BIG TOWN! - Let's Play Cities Skylines - ALL DLC + Realism Mods
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- Опубліковано 28 сер 2024
- Excited for Cities Skylines 2? Me too! That's why I'm continuing my new playthrough in the enormous Cities Skylines, featuring all Gameplay DLC's and some Realism mods! In this episode I work out some traffic kinks, and expand the city! #citiesskylines #chill
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Mods used:
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Graphical:
►Daylight Classic
►Environment changer
►Realistic Temperate
►Render it
►Relight
►More Realistic SoundFX
►Hide TMPE Crosswalks V3.2 [stable]
►No radioactive desert and more!
►Intersection Marking Tool 1.14.2
Fine movement / building:
►Precision Engineering
►Move it
►Prop Control 0.9
►Tree Control 0.9
►Line Tool 0.5
►Roundabout builder
►Network Multitool 1.3.5
►Network Anarchy
►Extra Landscape Tools
►Surface Painter
UI Related:
►Undo it
►Find it
►Unified UI
►Ambient Sounds Tuner 2.0
►Toggle it
►City Vitals
Gameplay / Logic related:
►TM:PE 11.7.5.0
►Realistic Population
►Lifecycle Rebalance
►Rebalanced Industries Revisited 0.8
►Play it
►81 Tiles
Compatibility:
►FPS Booster
►Patch Loader Mod*
►Harmony
Loving the series. Just two comments. First, sewage falls under the water budget, not the garbage budget, so when you cut the budget for water, you're also cutting it for sewage. Second, when you upgraded the road leading to the roundabout in the beginning of the episode, you said that you would need two lanes in both directions as the traffic in the afternoon going back would be the same as going out in the morning. Although true, only the traffic joining the roundabout needs to yield to join whereas the traffic coming off of the roundabout does not and is therefore free flowing. You can also use TMPE and hold ctrl shift S to set up a roundabout (iirc). It's important that you decide to use either TMPE (recommended) or in game intersection tool as the two conflict with one another. Another tip is to change the last segment of any road that joins another one to an asymmetric road so that people who want to go straight do not need to wait for traffic trying to turn across the intersection. Biffa uses it a lot for his traffic solving episodes. Hope it helps.
This series made a 5 hour train ride with multiple delays so much fun! Thank you and keep up the amazing work!
Sorry about the delays, but glad you had something to watch!
@@WhatDarrenPlays😮😮😮😮😮
You should have +1 Extra lane in your roundabouts than the roads connected to it. In your case your roundabout should have 3 lane roads also don't use Lane connectors in your roundabout keep it simple and select ctrl+shift+click. This will make the traffic flow much easier. I would like the University in the peninsula beside the river and also build a Bus station to allow Tourists to enter into your city easily which inturn will make you buttloads of money. Loving the series so far and I'm really excited for the new city blocks on the island.
Can't wait to see how you gonna make the downtown layout, it would be a major change to the city.
Some things that i would love to see
- one or two small commercial buildings sprinkled within largely residential zones
- in the new city part with the university, add like 2 universities with high density residential zones (mimics large cities with multiple universities)
Love the series so far!
It's a pleasure to watch, how you keep the realistic approach to build the small towns. couple hints: sewage is part of water budget (not garbage), you can make the joins to roundabout bigger with node controller to make the entering smoother. Keep up the great work, you might consider RICO mod for direct placement of buildings in the future.
The problem with the roundabout that I see is that the road allowing people to exit the industry district is used primarily by the people living in the residential across the arterial. They don't go anywhere else. So having it connected to the arterial is a little redundant. If you really want to maxamize it but keep the connection, a 'cheat road' that allows cars to dodge the busy main street and go straight into the suburbs might be useful. Either a bridge or a tunnel.
Alongside the massive city along the coast you should also build the stock exchange that you unlocked to start making even more copious amounts of cash, and also yes, the universities.
Love it, I need a 200 episodes of this, so much fun and relax
Just binged the series as a new viewer and have some ideas but feel free to do whatever of course
-more path connections and maybe a bike path/lanes? I feel like the older neighborhoods did not have enough paths and maybe add small little parks/playgrounds jungle-gyms in those empty spaces between houses to increase land value in the older neighborhoods
-i love the organic shapes of housing and roads as i do feel like it is realistic in a suburban or even urban neighborhoods depending on the city
-maybe the old town policy is causing some of the traffic issues due to forcing people to go all the way around?
-more paths and parks please!! I see so many little gaps and would love to see an aesthetic episode where all those gaps get filled up with landscaping, parks, and paths :)
In my opinion, you should avoid lane connectors in roundabouts and just use the ctrl+shift+click option in the road signs menu 🙂 Also, it might help if you reversed the direction of the one-way to be from the roundabout to the industry 🤷♂️
A higher focus on pedestrian connectivity in your neighborhoods will decrease traffic altogether 😉
When a one way road is turning into a two way road one of those lanes has to turn only so either the left lane goes turns left only or the right lane is a right turn only both lanes don't run into one
in TMPE if you click the traffic symbol icon and then ctrl+shift+left click it will properly set up the roundabout lanes and you won't have issues. you accidentally completely removed all roundabout junction rules when you were editing the lanes this and previous videos. It will run a lot smoother if you let TMPE do it's job, at least until you get actual heavy traffic on that road
The other issue is that the roundabout is so small you don't have any nodes between the roads so there is nowhere for the cars to change lanes naturally other than in intersections
Really enjoying this series! One small suggestion before you start your Downtown. Paint a small Pedestrian area somewhere and put down a pedestrian service building. This will unlock the pedestrian paths and it gives you a ton of options for your downtown - they don't have to be in a pedestrian area. They're found under your roads and are much nicer to use than the paths under the landscape tool.
I'm getting anxiety just watching you play! There's so many things constantly competing for your attention, I feel like things are about to get a whole heap more intense!
Sewage funding is part of the water slider, not garbage. That's why increasing the garbage funding didn't help the lack of sewage.
And if you're going to start building to the coast next maybe it's time to invest in inland water treatment near industrial that's already polluted? Help keep the beaches clean!
Welcome to the Roller-coaster Roundabout where you can "maybe" make it to work alive..but you'll have fun either way :)
I'm kidding of course, I don't know how you figure these things out. Looks so complicated.
Love watching your build. You should start encouraging bike riding by adding bike lane roads. This will help immensely with traffic as well.
been lurking on this channel for a couple of weeks now, and i can't wait for more episodes and contents to enjoy watching while i also start my first journey in cities skylines as well.
Nice! Thanks, and welcome aboard!
Fr bc
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Consider moving the bus depot across the street to the green area. Right now, busses have to turn left both to enter and to leave the depot. Over there, they'd only have to turn right.
Hey, I gathered a few suggestions or ideas. :) Hope I can be helpful. First of all, I think you could rename the old part of the Town to literally Swords-Oldtown or something like that. You could also sporadically place some commercial slots in the town... That could probably improve the traffic, as some might choose the local shop, instead of the one in the zone. About the roundabout, an idea would be to use the following approach: the right lane is always the next road's right lane, (thus if you want to go just 1 exit, you don't interfere with the guys who go to the other exits), while the inner lane of the roundabout is the go forward and left lane of the outgoing road(this makes it available to still get out, and choose your lane, and allows you to go to the next exit in the same lane)...
You're understanding of roundabout is fine actually. The problem is TMPE's lane connector on roundabout aren't that intuitive to use. This because lane connectors can be configured at each node of a road network. But cars can actually change lane in between nodes unless you set every connector of every node to keep cars on their lane. For example in roundabouts if you set connectors at every intersection you should see cars changing lane in between them. I'm just not 100% sure of all this because i talk by experience but it should work like this.
Anyway keep up the good work. Love this series❤
Regarding roundabouts.
1st exit is right lane
2nd exit is right lane, maybe left lane also depending on the roundabout
3d and beyond is left lane.
Usually there are lines to help you to "brake out" of the left lane. When leaving for example exit 3 the line would postion you to "block" exit 2, that way you lock people from exiting in front of you.
Also I really enjoy this series!, incredible stuff. Would love to see the park take shape soon, would probably raise land value greatly
If you have a 4 lane road. In junction right lane allows turning right but also going straight, everyone is using that lane for both purposes. If turning right gets stuck for other reasons, it blocks also straight goers. So having dedicated turning lanes helps to keep flow going. In roundabouts people don use inner lanes if rightmost lane allows going straight. It’s just game logic, AI don’t understand that it can change lanes unles you force them.
Yo man I've been really enjoying watching this series!
I live in the state of Pennsylvania, in the US, and here it's very uncommon for there to be real lane switches inside a roundabout, here it operates the same as the stock roundabout in the game functions, but in real life we don't have 2 lanes painted around it 😂 you're either in the traffic circle or you're waiting to get in basically.
Anyway man good work!!
The budget for service buildings affects the range too the building. You also need more dedicated lanes to force cars to fill the lanes right lane for turning right only, etc
The traffic joining the roundabout is only using the inner lane because the lanes exiting the roundabout do more than one thing, and traffic in this game will always take the shortest path if all paths are the same speed and go the same ways. Use the road arrow tool rather than the lane connectors to make the exits dedicated. You can always see what they're doing and they're just simpler and less likely to get wrong. You have 3 and 4 lane one-way roads to widen the roundabout so that if the exit is a 4 lane road (2 lanes in each direction), you can have 2 dedicated lanes to go round the roundabout and 2 dedicated lanes to leave, and if the exit is a 2 lane road (1 lane in each direction), you can use a 3 lane one-way road to have 2 dedicated lanes go round the roundabout and 1 dedicated lane leave.
You _can_ guide them the whole way round, but not on a roundabout that small and with so few lanes. You'd also have some fun with the intersection marking tool showing in where all the lanes move over. That type of rb is called a cyclone.
How to do if 2 lanes are leaving at the next exit: anyone joining that is leaving at the next exit needs to join the rb on the outside lane. Anyone on the rb who is leaving at the next exit needs to move across to the second lane. Anyone on the rb already who does *NOT* want to leave at this exit needs to move across to the 3rd lane, and finally anyone joining the rb who does *NOT* want to leave at the next exit needs to be directed over to the inside (4th) lane. From this, you can see that this segment of rb needs upgrading to a 4 lane road. When you get past the exit, you have 2 lanes continuing and 2 lanes joining, but whether you use a 3 or 4 lane road depends on whether the next exit has 1 or 2 lanes leaving.
All road arrows should be dedicated before doing any lane connectors to move traffic down a lane.
How to do if 1 lane is leaving at the next exit: anyone joining that is leaving at the next exit needs to join the rb on the outside lane. Anyone on the rb who is leaving at the next exit needs to move across to the outside lane as well. Anyone who is on the rb and does *NOT* want to exit at this exit needs to move across to the 2nd lane, and anyone who is joining that is *NOT* leaving at the next exit needs to join at the inside (3rd) lane. From this, you can see that this segment of rb needs upgrading to a 3 lane road. Two lanes will be going round, and 1 will be joining, so the segment after the exit will be a 3 lane road. The lane that is joining needs connecting to both the outside and inside lanes, but not the middle. The middle will have the traffic for the 2nd exit that is already on the rb, whereas the joining traffic could want either the 2nd exit or the 3rd exit, and for capacity reasons you don't want to merge it with existing traffic until after the 1st exit.
All road arrows should be dedicated before doing any lane connectors to move traffic down a lane.
General: traffic leaving at the next exit is directed to the outside 1 or 2 lanes. Traffic leaving at any other exit is directed to the inside 1or 2 lanes counting the other way. The number of lanes on the rb flexes to match what is leaving and joining.
TLDR: Yumbl did one on his channel a few months ago, "Pushing a roundabout BEYOND its limits - In Cities Skylines." He even does a 5 lane rb, but that's going to need quite a bit of extra work.
Nefai posted a spreadsheet on Reddit, "(Industries DLC) Optimal ratio of extraction to production for Unique Buildings - no importing and minimal exporting of raw products." The graphic tells you exactly what all the resources you need for each factory are so you can plan efficiently. This is very useful since these values aren't included in the factory description in-game.
There are a couple of things I think were missed by Nefai that are worth keeping in mind: the ratio of production per employee for each building is what improves as you level up, ie a medium crop field only needs 2 more workers, and the difference in resources when you increase the factory production, which is easy enough to calculate for yourself based on what he did provide. Some in the comment thread there have done their own version that include it, but they're not as pretty as the main one Nefai did.
Posts offices and banks help with your upgrades too, even if that means building a temporary finance district that you have no intention keeping just to unlock the banks. The finance towers are ok in a downtown in the late game, but they're just too big for small towns so I blast through the investments to get the bank unlocks and then delete it again.
I love the terminator reference.
Roundabouts work because of the yield sign. You enter the roundabout lane based on your own lane from the road prior, so if you're on the right, you're expected to exit on the first node (a right turn), on the middle, you can go either way (but never a u-turn), and on the left, you only exit at the last node (a left turn) or the node you came from (a u-turn). These should all be mandated on the lane marking before entering the roundabout. It's pretty clear, and near-misses only really happen when a tourist decides to rent a car. However, when they become busy enough, large roundabouts start to get traffic lights, and eventually even get converted into an intersection. Roundabouts aren't for main roads. It's for smaller roads to be safer since drivers only have to make right turns.
The roundabout could be vastly improved by changing direction of the one-way streets. Now, the cars interfere with each other in both the roundabout and the junction by the factories. If you swap direction, it would probably be much better
Very excited for the university! Lovely to see some denser commercial in the town center
You dont have to really micro the roundabouts with lane connectors, although you can, you can select the road name and TMPE gives you new options on road tools. You can then apply the roundabout rules for a 1 click setup
Lovely city keep it up
That roundabout is something I'm never going to forget 😂
!!! Petition for the roundabout to be renamed 'Caldera' because that's something very impressive too 😁
If your industry buildings don't have enough trucks you should add more warehouses for the specific product. Warehouses will give you more trucks for transit or export
This has been a great series, love watching these things grow.
You have to increase the budget on water to help with the sewage capacity.
Maybe you could built a rural subur to cater for the work and family that don't want to enter the city, like small shops here and there with few services provided, and a bus line to connect to the new dense city.
Playing while watching this series has made me enjoy playing the game just to play it again - Your mod list also helped me fix my game, thanks for that too! Oh and the Manor Lords playthrough was great, thanks thrice!
Since everyone is enjoying this series why don't you try Transport Fever 2 it's kinda like this but I think you will really enjoy filming it
I would love a Anno 1800 hardest difficulty all DLC modded series btw loving this series❤
I would put an entrance to your industrial park for trucks only from the freeway, may help with traffic
Could you add a specific bus service that goes to all main districts but starts and ends at the industrial park?
That way some people would take the bus rather than drive and thus ease the pressure on your roads in and out.
You could have your bus station on the opposite side of the arterial road with an underpass into the park.
Something I wanted to suggest would be to dezone your roundabouts. It might help with zoning on other roads.
Good one. The new zoning tool is very useful to getting nice zones in situations like that without being disrupted by the curves of the roundabouts. Not sure what they did to the tool. Sometimes you have to cycle through the options to get it to upgrade, like remove all zoning, then add zoning on one side, rather than just upgrading a normal road to zoning on one side in one pass.
"Let's call it Victoria Square"
Yeah this guy is definitely british... 😂
@WhatDarrenPlays Discovered you watching your City Skylines journey and it has been an absolute blast! I plan on watching your Anno and Satisfactory ones as well. I was wondering how you got such realistic lighting in your game. I downloaded the same mods on your list and I just can't seem to get it the same. Was wondering how you might have done it.
Edit: Went back through the comments of past videos and found that the Render It! mod is probably how you made it look so amazing. I still can't get it to look the way yours does and this video series is inspiring me to pick the game back up. Even a quick few frames of your Render It! settings would be appreciated so that we could pause and replicate it. Thanks for all the hard work!
Not sure if you noticed, but sewage is controlled by the water budget, not garbage.
Lane-connector-apocalypse ....especially when re-connecting the default. ;)
This series is so amazing and it has helped me implement super amazing things you have done into my own cities.
Congrats on your first driving lesson, Darren! Keep up the good work!
Another good episode of roundabout simulator 😂
turn the 4 lanes surrounding the city into a highway road type and create like intersections along the way but make sure that cars don’t stop while they’re getting off the highway. Just a suggestion for a better traffic flow
in belgium if there are two way roundabout with every exit a 2-way if you drive on the outer lane you stay on that outer lane until your exit same for the inner lane vut for instance if the inner lane driver needs to take a exit earlier then the outerlane they go behind them but most likely if you need to take the first exit you move to the outer lane before arriving at the roundabout
I have watch from frostpunk to anno1800 to satiesfactory to this love the hard work❤❤❤🎉🎉🎉
You should make a second round about more towards the left side and connect the industry area
The think the traffic at the roundabout would be better if the junction was just a crossroads with traffic lights tbh
Like the roundabout adds loads of logic between, I want to go left/right
I think you could put some bushes in the gap of the pathways... i think that might look nice
Great series really enjoying it! I downloaded the mods and map but my game doesn't look half as vibrant as yours! What are the settings you're using in terms of filter and LUT etc?
LET'S GO!!!
The obsession with the roundabout..... I hope you can fix it off screen and then quickly time-lapse explain what you did to finally get it to work.
Ive done just that now! Spemt way too long going back and forth on it!
Lol 25:30 with the little fart noise in the audio
To bad the game doesnt work like that asymmetrical roads are a life saver. Since i have a ton of people moving in my city 78k but most people just walk everywhere which i can tell the game is not ment for as my computer is running fine with no problems but the game is crusing at 30 frames a second at best
The fart 25 mins in ish was hawt
Can you not make slip roads on roundabouts in this? So on most motorway roundabouts now you will have a slip road for anyone wanting to take the first exit, it just goes straight from the end of the road to the start of the next road and means they skip the roundabout all together. Bit different as the game you have them driving on the right. But works the same. Ill take you for a drive one day and show you!
I didnt want to make one there as it would destroy houses but ultimately it does probably need it. I have one in the next episode in a new area though, so I will start planning ahead with them
7:40 I don't get it, how is it simulating travel day and night for everyday? I guess it's just not everyday and more like a work week? Just judging by how fast the day is moving at the bottom left.
There's basically 2 different "time" simulations going on. The date simulation, down the bottom left, controls your budget and population growth/decline. The time simulation, which is visually shown by the day/night cycle, controls the traffic. Darren has a mod installed which more realistcally simulates people going to work at 7/8am and leaving work at 4/5pm, which generates "rush hours" when you would expect them. In the base game sims just seem to work whenever they feel like it! I use the same mod and find the day/night simulation can also wildly effect your budgets too. My sims use way more electricity at night time when they are home cooking dinner and watching tv I guess!
In the getto
Add tunnel under the round-a-bout?
You shouldn’t make these two industrial road one way
Why don't you keep your warehouses to balanced
What difference does it make?
Your turn lanes are all over the place haha don't show this video to your driving test examiner! I don't think the game engine can handle true multi-lane roundabout logic. Real roundabouts require driver awareness. You have to remember if the cars around you came in the roundabout before you did, so you can anticipate their turn based on their lane location.