Why not get some tips on how to mange traffic from 'Biffa Plays Indie Games'. He does fixes on other peoples cities which have traffic at 3% traffic flow.
I don't know if the game has oil pipelines, but that would be a good way to drastically reduce the number of trucks transporting oil over short distances.
i always like separating garbage from the rest of the road network. don't want your garbage trucks clogging up the main traffic when you get a huge spike in trash.
Biffa's City fix is the opposite of informative. the first thing when you have a traffic jam is to find the absolute front of the traffic system, because fixing back to front means you dont locate and account for any actual problems. Further, lane mathmatics is completely worthless. You cant fix the traffic AI by giving the AI individual lanes in merges, that has nothing to do with what goes wrong, which is that the AI will randomly assign lanes over long distances without respect to short distance decisions. The AI will ignore any logic you try to force on it to maneuver how it wants. my largest single traffic jam ive had was caused not by bad pathing but because the demand for parking outstripped the available parking by 3 orders of magnitude.
@@F14thunderhawk actually lane mathematics work pretty.. let’s say well.. it’s not perfect but it forces the AI to calculate a lane where it has to switch earlier which gives space for other cars not very good.. but gives you a little bit of leeway
@@F14thunderhawk Except Biffa does both of these things correctly. He follows traffic jams until he finds the front and then fixes it front-to-back, unless it's total gridlock and the traffic jam is just one closed loop. And he uses lane mathematics as a short-distance fix, to create a 'dedicated turning lane' at specific junctions. I don't think I've ever seen him suggest lane mathematics is a fix for long-distance AI pathing problems. He does, however, increase the AI logic setting in Traffic Manager to around 70%, which may overcome those problems (I'm not sure).
Hey Kibz. If you use the traffic manager mod you can get rid of traffic lights that are clogging up your roads. Also one way roads can keep traffic moving.
If you don't want to mess with the lane controller tool, learn some "Lane Mathematics". Basically make sure the lanes before and after add up to the same number. So if you have one lane coming off a highway, you either want 3 before then 1 exit lane and 2 continuing on. Do the same at merges but in reverse (so 2+1 becomes 3).
Someone already mentioned how trucks can drive a little farther to reach their destination, but i would actually reccomend that the trucks get redirected to your larger roads rather than directly to the highway. You would do so by essentially severing that connection between the blocks rather than connecting the blocks further, although it seemed like most of the traffic in that area was also directed to the oil warehouse rather than the highway(meaning the oil storage placed locally was full).
@@strilux.2a "But you didn't have to cut me off Make out like it never happened and that we were nothing And I don't even need your love But you treat me like a stranger and that feels so rough"
I don’t know if you are doing this already, but a good tip when it comes to managing traffic is lame Mathematics, basically if there is a road that merges into another road than the road needs to add a lane for the new lane. Another tip is that you don’t want traffic to have the option to cross paths at an intersection, the fewer times traffic crosses paths the smoother it will be, this means forcing traffic to pick a path prior to an intersection or to follow a smoother route
So, Kibitz, each industry has its own 'problem', or difficulty with building with it. As you've found, with oil extraction, it's the density of extraction volume. You can get an absurd amount of oil, but it won't go anywhere and you couldn't fit enough processing facilities on the map if you tried with every possible oil extractor placed. The inefficiency of processing buildings is another issue with it. In the same vein, forestry has the issue of massive extraction and support buildings - forestry barracks in particular are massive. Ore has massive extractors, and farming has large extractors and processing facilities with a lot of noise pollution, among each industry's other quirks. Makes them each unique to set up and manage, but definitely max-output oil fields are something only for those who have merged their mind and their computer. By the way, if you've ever paid attention to a real highway from a civil engineer's perspective (that of Cities Skylines resembles one in roadwork), you'll notice that in particularly high-traffic areas, they tend to add and remove lanes for entrance/exit ramps. That can help a lot, since it reduces lane changes for the vehicles which would otherwise vastly slow overall movement. So if you have, say, a 3 lane road, which you do, that subsequently has a heavily used ramp merge onto it, and then another one merge off of it just after (this being the one that leads to the planes and first trains), it can help immensely to make the road in between those two a four-lane one instead of just the three. Once that's done, you don't even need to force traffic to go places lane by lane -as much- since they're going to have enough space and do it naturally.
The roads connecting to your production buildings should all be one way. This will help prevent that bunching up issue you were seeing, as trucks dropped off their load and then immediately tried to turn around.
i think industries in general need their items to go storages 1st before they get used by processing facilities, otherwise it seems like the items get sold
There are a couple of places I noticed where it might be beneficial for you to learn about lane mathematics and dedicated turning lanes. Watch Biffa's traffic fixing vids if you are unsure about the terms. :) 19:38 Those yellow diamond signs are not yield. They mean basically, no restriction. For yield, you want the red "Give way" sign.
So i was watching and a thought occurred to me. At the beginning it looked like you had a processing plant, extractor, and train Station isolated. Maybe a modular system with an extractor, enough plants to use all the oil, and a dedicated station(or maybe one station for a bunch) would absolutely destroy your traffic problem
Lane Mathematics: If you split (highway roads) the number of lanes before and after the node should be equal - e.g. 3 lane Highway turns into 2 lane highway + exit lane. Then TM:PE will automatically assign a single right turn lane. If you want to assign lanes you can press for "straight" and in many cases it will automatically assign something useful.
Try giving the freeway that goes to the first train station a secondary direct connection to the airport, so they don't have to loop all the way around. Might help with that traffic there.
Hey Kibz, you know what, roundabouts are NOT the only answer to heavy traffic! In fact, a well set traffic light (hello, TM:PE) handles traffic even better. Also kudos to YMBLtv for providing great guide to traffic lights!
That's a "Right of way" sign. More or less used in Europe. Yield is the upside down, red and white triangle. Your intersections are basically uncontrolled. I love it, lol.
You also have to spend your wealth! Build a mega luxury residental and/or commercial area either on a island or just on the land. Lots of expensive stuff and low taxes! :P
my advice to you is to remove the traffic lights, they only interfere and change the roads to ordinary instead of concrete ones, they will be more efficient due to the turns of the cars
You don't need the lane connector tool if you make the highways so there's extra lanes for the exits, and less lanes after. So if you have a two-lane road on the entrance and a three-lane for 10-20u before an exit, through-traffic will be forced into the left lanes. Most traffic problems on the highways in this game comes from using the same lane count everywhere. By adding and removing lanes just like in real life, you can force the traffic to split up. Also putting exits on the outside and avoiding sharp corners helps a ton too
This industry area REALLY needs warehouses! They can be more strategically located and they distribute the resources way more efficiently than just relying on the production buildings themselves exporting things. The second smallest warehouse is the most efficient, btw. The one with 20 trucks. The larger ones take up more space per truck. Just an extra tip. Something you can also try is having individual balanced areas of extraction, production, and storage on their own one-way blocks. For a farm area, for example, the perfect balance is six crop fields, five animal pastures, and five flour mills. Adding the 20 barracks and levelling up you'll need two animal product warehouses and three flour warehouses. Put these on a one way loop in the order main building, barracks, crop fields, silo, animal pastures, animal product warehouses, flour mills, flour warehouses, then finally some sort of cargo hub or linking it up to more of these loops all going to one or more cargo hubs. The traffic will flow just beautifully. This same principle can be applied to any of the industries, assuming you have infinite ore and oil enabled, although the specific numbers of extractors and producers will vary.
Basically in the extraction area at 12:48 you had a clockwise setup on the road. So on the main road in one place you had mix of traffic that are leaving extraction area and traffic that are returning to the extraction area. Just changing that part to the anti clockwise "circle" already will separate in and out traffic. Plus as suggested already check Biffas video for aetuping correctly turning lanes
You don't need(but can still do it with it) the lane connector in this use case. The two most popular other ways are to either downgrade the next road have one lane less(called lane mathematics) or to use the tool that's right next to the lane connector, since it's a watered down but easier to use version of the lane connector. Don't overdo it in cities however as it will make some vehicles take strange routes.
Mods needed for cities this big, Enhanced outside connections - helps cargo (and people) AI coming and going Optimised outside connection - helps vehicle AI in industry areas Traffic manager helper - gives more tips for hotkeys and stuff in traffic manager crtl + click with the arrow tool to set up dedicated turning lanes, you wont need to us the lane tool
I think the extraction buildings look for a storage building first, if there is one, to drop off there and then the storage building makes a truck to go to the production building. If you clump up all your storage and have it between the extraction & production buildings, the trucks might understand your plan. I say think, because after a while I just give up and let my industry areas become clogged messes because the drivers in this game are just the worst at planning routes...
you would have much better traffic using more local roads instead of the big boys - or if you use them get rid of all those signals at the intersections and make propper priority roads. Also more connectivity is great to reduce funneling (the grid is the answer) . It was a good idea to mix and balance the extraction and the production. I would also recommend mix in more storages (also for the products like plastic) all around. In the next step you could set up some generic industries to produce some goods from all those materials to max out the profit. btw you brought me into this game with this series and now I've already spent more than 400h there xD
Man I love the way you blow things up in your city. You should have have called in Meteor shower. I laugh all the time in this series so far. Are you sure you are not related to the spiffing brit.
Roundabouts are gridlock magnets. If any of the outputs shut down (for whatever reason) the entire roundabout shuts down. I remember watching a video looking at real-life roundabouts, and the comparison they used was times square vs. this 75 meter roundabout in a 6,000 person town. Can you imagine the chaos a 75-meter roundabout in the middle of New York would cause? It'd be like the Arc de Triomphe nightmare except with Taxis and guns.
you should DEFINITELY watch biffas traffic fix series. he is amazing at solving these sorts of traffic problems and uses the same traffic manager mod as you. Trust me it will be incredibly helpful
Biffa is entertaining, but he really isn't very good at traffic management. Usually what winds up happening is he cripples the city, causing half of the population to leave, and *surprise* traffic is fixed.
put at least one dedicated storage wharehouse per resource near the new area (and scattered in the old as well). Try 2 T junctions instead of a single X junction
Hey kibz I don’t know if you know this or not but you can put basic industrial zoning into your industry districts and the buildings that spawn will be specialized to that industry. So if you zone some industry i your oil fields you will get oil specialization industry buildings in your oil fields.
I suggest making the main roads only having lights at big intersections and when little roads join make them have the stop sigh so the main roads are always moving no stop (making a priority road) works well for me
I saw a video where they used 4 lane roads and gave turning signs only on the center ones, so the trucks can easily park get in and out the buildings without generating any traffic. Hope this helps you
@ImKibitz, as long as you are going to pause the game, put all assets in and then start, you will continue to have trafic issues because all those trucks are going to spawn at the same time.
This is really awesome... however, one significant issue with traffic is when you force trucks to take left hand turns. That happens when a well or pump is on the right of a factory instead of the other way around. A more optimal solution would have been rows set up with ONE oil well/pump then a couple factories that make either petroleum or plastic(maybe not both), followed by whatever major factory that turns that resource into a product, all in one row, always making right hand turns, always the shortest distance between them. This is awesome tho and its prolly not as necessary to have the special product creation buildings NEXT to the oil and petroleum or plastics because they're massive. You can set up a cargo port/train station/airport in the new area for the special goods factories so you don't need as many trucks anyway to transport all the resources to that area of the map. So you're right to make it their own "little" district later. But you saw that one oil well/pump makes significant amounts of barrels. Optimize one pump/well to however many factories that make the oil into plastic or petroleum. Thats ONE SEGMENT and it should repeat like the trains do. Then in the other area, you optimize as many factories necessary to use all the barrels of everything so you export NO OIL PLASTIC OR PETROLEUM. You only export special goods. So if you need to use warehouses, they're always to the left of the factory for the special goods that use those resources. This comment doesn't mean redo it all over again! Im just sure you'll play this game again with a new map down the road. Its just food for thought next time or with OTHER areas of industry. So if you make a forestry industry, or mine for ore, or a farming industry, whatever else like that. To get less traffic issues IN GENERAL, the goal is to prioritize people making right hand turns as often as possible and as many paths to the same destination as possible so they all arent on the same road...
when using lane control, you don't want traffic changing lanes on junctions. they move through junctions better if they're in lane ahead of time. i learned this watching someone fix viewers maps
With a little help from Traffic Manager you'll keep that traffic under control. All you gotta do is remove conflict points e.g. left turns where someone has to yield to oncoming and/or conflicting traffic. You eliminate those your traffic will move much easier. Also that diamond is _priority_ not yield
what i learned is having multiple entrances and exits to an area that will generate a lot of traffic works best. give the AI options and they will use them & remove stop signs and traffic lights, the AI sucks at efficiently using them they will stop randomly or take forever to make a left turn.
Is there possibly a mod that makes it so you can transfer oil with pipes directly to your train station or airport because that would be a lot easier than building a bunch of complicated road systems.
that WOULD make for some real easy math and help kibs a tone tbh. hm i wonder if biffa could come on and help smoth ALL the road problems out in that basic regard. so we can see if this shit goes even higher in the money making
I find it works well to add an oil specialised industry area and zone in some industry to fill out around the more sparsely placed big industry buildings. Before the expansion this would import a lot of oil to make products but with the expansion it seems to make products from some of your spare oil. A little normal industry near by to transform things into products also helps. Just trying to do 100% oil to petroleum and plastic never works well for me. Products for Days!
The traffic sign of a gold diamond within a white diamond (what you called "like a yield sign") indicates to proceed as the vehicle has the right of way.
I do not think there is any complete storage solution (logistic chain) integrated in the base game like the one we can find in Workers and resources Soviet Republic (production>transport>storage>transport> transport to the final user OR transformation >transport>storage> transport to exportation or store selling) and it becomes a real problem once you reach a production peak.
must be a comment in here about making sure the producer is coming out and turning right into a consumer, so it is right there. and make sure traffic only turns right - so it is flowing constantly :D plus one ways - to the right :) oh i see around 15:00 something got figured out - nice
Everything's FINALLY coming together soon!
If you haven't seen the full journey check it out here: ua-cam.com/video/82ZldRYfzmM/v-deo.html
What is the win condition? 😅
@@lewis-mindscrambler987 to squeeze the planet dry of it's oil of course! Every last drop! Everything with Kibz has to be MEGA
dare you to optimize the oil district to $1M+ p/w
Why not get some tips on how to mange traffic from 'Biffa Plays Indie Games'. He does fixes on other peoples cities which have traffic at 3% traffic flow.
you should name the oil area Oilly (referance to petropolis)
“I’m gonna keep intersections to a minimum”
*spams 100 intersections right next to each other and leaves traffic lights on*
“Omg traffic?”
On the maaaaaaaaaain roads, lil' roads it's fiiiiiiiiiiine 😉
he got the money didnt he? and thats what matters!!
This city is like Dubai
"Why am I building a highway? Cuz l can. "
I don't know if the game has oil pipelines, but that would be a good way to drastically reduce the number of trucks transporting oil over short distances.
@@party4lifedude It really should but it doesn't
Roads that are only accessible for emergency vehicles, dump trucks and hearses would probably be very beneficial for you.
yeah bus lanes are great
i always like separating garbage from the rest of the road network. don't want your garbage trucks clogging up the main traffic when you get a huge spike in trash.
How do you achieve that?
@@admechskitarii6967 dlc
@@cgdcgyUCmod
19:45 That’s the priority sign, basically the opposite of a yield sign.
yup... i dont thnk this guy has ever taken a driving test lol.
@@hyper0699 Priority signs aren't a thing in the USA.
@@ILMTitan Yeah, I think I've only ever seen one in real life; they definitely weren't on the driver test.
i just got here after being so mad about the way he uses the lane connectors!! i havn't even seen how he uses the priority sign. IT GETS WORSE?!
Now i've seen it. i am so dead! this guy XD
For your road sit-e-ation, might I suggest watching Biffa's city fixing series if you haven't already? VERY informative and instructive ^_^
Biffa's City fix is the opposite of informative. the first thing when you have a traffic jam is to find the absolute front of the traffic system, because fixing back to front means you dont locate and account for any actual problems.
Further, lane mathmatics is completely worthless. You cant fix the traffic AI by giving the AI individual lanes in merges, that has nothing to do with what goes wrong, which is that the AI will randomly assign lanes over long distances without respect to short distance decisions. The AI will ignore any logic you try to force on it to maneuver how it wants. my largest single traffic jam ive had was caused not by bad pathing but because the demand for parking outstripped the available parking by 3 orders of magnitude.
@@F14thunderhawk 🤣
@@F14thunderhawk y'all serious? You're questioning the god of cities skylines? On your head be it
@@F14thunderhawk actually lane mathematics work pretty.. let’s say well.. it’s not perfect but it forces the AI to calculate a lane where it has to switch earlier which gives space for other cars
not very good.. but gives you a little bit of leeway
@@F14thunderhawk Except Biffa does both of these things correctly. He follows traffic jams until he finds the front and then fixes it front-to-back, unless it's total gridlock and the traffic jam is just one closed loop. And he uses lane mathematics as a short-distance fix, to create a 'dedicated turning lane' at specific junctions. I don't think I've ever seen him suggest lane mathematics is a fix for long-distance AI pathing problems. He does, however, increase the AI logic setting in Traffic Manager to around 70%, which may overcome those problems (I'm not sure).
disabling those million unused pedestrian traffic lights they keep stopping at might help...
also probably something with one-way roads.
Hey Kibz. If you use the traffic manager mod you can get rid of traffic lights that are clogging up your roads. Also one way roads can keep traffic moving.
You can actually turn off lights and stop signs in the base game also.
Get rid of two way road. Use only 1 way road in industry. Way better if planned correctly.
And if you go into the Traffic Info View you can get rid of them there too
If you don't want to mess with the lane controller tool, learn some "Lane Mathematics". Basically make sure the lanes before and after add up to the same number. So if you have one lane coming off a highway, you either want 3 before then 1 exit lane and 2 continuing on. Do the same at merges but in reverse (so 2+1 becomes 3).
Someone already mentioned how trucks can drive a little farther to reach their destination, but i would actually reccomend that the trucks get redirected to your larger roads rather than directly to the highway. You would do so by essentially severing that connection between the blocks rather than connecting the blocks further, although it seemed like most of the traffic in that area was also directed to the oil warehouse rather than the highway(meaning the oil storage placed locally was full).
Kibz: Builds amazing systems to maximize production in an impressive and methodical way
Also Kibz: Pheonix
My name is spelt Phoenix, ya know the normal way. So when i saw his spelling it gave me a stroke
@@ostr0sk172 who names their kid phoenix
@@quinnrobinson3776 Phoenix's parents?
@@strilux.2a "But you didn't have to cut me off
Make out like it never happened and that we were nothing
And I don't even need your love
But you treat me like a stranger and that feels so rough"
I don’t know if you are doing this already, but a good tip when it comes to managing traffic is lame Mathematics, basically if there is a road that merges into another road than the road needs to add a lane for the new lane. Another tip is that you don’t want traffic to have the option to cross paths at an intersection, the fewer times traffic crosses paths the smoother it will be, this means forcing traffic to pick a path prior to an intersection or to follow a smoother route
So, Kibitz, each industry has its own 'problem', or difficulty with building with it. As you've found, with oil extraction, it's the density of extraction volume. You can get an absurd amount of oil, but it won't go anywhere and you couldn't fit enough processing facilities on the map if you tried with every possible oil extractor placed. The inefficiency of processing buildings is another issue with it.
In the same vein, forestry has the issue of massive extraction and support buildings - forestry barracks in particular are massive. Ore has massive extractors, and farming has large extractors and processing facilities with a lot of noise pollution, among each industry's other quirks. Makes them each unique to set up and manage, but definitely max-output oil fields are something only for those who have merged their mind and their computer.
By the way, if you've ever paid attention to a real highway from a civil engineer's perspective (that of Cities Skylines resembles one in roadwork), you'll notice that in particularly high-traffic areas, they tend to add and remove lanes for entrance/exit ramps. That can help a lot, since it reduces lane changes for the vehicles which would otherwise vastly slow overall movement. So if you have, say, a 3 lane road, which you do, that subsequently has a heavily used ramp merge onto it, and then another one merge off of it just after (this being the one that leads to the planes and first trains), it can help immensely to make the road in between those two a four-lane one instead of just the three. Once that's done, you don't even need to force traffic to go places lane by lane -as much- since they're going to have enough space and do it naturally.
Hey Kibs, idk if you know this but in Satisfactory you can decorate the belts now AND christmas music plays as the presents falls from the skies
This is cities skylines
The roads connecting to your production buildings should all be one way. This will help prevent that bunching up issue you were seeing, as trucks dropped off their load and then immediately tried to turn around.
Oil industry in this game is extremely unrealistic. And I hate it bc I literally work in it
Protip: When making lane connections, use CTRL+S to have the lane connector automatically connect a simple intersection/exchange.
i think industries in general need their items to go storages 1st before they get used by processing facilities, otherwise it seems like the items get sold
There are a couple of places I noticed where it might be beneficial for you to learn about lane mathematics and dedicated turning lanes. Watch Biffa's traffic fixing vids if you are unsure about the terms. :)
19:38 Those yellow diamond signs are not yield. They mean basically, no restriction. For yield, you want the red "Give way" sign.
So i was watching and a thought occurred to me. At the beginning it looked like you had a processing plant, extractor, and train Station isolated. Maybe a modular system with an extractor, enough plants to use all the oil, and a dedicated station(or maybe one station for a bunch) would absolutely destroy your traffic problem
Bro idk why but I can't get enough of this series keep up the great work kibitz
Lane Mathematics: If you split (highway roads) the number of lanes before and after the node should be equal - e.g. 3 lane Highway turns into 2 lane highway + exit lane. Then TM:PE will automatically assign a single right turn lane. If you want to assign lanes you can press for "straight" and in many cases it will automatically assign something useful.
Try giving the freeway that goes to the first train station a secondary direct connection to the airport, so they don't have to loop all the way around. Might help with that traffic there.
No the trucks need a waiting area or else the traffic backs up onto local roads
Hey Kibz, you know what, roundabouts are NOT the only answer to heavy traffic! In fact, a well set traffic light (hello, TM:PE) handles traffic even better. Also kudos to YMBLtv for providing great guide to traffic lights!
Ya, roundabouts are very application-specific. Once they hit their maximum, they are disasters waiting to happen.
Too many traffic lights
Lane mathematics is hidious
Too much roundabout
Too much chaos
That's a "Right of way" sign. More or less used in Europe. Yield is the upside down, red and white triangle. Your intersections are basically uncontrolled. I love it, lol.
tbh everyone knows were the fuck they going so why stop and slow shit down. drivers in this know the roads before ever stoping.
You also have to spend your wealth! Build a mega luxury residental and/or commercial area either on a island or just on the land. Lots of expensive stuff and low taxes! :P
Love the roundabout around the meteor crater
my advice to you is to remove the traffic lights, they only interfere and change the roads to ordinary instead of concrete ones, they will be more efficient due to the turns of the cars
There’s something so satisfying about a bunch of roads forming a system
You need to get rid of some of the traffic lights so the trucks don't have to slow down and stop for long
ive been having a bad week so this upload timing makes my day
I'm sorry friend. I hope it gets better !
19:25 never snaped my head to my monitor so quickly.
Hey kibz have you seen biffs fix some high traffic cities cause he specialises in helping explain a way to manage traffic using tmpe
Am I the only one yelling "BUILD ANOTHER AIRPORT!" like ten minutes before it happened?
You don't need the lane connector tool if you make the highways so there's extra lanes for the exits, and less lanes after. So if you have a two-lane road on the entrance and a three-lane for 10-20u before an exit, through-traffic will be forced into the left lanes. Most traffic problems on the highways in this game comes from using the same lane count everywhere. By adding and removing lanes just like in real life, you can force the traffic to split up. Also putting exits on the outside and avoiding sharp corners helps a ton too
Kibitz: What if we spread out the extraction like, a lot?
Me: Great Scott! HE'S GOT IT!
“Nothing beats black gold”
-Sun Tzu (probably)
Man, watching that number climb to over $600k was the best. Such a great episode!!
This industry area REALLY needs warehouses! They can be more strategically located and they distribute the resources way more efficiently than just relying on the production buildings themselves exporting things. The second smallest warehouse is the most efficient, btw. The one with 20 trucks. The larger ones take up more space per truck. Just an extra tip. Something you can also try is having individual balanced areas of extraction, production, and storage on their own one-way blocks. For a farm area, for example, the perfect balance is six crop fields, five animal pastures, and five flour mills. Adding the 20 barracks and levelling up you'll need two animal product warehouses and three flour warehouses. Put these on a one way loop in the order main building, barracks, crop fields, silo, animal pastures, animal product warehouses, flour mills, flour warehouses, then finally some sort of cargo hub or linking it up to more of these loops all going to one or more cargo hubs. The traffic will flow just beautifully. This same principle can be applied to any of the industries, assuming you have infinite ore and oil enabled, although the specific numbers of extractors and producers will vary.
Basically in the extraction area at 12:48 you had a clockwise setup on the road. So on the main road in one place you had mix of traffic that are leaving extraction area and traffic that are returning to the extraction area. Just changing that part to the anti clockwise "circle" already will separate in and out traffic. Plus as suggested already check Biffas video for aetuping correctly turning lanes
You don't need(but can still do it with it) the lane connector in this use case.
The two most popular other ways are to either downgrade the next road have one lane less(called lane mathematics) or to use the tool that's right next to the lane connector, since it's a watered down but easier to use version of the lane connector.
Don't overdo it in cities however as it will make some vehicles take strange routes.
You didn’t have to kill thousands of people in the oil industry but you did, this is why I love your channel
Mods needed for cities this big,
Enhanced outside connections - helps cargo (and people) AI coming and going
Optimised outside connection - helps vehicle AI in industry areas
Traffic manager helper - gives more tips for hotkeys and stuff in traffic manager
crtl + click with the arrow tool to set up dedicated turning lanes, you wont need to us the lane tool
I think the extraction buildings look for a storage building first, if there is one, to drop off there and then the storage building makes a truck to go to the production building. If you clump up all your storage and have it between the extraction & production buildings, the trucks might understand your plan.
I say think, because after a while I just give up and let my industry areas become clogged messes because the drivers in this game are just the worst at planning routes...
CTRL + S to auto make the lines with the lane connector tool. Doesn’t always put them where you want but it saves a lot of time.
Also do it better than the disaster he did. So many traffic things I was banging my head, like the "yield".
you would have much better traffic using more local roads instead of the big boys - or if you use them get rid of all those signals at the intersections and make propper priority roads. Also more connectivity is great to reduce funneling (the grid is the answer) . It was a good idea to mix and balance the extraction and the production. I would also recommend mix in more storages (also for the products like plastic) all around. In the next step you could set up some generic industries to produce some goods from all those materials to max out the profit. btw you brought me into this game with this series and now I've already spent more than 400h there xD
Man I love the way you blow things up in your city. You should have have called in Meteor shower. I laugh all the time in this series so far. Are you sure you are not related to the spiffing brit.
Great!
Looking forward to the Luxury Factories!!!
Haha I love how much fun he has when he isn’t grinding away at piping in satisfactory
Hope you remembered some fire stations in that area ;D
Roundabouts are gridlock magnets. If any of the outputs shut down (for whatever reason) the entire roundabout shuts down.
I remember watching a video looking at real-life roundabouts, and the comparison they used was times square vs. this 75 meter roundabout in a 6,000 person town. Can you imagine the chaos a 75-meter roundabout in the middle of New York would cause? It'd be like the Arc de Triomphe nightmare except with Taxis and guns.
you should DEFINITELY watch biffas traffic fix series. he is amazing at solving these sorts of traffic problems and uses the same traffic manager mod as you. Trust me it will be incredibly helpful
I suggest you send your city to Biffa for some traffic solving, think he would gladly help. Would be a nice collab to see!
Biffa is entertaining, but he really isn't very good at traffic management. Usually what winds up happening is he cripples the city, causing half of the population to leave, and *surprise* traffic is fixed.
@@speedingoffence I don’t agree, but even then he can try. As you said, he ís entertaining so it would still be a awesome collab
@@GeerhardAbma That's fair. I concede the point.
put at least one dedicated storage wharehouse per resource near the new area (and scattered in the old as well). Try 2 T junctions instead of a single X junction
Hey kibz I don’t know if you know this or not but you can put basic industrial zoning into your industry districts and the buildings that spawn will be specialized to that industry. So if you zone some industry i your oil fields you will get oil specialization industry buildings in your oil fields.
Oh yes every part of the 28 minutes I love this is enough to satisfy me for days to come
I suggest making the main roads only having lights at big intersections and when little roads join make them have the stop sigh so the main roads are always moving no stop (making a priority road) works well for me
Farming is the only industry that doesn't dry up. The others are just better to import all the base goods for manufacturing.
If you do end up making a second oil area it would be cool to have it as a competitor to Phoenix Fields in the lore, just a thought
This serie is waaaaay too satisfying to watch, thanks for the content!
I saw a video where they used 4 lane roads and gave turning signs only on the center ones, so the trucks can easily park get in and out the buildings without generating any traffic. Hope this helps you
0:54 The way he kill over 1000+ people with that meteor and laugh it away make me scared
this series is so good. I really wish the videoes came more rapidly
@ImKibitz, as long as you are going to pause the game, put all assets in and then start, you will continue to have trafic issues because all those trucks are going to spawn at the same time.
Kibs manically laughing as meteors completely decimate the oil district
you should fill that crater with water, make a polluted lake
19:24 is the best moment of the entire video love your content
Addicted to this series🤗 plz do more city skylines
Bro Just polluted the entire Air💀
This is really awesome... however, one significant issue with traffic is when you force trucks to take left hand turns. That happens when a well or pump is on the right of a factory instead of the other way around. A more optimal solution would have been rows set up with ONE oil well/pump then a couple factories that make either petroleum or plastic(maybe not both), followed by whatever major factory that turns that resource into a product, all in one row, always making right hand turns, always the shortest distance between them.
This is awesome tho and its prolly not as necessary to have the special product creation buildings NEXT to the oil and petroleum or plastics because they're massive. You can set up a cargo port/train station/airport in the new area for the special goods factories so you don't need as many trucks anyway to transport all the resources to that area of the map. So you're right to make it their own "little" district later. But you saw that one oil well/pump makes significant amounts of barrels. Optimize one pump/well to however many factories that make the oil into plastic or petroleum. Thats ONE SEGMENT and it should repeat like the trains do. Then in the other area, you optimize as many factories necessary to use all the barrels of everything so you export NO OIL PLASTIC OR PETROLEUM. You only export special goods. So if you need to use warehouses, they're always to the left of the factory for the special goods that use those resources.
This comment doesn't mean redo it all over again! Im just sure you'll play this game again with a new map down the road. Its just food for thought next time or with OTHER areas of industry. So if you make a forestry industry, or mine for ore, or a farming industry, whatever else like that. To get less traffic issues IN GENERAL, the goal is to prioritize people making right hand turns as often as possible and as many paths to the same destination as possible so they all arent on the same road...
when using lane control, you don't want traffic changing lanes on junctions. they move through junctions better if they're in lane ahead of time. i learned this watching someone fix viewers maps
I think Biffa’s help might be an order
(Don’t listen to him he definitely wants to fix all your traffic despite what he says)
YESSS, AN OTHER CITY SKYLINES VID! LOVE THE CONTENT! KEE IT UP!!
I have watched this channel for a year now and i can’t understand how he still doesn’t have 1 mln subs but lets get to 500k before summer 2022
With a little help from Traffic Manager you'll keep that traffic under control. All you gotta do is remove conflict points e.g. left turns where someone has to yield to oncoming and/or conflicting traffic. You eliminate those your traffic will move much easier. Also that diamond is _priority_ not yield
kibz reaching 500k and 600k was like hitting warp 5 in star trek enterprise lol
It’s been a yeerc
If this wasn't a OMEGA FACTORY what is going to be the factory who combains all the PRECIOUS RESOURCES
Lane mathematics will help greatly. Plus dedicated turn lanes, lookup the keyboard shortcut! 😀
what i learned is having multiple entrances and exits to an area that will generate a lot of traffic works best. give the AI options and they will use them & remove stop signs and traffic lights, the AI sucks at efficiently using them they will stop randomly or take forever to make a left turn.
I love the vibes you bring to these videos. Keep it up, you are entertaining to watch
Is there possibly a mod that makes it so you can transfer oil with pipes directly to your train station or airport because that would be a lot easier than building a bunch of complicated road systems.
Biffa uses "lane mathematics". For example: three lane highway, one lane forks off, two lane highway, one lane joins, three lane highway, etc.
that WOULD make for some real easy math and help kibs a tone tbh. hm i wonder if biffa could come on and help smoth ALL the road problems out in that basic regard. so we can see if this shit goes even higher in the money making
You're more than a city planner. "You better believe it" 🎶 You can sing! Whens the album coming?
I find it works well to add an oil specialised industry area and zone in some industry to fill out around the more sparsely placed big industry buildings. Before the expansion this would import a lot of oil to make products but with the expansion it seems to make products from some of your spare oil. A little normal industry near by to transform things into products also helps. Just trying to do 100% oil to petroleum and plastic never works well for me. Products for Days!
Him saying "Choo" is really satisfying
The traffic sign of a gold diamond within a white diamond (what you called "like a yield sign") indicates to proceed as the vehicle has the right of way.
something tells me you'd enjoy the InfraSpace game ^^
*Makes another entry to high way. Car still cross intersection to go home* WhAt aRe YoU dOiNg, oh understandable sir
You got to get rid of those traffic lights
An Oil pipeline mod will fix that traffic congestion. The oil wells will only be seeing personal vehicles and really fix that traffic
Use the traffic path tool you can see where traffic is going exactly
I do not think there is any complete storage solution (logistic chain) integrated in the base game like the one we can find in Workers and resources Soviet Republic (production>transport>storage>transport> transport to the final user OR transformation >transport>storage> transport to exportation or store selling) and it becomes a real problem once you reach a production peak.
Imagine how easier would be to use conveyor belts instead of trucks
Bro did kuwait dirty 🗿
Love how you put a road around the meteor impact ground
Biffa Plays Indie Games would be a good Cities Skylines UA-camr to collab on for tips on getting your road network more efficient for MAXIMUM PROFIT
must be a comment in here about making sure the producer is coming out and turning right into a consumer, so it is right there.
and make sure traffic only turns right - so it is flowing constantly :D
plus one ways - to the right :)
oh i see around 15:00 something got figured out - nice
Amazing episode yet again! Keep it up :)
Yeeeeees! More utilisation of natural resources
Let's go for 1 million a week Kibitz!🔥🔥🔥🔥