When Biffa gets into 'im sure that road doesn't exist' like he had when he needed a tram and bike asymmetrical road: It just makes me think 'well why don't you create that road for yourself in the asset creator as you made a video on it somewhat recently'. It would surely fix the issue of needing a very niche type of road
@@nanfredman1991 Don't get me wrong there's still a lot of fine tuning to be done in the editor depending what you want. But it's still leaps and bounds ahead of what making a road was like before this mod
Biffa on your timed traffic lights, you really dont have to increase the minimum time. increases max time is fine by itself for high traffic. the way you do it, even when high traffic goes down, you force the traffic light to still stay green for longer than it needs to be besides, i think the new area you started building this episode would rather be a good fit for an airport, as its a big relativly flat area and very centrally located on your whole map. of course you would need to get the adjacent tile first before building that airport
Hello Biffa. Love your video as always. At around 25mins you're trying to fix the tan/khaki tram line, and right after the "6.5hrs later..." you add a 1way tram road and force the tram line to go the way you wanted it to around that loop. You then add a stop. Check that stop _very_ carefully, I believe it is still broken. When you add the stop right outside the opera house, the dot appears, as does the line moving sideways into the dot, but there is ALSO a line that reamins going straight on. I believe something is broken, cause it looks like that tan tram line is going around the loop twice. If you compare the tan line's stop to the purple pedestrian district stop right beside it, you'll be able to compare what I saw with the tan line's stop dot also having a straight-on line, cause you'll be able to see the way the purple line steps over to its dot.
Biffa, apart from the one highway ent and exit, you only have one road in and out of the entire pedestrian leisure area + the financial district + the riverfront housing. I'd think you really need to get the highway to do the heavy lifting for you so that the traffic does not clog up your main arterial so badly. Some more on and off ramps would probably really help.
For the main highway intersection at the start (1:10) I think you could make that into a four-way interchange, with the new direction immediately going into a roundabout with roads coming off it to go to the pedestrian area. There's not much room with the mountain right there, but I think it might fit, and it would give more options for people entering and leaving the highway.
The financial district looks so much better! I would consider to lower the whole highway quite a bit and create a new intersection with on and off-ramps
Maybe try realistic parking mod so that they don't just pull a car out their pocket and block the roads? Will mean you have to build lots more parking everywhere but will function a lot better
If you don't put enough parking spaces you end up with people parking on the other side of the city and take public transport home 😀 Happens even in my 5000 pop city! But I love the function
@@valskraacapo720 As soon as you play with realistic parking enabled and look at your traffic menu through the vanilla tool panel, you can see places (buildings) that need parking as they are marked as red. lets you track better where you need parking etc. in case you didnt know ;)
And they are a real thing. Tiny Homes. I downgraded to one a few years ago as I'm getting on in years. Just over 1,000 square feet of living space is kind of nice.
@@markbrown2206 Yeah, small houses are becoming a trends in some countries because people are more on becoming minimalistic and focus on aesthetic type of houses and the cost of living is high.
Lovely city, Biffa. Regarding the weirdness with the slope tool (bumpiness) on your off-ramp, I found that clicking on the "bump" with the Node Controller Renewal tool will usually fix the slope.
Great episode as always. I had sort of the same problem in my city yesterday...plopped down a bunch of Seaside hotels and suddenly my coast was drawing a massive amount of traffic from all directions. Had to upgrade my "sleepy seaside town" roads into larger four lane w/bus to keep things under control. Lesson learned, lol! Glad to see you can stop the building changes with the force historical, I didn't realize that's how that worked. If you go back and watch at 12:13-12:18, I think you may have moved a corner building and left it under the highway inadvertently. But I love the way the buildings look now - excellent work! I love your cities!!
Love the new look of the financial area! Much better than the looming skyscrapers! Great job 👍 Also really appreciate your attention to detail with the move it mod, it must take a long time but the result is incredible!
Wouldn't it have worked easier if you didn't connect the tram lines entirely but gave them an easy way to walk between the stops? Maybe underground? Taking things too far with road lanes? Don't I remember a somewhat recent video that allows you to do exactly that?
The only way to utilize the Financial Districts buildings is to mark them historical at level 1 as they spring up. I agree that they start to look "less nice" as they level up, but I appreciate what the creator was doing. I've been trying to blend the Financial District office buildings with European high density residential and commercial buildings to create an "older" section of my city. So far I like the results. Happy New Year to everyone!
I like to put in the FinDis buildings in small clusters rather than a large district. That way can mix in normal commercial/office and wall to wall. An occasional level3 financial is a "realistic" look as that's a trend in NY right now to preserve the historic lower building and then construct some glass monstrosity on top.
A couple things: I believe if you turn off parking in tmpe or enable the dynamic parking mod the sims stop using pocket cars. You should create a national road that just transverses under the highway then hooks up at the ends of your city at the highway. A lot of places have a separation of expressways and local highways. The local highways have more stops and lower speeds… just an option. Also you should move it to pull the node by the island interchange into your city, connect to it, then put it back. You really need the second interchange
Wow the financial district looks so much better now! Looking forward to the next episode 😃 The pocket cars might be because you have a very touristy pedestrian zone there with loads of visitors and insufficient (or no?) parking at the entrances. A parking garage or two will probably help loads.
I've been watching your videos on and off for the last three years or so and you've inspired me to start fixing traffic. Downloaded some cities with bad traffic off the steam workshop, downloaded the traffic manager and roundabout builder mods and started fixing the traffic. Was a bit frustrating but also satisfying at the same time. At one point I actually made the traffic worse! I think I need more practise lol.
Biffa, when you have blank sides of buildings like in 11:57, maybe you could place a billboard-prop onto the side? There might be even someone who creates a biffamerch-billboard for you, so you can implement your merchshop directly into your cities
I see an imminent video fixing the traffic overall in this city... It's beginning to get a bit like Mississipatea with choke points at the highway exits 😂 unlocking squares and putting in proper junctions is so important now...
I've got some pun-y geographic name suggestions - might be late to naming areas! How about County Teapperary, Teas Valley and Teattenham (i.e. County Tipperary, Tees Valley and Tottenham). They've got a UK and Ireland vibe to them too.
I love the low rise stone building financial district and how it turned out! The way it had been before you fixed it just doesn't cut it for me. The way the financial district grows skyscrapers should be in imitation of the Boston Customs House Tower in Boston MA, where the US federal government built a (level 1) Greek Revival temple in the 1830s and then a (level 5) stone midrise skyscraper in 1914. The tower is much beloved by the city's residents and visitors. In a future episode you may want to build up-ramps from the financial district to the elevated highway, and a highway interchange on the other side of the strait for the fishing harbor.
I think that the spot where people are spawning and pulling a car out of your pocket is the edge of your pedestrian area where it meets the normal road. It looks like people leaving the pedestrian area are spawning there and getting in a car because that’s the closest place that they can. Maybe?
Because of the many people getting out of a tram, pulling their pocket cars out and driving away, I prefer to have my tram lines or at least the stations on side roads.
Thanks for the content. And Happy New year. That golden tram line is still looping. At 24:54 you can see the gold line next to the tram stop. I think this line is doing a loop then going all the way around again. I’d suggest drawing the whole line again.
for the force upgrade, don't you need to change the minimum level from what I read, so it forces the buildings to upgrade to the minimum level. Great video as always Biffa
yeah, those cars will keep on spawning at tramstops because the engine has calculated it to be the least slowest travel option for those agent destinations. It seems that you're mostly dealing with the effects of traffic and not at all with the cause. This city desperately needs multipoint access to highspeed transportation, either by highway or subway/rail. Any expansion of the city will only worsen this problem.
Good job Biffa, here, have a cookie 🍪 I had the same issue with the flash mob in my city, on the same map. They were all trying to go to a park but wouldn't for some reason, despawning their cars just to spawn them again and drive around the block in an endless loop. The park had a weird spawn point on the other side of the street, probably due to move it, and resetting the park with move it didn't help, neither did moving the spawn point. Bulldozing the park and replace it did however.
On the traffic manager mod, if you go to the option menu, you can select dedicated turning lanes on and it will automatically put them in when you place a room so you don’t have to do it all manually. Just a tip for easiness
Definitely like the look of the "downgraded" financial district - I have no problem with skyscrapers but the way they are just tacked on top of the nice old buildings is horrible. What "force upgrade" is for is if you set a minimum level for the zone and you have some buildings below that level - "force upgrade" means that they will all be immediately levelled up to that minimum.
Along the shoreline then would be a feeder residental slip road. You created a Strond. A one tile separation always for decorative sound barriers. Both on the road and green belt. And Flowers. Not just bushes. Some color. MAYBE PUT THE 1×1 clustered on the road side. 3 or 4 between decorative landscaping. Limit the water side to 3x3. Will look between and improve future traffic problems. Finally got a computer to handle CS. Learning mechanics through videos. Thanks.
One thing I found out by sheer chance was that if you have multi lane roads with bus or bike lanes, and you set dedicated turning lanes, it will set the bus lane to ahead only, which can really mess things up. Need to enable 'buses ignore lane arrows' in tmpe, far easier than manually resetting every junction!
I told you even before you made new financial district etc that you have only one enter to town from highway. One crazy suggestion to made trumpet interchange on the other side of financial buildings and loop around under the highway to connect to it? That was you can expand even further. Or even to made 4 way interchange where the bridge is?
With the new Road Creator Tool Mod you can make any number of custom roads you need, super easy and intuitive. Asymmetrical tram/bus/bike all-in-ones, pure dedicated skinny tram/bus, whatever you want. You should give it a try, makes planning tram flow extremely easy.
13:55 the trick I use to remove lumps and bumps is first using the slope tool, then using the remove node tool to stop the bumps. You won't have as many pillars on the slip road but it will be nice and smooth!
The houses you built on the main road beside the beach I think should have been placed on a small road that beside the big main one. With a few connections keeping the main road free of stopping traffic
Hi Biffa, Just been investigating real world gradients, to replicate in my cities. Wheel chairs - desired max 2.5%, considered impassible at 8%. Pedestrians - desired max 5%, considered impassible at 10%. Roads - desired max 6%, need to consider run off lanes at 8%, and considered impassible for many vehicles at 10%. Rail - 0.5% - 0.6% in normal conditions, rising to 1% in hilly terrain, with max gradient peaks of 2.5% on a mainline, and 3.3% on a branch line for light traffic. It's all possible to replicate, just needs space.
Eucalyptus trees are dirty. Teddy is happy you deleted that tram turn around. Delta 5-1 has a 6 lane tram road with the tram in the middle, just like the vanilla 4 lane tram road.
The problem is that the park by the water is splitting the pedestrian area in 2 leaving citizens no choice but to ride their cars to the rest of the city. Edit: in addition the new pedestrian area does not have a service point making them appear from nowhere.
You should take a look at your traffic manager settings. Realistic parking ought to get rid of the pocket car weirdness, and there were a lot of people just outright disobeying the traffic laws.
You have the 80 tiles mod. Please use it :-) Will improve the quality of the city (after you did by accident in New Tealand the series became much better :-)
@@FallenAzazeI and my suggestion is that he should do that now. It is not becoming a nice city with all the holky bolky connections he makes now. It is a modded city. Not completely understanding why not using this specific mod. I think it will help the traffic, becoming a more beautiful city with better traffic and for me it is nicer to watch. All just suggestions, will keep watching his videos :-)
Something that would be great to see in CS2 is to have roads where lanes switch sides at specific time of the day. I mean, some high density roads will have a few lanes in the middle going in when people go to work and will be reverted when people go back home. Not lanes that are empty half of the day. Same also to have lanes that goes one side when an event starts at the stadium and the other way when it is time to leave. That would be awesome. And the options are limitless with that king of thing...
The abandoned bus bulb at the entrance to the pedestrian area should bridge over to the bus only road behind the train station. That way all the delivery trucks for the pedestrian area can enter your areas and also bypass the coast and double up the highway traffic to the financial area. The ped areas/ that peninsula of development is just too isolated with one normal entrance and is forcing demand onto the coast. The ped area is basically a super huge cul-de-sac and needs a lot more connectivity.
@Biffa: at 24:36, you can see that the yellow tram line is doing two entire loops of the route for one pass of the line. There is an issue with your stops somewhere causing this. Might be causing the traffic problems as the tram travellers can’t necessarily take the tram for short trips
Like Teagan Collyer pointed out, you can create any road you need, i suggest to have tram line on the external so emergency and service vehicles, busses and tram share the line without block traffic and being blocked by traffic. Also uses of traffic lights to prioritize pubblic transports and services, i saw a video about how to set a priority light for trams with time traffic mod, maybe can be helpful
Biffa, you can just use MoveIt mod to move where the highway enters your block and move it up a bit, then put in a nice proper intersection above the financial district.
This is my favorite map so far after New Tealand, but I've tried building on both and they just turns out to be a disaster every time. Just a clustered mess of tangled roads and services set in random places just trying make so the city has those services/utilities. This is neat and streamlined.
I think the main road along the shore that you placed small houses along should be a 4 lane road instead of a 6 lane road. It just seems safer and makes more sense for the people who live along it and because it has bike lanes.
First thing i saw was your tram turn about and the old fix for trams the new mod has roads that can stop that, i cant remember what its called but cpp showed it so im sure youve seen them would love to see you use them as it makes the game look so much better with trams
Hey Biffa. I know I’m a little late but, the keys you have a pretty high, for anything that interacts with the water I would recommend a sub Key that is a bit lower to make it more accessible. That’s how it is in my city aswell. Love your videos!
I think the new highway exit built in the financial district would be less of an eye sore if it crossed underneath the highway and joined the exit on the other side (shown at 13:53).
Hello Biffa. About the cars that turns around I think its because you draw a 'Ped area' so the cars couldn't get in so they had to turned around somewhere. Check the borders of you areas.
I've been having the same issue with spawning cars in my series, and I think it's gotten worse since the last update. But it's definitely not a new thing. In my series, I just turned some of the busy buildings off, but now that I'm watching your video I'm wondering if the realistic parking option in traffic manager would help? I think in vanilla if there aren't any parking spaces people just put their cars in their pockets, while realistic parking makes them actually park their car?
That orange tram line seems to make two turns. By putting the tram stop at 24:34, it looks like it goes through there once and then comes back to make the stop
I know you want to wait till you unlock the next area to access the highway, but I really think a simple interchange in the new area where the highway bridge is will help with all the traffic trying to get in and out of the current sole interchange you have.
MORE CRAMMING. I love every bit of cramming you're doing. Love the way it looks, the off ramp right over buildings and going under the freeway and through the big pillars.
Hilarious video, Biffa! 😆 Maybe you could have used Move It to copy the entire financial district to that big empty area? 🤨😏 Loved seeing the suddenly appearing cars on the tram stop and the tourist place. 🤣🤔 Perhaps more parking areas can possibly negate the cars? 😏 Take care...
Maybe the main road tram route needs replacing with a mono rail so it doesn't share the road. I mean the trams are fine elsewhere but that main road could ship mass transit a lot faster with elevated rail.
Love the financial area much better!! Not a big fan of the glass tops in that area. Maybe in an area where there are a lot of higher buildings mixed in. Looking great! As usual love watching you fix traffic too 🤩
When Biffa gets into 'im sure that road doesn't exist' like he had when he needed a tram and bike asymmetrical road: It just makes me think 'well why don't you create that road for yourself in the asset creator as you made a video on it somewhat recently'. It would surely fix the issue of needing a very niche type of road
Was coming here to say exactly this. He had a whole episode on how to make any road he needed.
And it's much better after the 1.0 update
@@Zadesniper Oh, good to know. I used it the once after the how-to video, and then realized I basically had to design it twice. Arrgh.
@@nanfredman1991 Don't get me wrong there's still a lot of fine tuning to be done in the editor depending what you want. But it's still leaps and bounds ahead of what making a road was like before this mod
Biffa on your timed traffic lights, you really dont have to increase the minimum time. increases max time is fine by itself for high traffic. the way you do it, even when high traffic goes down, you force the traffic light to still stay green for longer than it needs to be
besides, i think the new area you started building this episode would rather be a good fit for an airport, as its a big relativly flat area and very centrally located on your whole map. of course you would need to get the adjacent tile first before building that airport
Hello Biffa. Love your video as always.
At around 25mins you're trying to fix the tan/khaki tram line, and right after the "6.5hrs later..." you add a 1way tram road and force the tram line to go the way you wanted it to around that loop. You then add a stop. Check that stop _very_ carefully, I believe it is still broken. When you add the stop right outside the opera house, the dot appears, as does the line moving sideways into the dot, but there is ALSO a line that reamins going straight on. I believe something is broken, cause it looks like that tan tram line is going around the loop twice.
If you compare the tan line's stop to the purple pedestrian district stop right beside it, you'll be able to compare what I saw with the tan line's stop dot also having a straight-on line, cause you'll be able to see the way the purple line steps over to its dot.
Yeah I agree with this, it does appear that the tan/'yellow' line goes around that turnaround twice, once with the stop and once without stopping.
Biffa, apart from the one highway ent and exit, you only have one road in and out of the entire pedestrian leisure area + the financial district + the riverfront housing. I'd think you really need to get the highway to do the heavy lifting for you so that the traffic does not clog up your main arterial so badly. Some more on and off ramps would probably really help.
For the main highway intersection at the start (1:10) I think you could make that into a four-way interchange, with the new direction immediately going into a roundabout with roads coming off it to go to the pedestrian area. There's not much room with the mountain right there, but I think it might fit, and it would give more options for people entering and leaving the highway.
The financial district looks so much better! I would consider to lower the whole highway quite a bit and create a new intersection with on and off-ramps
Yes, Biffa has a habit of building more off-ramps from the highway but not adding any extra on-ramps, which is not very realistic!
Maybe try realistic parking mod so that they don't just pull a car out their pocket and block the roads? Will mean you have to build lots more parking everywhere but will function a lot better
If you don't put enough parking spaces you end up with people parking on the other side of the city and take public transport home 😀
Happens even in my 5000 pop city! But I love the function
@@valskraacapo720 haha that’s not ideal! 😂 sometimes it feels like I have to do that when I’m looking for parking around my house 🙄
@@valskraacapo720 As soon as you play with realistic parking enabled and look at your traffic menu through the vanilla tool panel, you can see places (buildings) that need parking as they are marked as red. lets you track better where you need parking etc. in case you didnt know ;)
Don't forget that you have that mod where you can create whatever road you would like and design it however you want.
I'm definitely a fan of the one-by-one houses. Much underated to help decorate a diverse residential area.
And they are a real thing. Tiny Homes. I downgraded to one a few years ago as I'm getting on in years. Just over 1,000 square feet of living space is kind of nice.
@@markbrown2206 Yeah, small houses are becoming a trends in some countries because people are more on becoming minimalistic and focus on aesthetic type of houses and the cost of living is high.
Lovely city, Biffa. Regarding the weirdness with the slope tool (bumpiness) on your off-ramp, I found that clicking on the "bump" with the Node Controller Renewal tool will usually fix the slope.
35:39 I like the fix for drivers in ether neighborhood. I make all my residential speed 25 and city streets 45. Traffic feels more organic.
Great episode as always. I had sort of the same problem in my city yesterday...plopped down a bunch of Seaside hotels and suddenly my coast was drawing a massive amount of traffic from all directions. Had to upgrade my "sleepy seaside town" roads into larger four lane w/bus to keep things under control. Lesson learned, lol! Glad to see you can stop the building changes with the force historical, I didn't realize that's how that worked. If you go back and watch at 12:13-12:18, I think you may have moved a corner building and left it under the highway inadvertently. But I love the way the buildings look now - excellent work! I love your cities!!
Love the new look of the financial area! Much better than the looming skyscrapers! Great job 👍
Also really appreciate your attention to detail with the move it mod, it must take a long time but the result is incredible!
Well said.
Wouldn't it have worked easier if you didn't connect the tram lines entirely but gave them an easy way to walk between the stops? Maybe underground?
Taking things too far with road lanes? Don't I remember a somewhat recent video that allows you to do exactly that?
We miss you biffa! Hope everything is well 🤗
The only way to utilize the Financial Districts buildings is to mark them historical at level 1 as they spring up. I agree that they start to look "less nice" as they level up, but I appreciate what the creator was doing.
I've been trying to blend the Financial District office buildings with European high density residential and commercial buildings to create an "older" section of my city. So far I like the results.
Happy New Year to everyone!
I like to put in the FinDis buildings in small clusters rather than a large district. That way can mix in normal commercial/office and wall to wall. An occasional level3 financial is a "realistic" look as that's a trend in NY right now to preserve the historic lower building and then construct some glass monstrosity on top.
A couple things:
I believe if you turn off parking in tmpe or enable the dynamic parking mod the sims stop using pocket cars.
You should create a national road that just transverses under the highway then hooks up at the ends of your city at the highway. A lot of places have a separation of expressways and local highways. The local highways have more stops and lower speeds… just an option.
Also you should move it to pull the node by the island interchange into your city, connect to it, then put it back. You really need the second interchange
Wow the financial district looks so much better now! Looking forward to the next episode 😃
The pocket cars might be because you have a very touristy pedestrian zone there with loads of visitors and insufficient (or no?) parking at the entrances. A parking garage or two will probably help loads.
I think the Flash Mob is everyone leaving the pedestrian area. Would it be improved if you had more parking available?
I've been watching your videos on and off for the last three years or so and you've inspired me to start fixing traffic. Downloaded some cities with bad traffic off the steam workshop, downloaded the traffic manager and roundabout builder mods and started fixing the traffic. Was a bit frustrating but also satisfying at the same time. At one point I actually made the traffic worse! I think I need more practise lol.
Biffa, when you have blank sides of buildings like in 11:57, maybe you could place a billboard-prop onto the side? There might be even someone who creates a biffamerch-billboard for you, so you can implement your merchshop directly into your cities
I see an imminent video fixing the traffic overall in this city... It's beginning to get a bit like Mississipatea with choke points at the highway exits 😂 unlocking squares and putting in proper junctions is so important now...
With the 1x1 houses you mentioned they would make a great challet park area if you wanted to build one almost every British seaside has one
The financial district looks way better with the building heights set to level one as you did now. 👏👌
I've got some pun-y geographic name suggestions - might be late to naming areas! How about County Teapperary, Teas Valley and Teattenham (i.e. County Tipperary, Tees Valley and Tottenham). They've got a UK and Ireland vibe to them too.
I love the low rise stone building financial district and how it turned out! The way it had been before you fixed it just doesn't cut it for me. The way the financial district grows skyscrapers should be in imitation of the Boston Customs House Tower in Boston MA, where the US federal government built a (level 1) Greek Revival temple in the 1830s and then a (level 5) stone midrise skyscraper in 1914. The tower is much beloved by the city's residents and visitors.
In a future episode you may want to build up-ramps from the financial district to the elevated highway, and a highway interchange on the other side of the strait for the fishing harbor.
You dont need a six lane road, you need an extra on off ramp to that highway.
I think that the spot where people are spawning and pulling a car out of your pocket is the edge of your pedestrian area where it meets the normal road. It looks like people leaving the pedestrian area are spawning there and getting in a car because that’s the closest place that they can. Maybe?
Because of the many people getting out of a tram, pulling their pocket cars out and driving away, I prefer to have my tram lines or at least the stations on side roads.
17:50 never heard of Tiny Houses? Pretty cool stuff :)
25:29 it looks like the Tramtracks are not connected
Thanks for the content. And Happy New year. That golden tram line is still looping. At 24:54 you can see the gold line next to the tram stop. I think this line is doing a loop then going all the way around again. I’d suggest drawing the whole line again.
for the force upgrade, don't you need to change the minimum level from what I read, so it forces the buildings to upgrade to the minimum level. Great video as always Biffa
23:55 you purposely had that stop for your workers. Otherwise you wouldn't have needed tram road and a turn around across the bridge.
18:05 Oh, just look at this amazing mug. Cool beans, indeed 😎👍
yeah, those cars will keep on spawning at tramstops because the engine has calculated it to be the least slowest travel option for those agent destinations. It seems that you're mostly dealing with the effects of traffic and not at all with the cause. This city desperately needs multipoint access to highspeed transportation, either by highway or subway/rail. Any expansion of the city will only worsen this problem.
Good job Biffa, here, have a cookie 🍪
I had the same issue with the flash mob in my city, on the same map. They were all trying to go to a park but wouldn't for some reason, despawning their cars just to spawn them again and drive around the block in an endless loop. The park had a weird spawn point on the other side of the street, probably due to move it, and resetting the park with move it didn't help, neither did moving the spawn point. Bulldozing the park and replace it did however.
On the traffic manager mod, if you go to the option menu, you can select dedicated turning lanes on and it will automatically put them in when you place a room so you don’t have to do it all manually. Just a tip for easiness
He knows that option, but in this case he was checking individually the interceptions
Biffa! You should try out your new intersection testing tool on cargo harbors, airports, and train stations! How many trucks _can_ they handle?
Definitely like the look of the "downgraded" financial district - I have no problem with skyscrapers but the way they are just tacked on top of the nice old buildings is horrible.
What "force upgrade" is for is if you set a minimum level for the zone and you have some buildings below that level - "force upgrade" means that they will all be immediately levelled up to that minimum.
Along the shoreline then would be a feeder residental slip road. You created a Strond. A one tile separation always for decorative sound barriers. Both on the road and green belt. And Flowers. Not just bushes. Some color. MAYBE PUT THE 1×1 clustered on the road side. 3 or 4 between decorative landscaping. Limit the water side to 3x3.
Will look between and improve future traffic problems. Finally got a computer to handle CS. Learning mechanics through videos. Thanks.
7:43 you'll need to change the minimum level if you want to force an upgrade.
btw, nice job on the financial district. Looks much better now.
One thing I found out by sheer chance was that if you have multi lane roads with bus or bike lanes, and you set dedicated turning lanes, it will set the bus lane to ahead only, which can really mess things up. Need to enable 'buses ignore lane arrows' in tmpe, far easier than manually resetting every junction!
Thanks for the little mention Biffa! The level 1 Financial offices are a lot nicer! Great episode as always 😄
Thankyou and oh yes they are 😅
I told you even before you made new financial district etc that you have only one enter to town from highway. One crazy suggestion to made trumpet interchange on the other side of financial buildings and loop around under the highway to connect to it? That was you can expand even further. Or even to made 4 way interchange where the bridge is?
I love how the Financial District came out. So cool!!!
With the new Road Creator Tool Mod you can make any number of custom roads you need, super easy and intuitive. Asymmetrical tram/bus/bike all-in-ones, pure dedicated skinny tram/bus, whatever you want. You should give it a try, makes planning tram flow extremely easy.
Financial area looks fantastic 👌 I'm so happy you changed those awful glass buildings.
13:55 the trick I use to remove lumps and bumps is first using the slope tool, then using the remove node tool to stop the bumps. You won't have as many pillars on the slip road but it will be nice and smooth!
you can also use node controller to set the nodes to "smooth"
I stopped playing my game to come watch Biffas new episode!
:-)
The houses you built on the main road beside the beach I think should have been placed on a small road that beside the big main one. With a few connections keeping the main road free of stopping traffic
In the new area: add a dirt road on the beach, 6 units away from the main road an turn the houses around. Behind them you could add a row of palms.
Love the area after the adjustments, look forward to more content soon
@31:35 we need to get RCE to do a Bridge Review on this beauty!
I work from home in a sales job and I have all your videos playing in the background while I work -- listening to you fix traffic is like ASMR to me 😂
Hi Biffa, Just been investigating real world gradients, to replicate in my cities. Wheel chairs - desired max 2.5%, considered impassible at 8%. Pedestrians - desired max 5%, considered impassible at 10%. Roads - desired max 6%, need to consider run off lanes at 8%, and considered impassible for many vehicles at 10%. Rail - 0.5% - 0.6% in normal conditions, rising to 1% in hilly terrain, with max gradient peaks of 2.5% on a mainline, and 3.3% on a branch line for light traffic. It's all possible to replicate, just needs space.
Eucalyptus trees are dirty. Teddy is happy you deleted that tram turn around. Delta 5-1 has a 6 lane tram road with the tram in the middle, just like the vanilla 4 lane tram road.
The problem is that the park by the water is splitting the pedestrian area in 2 leaving citizens no choice but to ride their cars to the rest of the city.
Edit: in addition the new pedestrian area does not have a service point making them appear from nowhere.
You should take a look at your traffic manager settings. Realistic parking ought to get rid of the pocket car weirdness, and there were a lot of people just outright disobeying the traffic laws.
Realistic parking is on 👍
@@BiffaPlaysCitiesSkylines Good looking out, chief.
11:32 you should call this building “The Biffagon” after the Pentagon in DC.
Yes, always make them dedicated lanes, Biffa... that's what you get for ignoring your own rules 😜
You have the 80 tiles mod. Please use it :-) Will improve the quality of the city (after you did by accident in New Tealand the series became much better :-)
He's stated multiple times that once he reaches the final unlock tier for city population; he then will use 81 tiles mod. 👍
@@FallenAzazeI and my suggestion is that he should do that now. It is not becoming a nice city with all the holky bolky connections he makes now. It is a modded city. Not completely understanding why not using this specific mod. I think it will help the traffic, becoming a more beautiful city with better traffic and for me it is nicer to watch. All just suggestions, will keep watching his videos :-)
Something that would be great to see in CS2 is to have roads where lanes switch sides at specific time of the day. I mean, some high density roads will have a few lanes in the middle going in when people go to work and will be reverted when people go back home. Not lanes that are empty half of the day. Same also to have lanes that goes one side when an event starts at the stadium and the other way when it is time to leave.
That would be awesome. And the options are limitless with that king of thing...
I STOOD UP at the EXACT moment you fix the road with that 'click' sound at 2:09, and I thought my knee cap broke and it freaks me out lol
Eek, sorry! 🤣
The abandoned bus bulb at the entrance to the pedestrian area should bridge over to the bus only road behind the train station.
That way all the delivery trucks for the pedestrian area can enter your areas and also bypass the coast and double up the highway traffic to the financial area.
The ped areas/ that peninsula of development is just too isolated with one normal entrance and is forcing demand onto the coast.
The ped area is basically a super huge cul-de-sac and needs a lot more connectivity.
@Biffa: at 24:36, you can see that the yellow tram line is doing two entire loops of the route for one pass of the line. There is an issue with your stops somewhere causing this. Might be causing the traffic problems as the tram travellers can’t necessarily take the tram for short trips
If you can't find the road you need, you can just make it with the Blank Road Builder
Like Teagan Collyer pointed out, you can create any road you need, i suggest to have tram line on the external so emergency and service vehicles, busses and tram share the line without block traffic and being blocked by traffic. Also uses of traffic lights to prioritize pubblic transports and services, i saw a video about how to set a priority light for trams with time traffic mod, maybe can be helpful
Biffa, you can just use MoveIt mod to move where the highway enters your block and move it up a bit, then put in a nice proper intersection above the financial district.
Biffa a way to reduce car traffic is, to make their way longer. This massively discourages car usage.
I hope you´re doing well Mr. Biffaloppollis....are you in holidays??? Can´t wait for some new content
Ill at the moment, back soon. Thanks 👍
This is my favorite map so far after New Tealand, but I've tried building on both and they just turns out to be a disaster every time. Just a clustered mess of tangled roads and services set in random places just trying make so the city has those services/utilities. This is neat and streamlined.
Well hopefully everyone enjoys the flash mobs performance
I think the main road along the shore that you placed small houses along should be a 4 lane road instead of a 6 lane road. It just seems safer and makes more sense for the people who live along it and because it has bike lanes.
Happy new year biffa fans
First thing i saw was your tram turn about and the old fix for trams the new mod has roads that can stop that, i cant remember what its called but cpp showed it so im sure youve seen them would love to see you use them as it makes the game look so much better with trams
That car problem can be an issue with Realistic Parking. The cars appear from anywhere whith Realistic pparking disabled.
Happy new year Biffa ... hope it's a good one for you!
Hey Biffa. I know I’m a little late but, the keys you have a pretty high, for anything that interacts with the water I would recommend a sub Key that is a bit lower to make it more accessible. That’s how it is in my city aswell. Love your videos!
I think the new highway exit built in the financial district would be less of an eye sore if it crossed underneath the highway and joined the exit on the other side (shown at 13:53).
Hello Biffa. About the cars that turns around I think its because you draw a 'Ped area' so the cars couldn't get in so they had to turned around somewhere. Check the borders of you areas.
Hi Biffa,
Your videos show how much joy you get from playing this game and it is truly a joy for me to watch your videos. Lots of love
I've been having the same issue with spawning cars in my series, and I think it's gotten worse since the last update. But it's definitely not a new thing. In my series, I just turned some of the busy buildings off, but now that I'm watching your video I'm wondering if the realistic parking option in traffic manager would help? I think in vanilla if there aren't any parking spaces people just put their cars in their pockets, while realistic parking makes them actually park their car?
That orange tram line seems to make two turns. By putting the tram stop at 24:34, it looks like it goes through there once and then comes back to make the stop
I know you want to wait till you unlock the next area to access the highway, but I really think a simple interchange in the new area where the highway bridge is will help with all the traffic trying to get in and out of the current sole interchange you have.
Actual single family residences along the most desirable water property in the city? Who are you and where is the real Biffa! ;-)
Have you ever played Workers and Resources? I think you'd love it
"blue line" -> is clearly purple.
How about a “Wandering Weather” T-shirt in your Merc Shop? ;-)
Someone needs to make a "Pocket-Cars" mod to eliminate that possibility. Or does something like that exist...Realistic Pedestrians Mod or something?
Traffic Manager and use Parking AI 👍
MORE CRAMMING. I love every bit of cramming you're doing. Love the way it looks, the off ramp right over buildings and going under the freeway and through the big pillars.
You could sacrifice the bike lanes and use from the workshop a six lane road with separate tram tracks (in the middle)
Hilarious video, Biffa! 😆 Maybe you could have used Move It to copy the entire financial district to that big empty area? 🤨😏 Loved seeing the suddenly appearing cars on the tram stop and the tourist place. 🤣🤔 Perhaps more parking areas can possibly negate the cars? 😏 Take care...
Those pocket cars are a real issue when they happen on a real busy road.
Happy New Year 🎇🎄❄️🌨️⛄⛄⛄⛄🐇🎁
Hey Biffa! Happy new year! I love the care with the financial district. But I believe you forgot a financial building under the viaduct...
Don’t forget to like the video!
Maybe the main road tram route needs replacing with a mono rail so it doesn't share the road. I mean the trams are fine elsewhere but that main road could ship mass transit a lot faster with elevated rail.
Old Town policy -- this helps me so much!
Biffa Please show us how to set up the "R" as the RANDOM key that you use.
It's in the mods settings 👍
Love the financial area much better!! Not a big fan of the glass tops in that area. Maybe in an area where there are a lot of higher buildings mixed in. Looking great! As usual love watching you fix traffic too 🤩