industry-zoned buildings, in an industry district that has the "forestry" specialisation in effect. same for farming, oil, and ore, they are produced by having district specialisations within industrial-zoned areas...
"commercial goods" is also a pretty essential warehouse to have; it will collect goods from commercial buildings that produce commercial goods, and also sell commercial goods to commercial buildings that have "not enough goods" I put the commercial goods warehouses closer to town.
"balanced" is really the best setting for warehouses; "fill" can grind your industry exports to a halt, and "empty" can cause problems in town with goods and at the factories, as the goods will be mostly exported before they can be used...
Hey kibitz have you ever played Oxygen not Included? I think you would like since involves a lot of logistics and resource management, and if possible make some lives or videos once you're back from vacations
He has! You can look in his playlists, there's one for Oxygen not Included
@Xenonia I've seen the cities skylines, the satisfactory and the timberborn playlist ... but somehow missed this one thanks for heads up😀
it only have 2 episodes 😢
How he has enough people to work?!
Given any amount of time, engineers will create New Jersey.
stay on this same city until your city skylines memory runs out
Warehouses mostly give you more trucks... which means more traffic. All plants, mines, farms, stores... all have storage and trucks, but if they are far apart you will need warehouses. So if you have say a crop next to a bakery, next to a train depot that take the products to a commercial area and outside the map. Then to cut down on traffic more have some suburbs out near the factories and farms that have very little education. They will be more likely to work at the closer farms and such and the higher educated people living down town will work at the commercial and office jobs. You can actually have too much education. Another thing to take into consideration is if an area lacks say a hospital, police, fire, garbage, or funeral home, then trucks from near by areas will have to come all the way over to support them. Mail is one I do not completely understand. As far as I know it will increase traffic in the city, like the police, garbage, funeral home, and hospitals... but it decreases traffic from outside the city. I do not typically worry about it in the early game.
"I was playing wrong but now i learned"
Proceeds to plop dozens of industries for nothing
Makes 100x more oil ore crops and logs than you factory needs, and still has his unique factories starve (because the problem was never lack of production, it was lack of logistics).
I looked as he moused over them. He have stuff. So, at this time the problem isn't stuff it's getting the stuff where it needs to go.
You've been playing it all wrong?? My dude.. you loved doing what you were doing... so there is nothing wrong with that!!! Having fun in a game is NEVER wrong...
(And yes I do realise he meant that he overlooked certain aspects etc...but still having fun in a game is always a good way to play)
When you’re done with the city, send it over to City Planner Plays so he can do a review of it XD
the cheeky sub tho, well played xD
I dont think you need warehouse by your train station. It looks like the trucking AI knows how to load your roads so you have an effective parallel train yard (than a serial connection). But yes, most creators place warehouses by most industries to cut down excess trips
You should build small worker villages near the industrial areas cause I think it would look pretty nice
Hell yeah!
Kiblitz should check out railroads Online!
"I Played 1,000 Hours of Cities Skylines WRONG... Until Now" Ohh, I have some bad news for you on this one. I think you need a play together with Biffa, or look at his videos. As there are many mistakes still being made here, like not everything can be in a warehouse, bigger warehouses isn't always better and don't set them to fill as they will start importing making more traffic and cost more money.
Thats probably the most satiscatory Cities skylines video ever xD